[mupen64plus-video-rice] 157/191: Imported Upstream version 2.0

Sven Eckelmann ecsv-guest at moszumanska.debian.org
Thu Nov 26 06:17:30 UTC 2015


This is an automated email from the git hooks/post-receive script.

ecsv-guest pushed a commit to branch armhf_test
in repository mupen64plus-video-rice.

commit d79032120a4b27f97e8f9cfdb18ed0736f0eaeec
Author: Sven Eckelmann <sven at narfation.org>
Date:   Fri Jul 5 09:38:45 2013 +0200

    Imported Upstream version 2.0
---
 LICENSES               |   6 +-
 README                 | 177 ++++++++++++++++++-------------------------------
 RELEASE                |  12 ++++
 src/TextureFilters.cpp |   2 +
 src/version.h          |   2 +-
 5 files changed, 85 insertions(+), 114 deletions(-)

diff --git a/LICENSES b/LICENSES
index 48d8a27..30595b6 100644
--- a/LICENSES
+++ b/LICENSES
@@ -3,8 +3,9 @@ Mupen64Plus-video-rice LICENSE
 
 Mupen64Plus-video-rice is licensed under the GNU General Public License version 2.
 
-The authors of Mupen64Plus are:
+The authors of Mupen64Plus-video-rice are:
   * Richard Goedeken (Richard42)
+  * Sven Eckelmann (ecsv)
   * John Chadwick (NMN)
   * James Hood (Ebenblues)
   * Scott Gorman (okaygo)
@@ -13,6 +14,9 @@ The authors of Mupen64Plus are:
   * Louai Al-Khanji (slougi)
   * Bob Forder (orbitaldecay)
   * Jason Espinosa (hasone)
+  * Lioncash
+  * Littleguy77
+  * Metricity
   * HyperHacker
   * and others.
 
diff --git a/README b/README
index 1c504c0..35bc893 100644
--- a/README
+++ b/README
@@ -1,114 +1,67 @@
-How to use high resolution textures in Rice Video 6.1.0 and after
+===============================================================================
+-------------------------------------------------------------------------------
+Mupen64plus-video-rice README                                              v2.0
+-------------------------------------------------------------------------------
+===============================================================================
+
+The latest version of this document can be found online at:
+https://code.google.com/p/mupen64plus/wiki/HighResolutionTextures
+
+-------------------------------------------------------------------------------
+ABOUT
+-------------------------------------------------------------------------------
+Mupen64Plus's Rice Video plugin supports a very nice feature which allows the
+user to replace all of the original textures used for 3D rendering in a game
+with high-resolution replacement textures drawn by graphic artists.
+
+-------------------------------------------------------------------------------
+Enable Hi-Res Texture Loading in Rice Video
+-------------------------------------------------------------------------------
+
+In order to begin using the hi-resolution texture feature, you must enable it
+by editing the Mupen64Plus config file. One option is to find the file and edit
+it directly with a text editor. On Linux or OSX, this is located at: "~/.config/
+mupen64plus/", and on Windows it is in the "Application Data" sub-folder of
+your user folder. On Windows XP and prior, this is "C:\Documents and Settings\
+<username>\Application Data\Mupen64Plus\", while on Windows Vista and newer
+this is "C:\Users\<username>\AppData\Mupen64Plus". You should find a section in
+this file labeled [Video-Rice], and within this section is a parameter called
+LoadHiResTextures. Set this to True to enable searching for and loading high-
+resolution textures.
+
+Another option to enable this feature is to use the --set option with the
+Mupen64Plus command-line user interface. To do this, run a game with a command
+similar to this:
+
+./mupen64plus --set Video-Rice[LoadHiResTextures]=True --saveoptions m64p_test_rom.v64
+
+-------------------------------------------------------------------------------
+Installing Hi-Res Texture Files
+-------------------------------------------------------------------------------
+
+To install a high-resolution texture pack for a game, all that you need to do
+is unzip the archive and put the extracted directory full of images into the
+right place. On Linux and OSX, this is usually "/home/<username>/.local/share/
+mupen64plus/hires_texture". On Windows it is in the "Application Data" sub-
+folder of your user folder. On Windows XP and prior, this is "C:\Documents and
+Settings\<username>\Application Data\Mupen64Plus\hires_texture", while on
+Windows Vista and newer this is "C:\Users\<username>\AppData\Mupen64Plus\
+   hires_texture". If this directory doesn't exist, create it and copy the
+hi-res texture directory inside.
+
+The folder containing hi-res textures must be named exactly the same as the
+ROM's name in the header of the ROM file. Usually this name is short with all
+capital letters, like "MARIOKART64" or "SMASH BROTHERS". The command-line UI
+prints out this ROM name when running a game, right after the Goodname and
+before the MD5.
+
+-------------------------------------------------------------------------------
+Running
+-------------------------------------------------------------------------------
+
+After setup, just run the game as usual. If using the command-line UI, you should
+see a line printed out which says:
+
+Video: Texture loading option is enabled. Finding all hires textures
 
-1. There are two new options added in Rice Video version 6.1.0 under the "Texture Filters" tab
-   LOAD option: "Loading hi-res textures if available"
-   DUMP option: "Dump textures to files"
 
-
-2. Dumping textures
-   a. If DUMP option is enabled, all textures used during the game play will be dumpped 
-      into a folder "[your_emulator_main_folder]\plugin\texture_dump\[current game name]\". 
-
-      [current game name] refers to N64 game internal name.
-      For example, name for Zelda OoT is "THE LEGEND OF ZELDA". 
-      
-      You can use your N64 emulator to check it. For 1964, the internal name is shown
-      as one of the "Rom Information".
-
-   b. Textures from different games will be dumpped into different folders. 
-      The plugin will create the folder if the folder does not exist.
-
-   c. Textures are dumpped in either PNG or BMP format
-      - RGBA, IA (intensity and alpha) textures are dumpped in 3 (or 2) files
-    [filename part 1 - 4]_all.png
-        [filename part 1 - 4]_rgb.png
-    [filename part 1 - 4]_a.png if the alpha channel is not all 0xFF
-
-        Please read the later section regarding filenameing.
-        *_all.png files are 32bit per pixel PNG files with RGBA channels
-        *_rgb.png files are 24bit per pixel PNG files with RGB channels.
-        *_a.png files are 24bit per pixel PNG files with alpha channel only as intensity.
-
-      - I (intensity only) textures are dumpped in 2 files, the alpha channel is not needed
-        [filename part 1 - 4]_rgb.png
-    [filename part 1 - 4]_all.png
-
-      - Color indexed textures are dumpped in 1 file
-        [filename part 1 - 4]_ci.bmp
-        ATTENTION here: the color indexed bmp image is palletted image. If you want to modify
-                        this image, you MUST NOT change the pallettes.
-        These palletted BMP files could have either 16 pallettes or 256 pallettes, depending
-        on the original texture format in the N64 game.
-
-   d. texture dump option can be enabled/disabled during the game play.
-
-   e. The plugin keeps tracking all dumpped textures of the current game. Textures
-      will not be redumpped if the texture has been dumpped.
-
-
-3. Loading high resolution textures
-   a. If LOAD option is enabled, the plugin will try to load it when corresponding texture is used
-      in the game.
-
-   b. LOAD option can be enabled/disabled during the game play
-
-   c. All high resolution textures must be placed under folder:
-      "[your_emulator_main_folder]\plugin\hires_texture\[current game name]\"
-
-   d. [current game name] must match the N64 game internal name
-
-   e. Under the [current game name] folder, subfolders can be created and textures can be placed
-      into the subfolders. The plugin will search all the subfolders recursively. Subfolders can help
-      to manage all the textures.
-
-   f. File files and format:
-      In general, high resolution files to be loaded must follow the same filenames as dumpped.
-
-      - Color indexed textures must be still in palletted BMP format
-      - For RGBA, IA and I textures, you can provide
-            *_rgb.png, *_a.png   or
-            *_rgb.bmp, *_a.bmp   or
-            *_all.png
-      - Don't provide duplicate files for the same textures. If you provide the *_rgb, *_a files
-        and also *_all.png file, the actually loaded files are not determined.
-
-4. File naming
-
-   Example: THE LEGEND OF ZELDA#0A74F78C#4#1_rgb.png
-
-    [part 1]#[part 2]#[part 3]#[part 4]_[part 5].[extension]
-
-    part 1: The N64 game internal name
-    part 2: CRC32
-    part 3: Texture format in N64 game
-        0 = RGBA
-        1 = YUV
-        2 = CI
-        3 = IA
-        4 = I
-    part 4: Texture size in N64 game
-        0 = 4 bit
-        1 = 8 bit
-        2 = 16 bit
-        3 = 32 bit
-    part 5: dumpped texture format
-        rgb = 24 bit RGB format
-        a   = 24 bit alpha channel only in 24 bit RGB intensity
-        all = 32 bit RGB format
-        ci  = color indexed (BMP) format
-    extension:
-        PNG
-        BMP
-
-5. How to make your own hi-rez textures
-   a. The hi-rez texture size could be 2, 3 or 4 times as the orginal N64 texture size
-   b. Don't use other customerized texture sizes
-   c. If the original texture has alpha channel, you MUST also provide the alpha channel by
-      - Use *_all.png 32bit format
-      - use both *_rgb and *_a files to provide RGB and alpha separately
-   d. Color indexed textures must be prepared in color indexed format, not in RGB/A format
-   e. Instead of *_rgb.png and *_a.png, you can provide your textures in *_rgb.bmp and *_a.bmp.
-      BMP files are uncompressed, can be loaded faster
-   f. *_rgb.png, *_a.png, *_rgb.bmp, *_a.bmp must be provided in 24 bit RGB format, not in other
-      formats. Alpha *_a.* files must be 24 bit, only in 2 bit or 8 bit
-   g. Filename must be kept the same as the original dumped texture filenames
diff --git a/RELEASE b/RELEASE
index 8dd3de7..8499e3f 100644
--- a/RELEASE
+++ b/RELEASE
@@ -1,6 +1,18 @@
 Mupen64Plus-Video-Rice RELEASE
 ------------------------------
 
+Mupen64Plus-Video-Rice v2.0 - July 4, 2013
+------------------------------------------
+ - support for resizable video window
+ - add support to build and run with OpenGL ES 2.0
+ - improve hi-resolution texture loading support
+ - fix texture CRC calculation for non-x86 (or NO_ASM) platforms
+ - support to build against SDL2
+ - Project files for Visual Studio 2012
+ - Makefile changes
+   - add support for PowerPC and MinGW32 builds
+   - add cross-compiling support to build Win32 executables (MXE) under Linux
+
 Mupen64Plus-Video-Rice v1.99.5 - March 10, 2012
 -----------------------------------------------
  - Hires texture loading: support for 8-bit PNG images
diff --git a/src/TextureFilters.cpp b/src/TextureFilters.cpp
index a6cbc13..5f36816 100644
--- a/src/TextureFilters.cpp
+++ b/src/TextureFilters.cpp
@@ -1723,6 +1723,8 @@ void DumpCachedTexture( TxtrCacheEntry &entry )
         newinfo.foldername = NULL;
         newinfo.filename = NULL;
         newinfo.filename_a = NULL;
+        newinfo.type = NO_TEXTURE;
+        newinfo.bSeparatedAlpha = false;
 
         uint64 crc64 = newinfo.crc32;
         crc64 <<= 32;
diff --git a/src/version.h b/src/version.h
index 02ca7cf..bdcc317 100644
--- a/src/version.h
+++ b/src/version.h
@@ -27,7 +27,7 @@
 #define VERSION_H
 
 #define PLUGIN_NAME    "Mupen64Plus OpenGL Video Plugin by Rice"
-#define PLUGIN_VERSION           0x016305
+#define PLUGIN_VERSION           0x020000
 #define VIDEO_PLUGIN_API_VERSION 0x020200
 #define CONFIG_API_VERSION       0x020000
 #define VIDEXT_API_VERSION       0x030000

-- 
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