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ZZogl -- Zero GS KOSMOS fork
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Air Online
PCSX2 Programmer
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Posts: 1.144
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Post: #11
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
Wow yea, that makes a world of difference in visual quality. At this point I really don't notice much of a difference between Gsdx and ZZogl in terms of general image crispness.

What would also be nice is if you can clean up that scary options dialog box. It's the most frightening list of hacks I've seen, and gives me nightmares trying to figure out what all does what, and whan to use them all. Wink

Jake Stine (Air) - Programmer - Pcsx2 Development Team
02-25-2009 03:24 AM
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Krakatos Offline
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Post: #12
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
Nice work, hope you'll keep working on it. More plugins are always good. Anyway, I'll stick the thread once you release some version for the general public Smile
02-25-2009 03:30 AM
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kabooz Offline
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Post: #13
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
(02-25-2009 03:24 AM)Air Wrote:  Wow yea, that makes a world of difference in visual quality. At this point I really don't notice much of a difference between Gsdx and ZZogl in terms of general image crispness.

What would also be nice is if you can clean up that scary options dialog box. It's the most frightening list of hacks I've seen, and gives me nightmares trying to figure out what all does what, and whan to use them all. Wink

yeah i have the same problem with the hacks...
i almost never know when to use them kind of sad since someone whent to lengths to implement them (probably zerofrog)

and before i forget ^^ nice seeing someone working on the openGL side ^^

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Chupa Chups: Leck mich!!!
02-25-2009 04:19 AM
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Trigun Offline
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Post: #14
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
(Possibly?) Move the svn repo to google/sf imo.
(This post was last modified: 02-25-2009 04:39 AM by Trigun. Edit Reason: )
02-25-2009 04:28 AM
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Kein Offline
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Posts: 262
Joined: Jan 2009
Location: Soviet Empire
Post: #15
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
Zeydlitz
Quote:As I resolve my first list of bugs, I am ready to release. Latest svn could be obtained from:
http://sanechka.spb.ru/svnroot/ruslan/zerogs/
Что-то ее припомню, чтобы кто-то из русско-говорящих форкал плагины для PCSX2 :P Ты будешь первым, я думаю, и, надеюсь, не последним :P

Also, yes, can you move your repo to Google.Code? Would be nice :P

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02-25-2009 11:42 AM
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arcum42 Offline
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Posts: 348
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Location: Las Vegas, NV
Post: #16
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
(02-25-2009 04:19 AM)kabooz Wrote:  
(02-25-2009 03:24 AM)Air Wrote:  Wow yea, that makes a world of difference in visual quality. At this point I really don't notice much of a difference between Gsdx and ZZogl in terms of general image crispness.

What would also be nice is if you can clean up that scary options dialog box. It's the most frightening list of hacks I've seen, and gives me nightmares trying to figure out what all does what, and whan to use them all. Wink

yeah i have the same problem with the hacks...
i almost never know when to use them kind of sad since someone whent to lengths to implement them (probably zerofrog)

and before i forget ^^ nice seeing someone working on the openGL side ^^

Something I've been meaning to do one of these days is track down whether all the hacks actually do something in the code, and either delete or grey out the ones that don't, to narrow the list down a bit.

Of course, with ZZogl, with the rewrites, there's a decent chance that some of the hacks simply will vanish as the section they are in is rewritten...
02-25-2009 12:54 PM
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Zeydlitz Offline
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Post: #17
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
Well, they usually do something, but in very leaky manner: there could be 4 functions, that used, say, alpha-testing. And in pair of calls check is maded, but in others -- no check. Funny.

Right now the 100% needed checks is:

1) FF hack. For FFX, X-II, XII and Harvest Moon
2) Fast updates for Okami

And I wish to remove all other, except, maybe

3) No depth update
4) No alpha testing
5) 32-bit or 128-bit render targets. Right now ZeroGS & ZZogl used only 32-bit ones.
(This post was last modified: 02-25-2009 01:55 PM by Zeydlitz. Edit Reason: )
02-25-2009 01:52 PM
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seinfeldx Offline
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Post: #18
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
I can tell you that i used FFX Hack, No Vertical Stripes ( Mana Khemia Alchemists of Al-Revis ), Relaxed Depth and Tex Alpha Hack (don't remenber the game), anyway best of luck.

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02-25-2009 02:27 PM
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LuisR14 Offline
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Post: #19
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
(02-25-2009 01:52 PM)Zeydlitz Wrote:  5) 32-bit or 128-bit render targets. Right now ZeroGS & ZZogl used only 32-bit ones.
i thought 32-bit was the largest possible size for a render target. Blink

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NinjaMight just work on next guideNinja
02-26-2009 01:44 AM
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musidora Offline
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Post: #20
RE: ZZogl -- New open GL plugin -- Zero GS KOSMOS fork
Is it possible to compile on Windows ?
02-26-2009 10:34 AM
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