rockboybb 发表于 2005-10-30 03:49:50

N64模拟器应该怎么更新插件啊?

上面有说明,不过是英文的,偶没有明白

偶用的是Project64模拟器




How to use high resolution textures in Rice Video 6.1.0 and after

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 "\plugin\texture_dump\\".

    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
   _all.png
    _rgb.png
   _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
    _rgb.png
   _all.png

    - Color indexed textures are dumpped in 1 file
    _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:
    "\plugin\hires_texture\\"

d. must match the N64 game internal name

e. Under the 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: 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

ePie 发表于 2005-10-30 06:38:06

下载新版本插件
解压后放在插件文件夹里
刷新后可以找到

rockboybb 发表于 2005-10-30 06:43:42

原帖由 ePie 于 2005-10-30 06:38 发表
下载新版本插件
解压后放在插件文件夹里
刷新后可以找到

偶把插件放在“Plugin”的目录下

可是出现这种情况
http://bbs1.mydrivers.com/attachments/1_lwiAP5cpG5ZF.jpg

ePie 发表于 2005-10-30 09:11:10

这个dll 是在插件文件夹里的
先确认所有文件都释放了么
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