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libdragon's Issues

TLUT palette issues

This problem could be related to 4 & 8bit texture issue.

16 color palettes won't load properly unless are sent as 4 times more (64 colors)
Different palettes won't work: Right now only palette 0 can be used (from 0 to 15)
Similar issues may happen with the 8bit palette.

Functions involved (rdp.c):

  • rdp_load_tlut(uint8_t _pal_bp, uint8_t _pal_num, uint16_t *_palette)
  • __rdp_load_texpal(sprite_t *sprite, int sh, int th )

Research how the data is sent to the RDP.

Triple Buffer not working

Instead of sync video goes to maximum fps speed.

Mistake of display_lock use (example code)?
while( !(disp = display_lock()) );

Or possibly issue on libdragon?

4 & 8 bit texture issue

When the texture is 2KB size (64x64x4bit) or (64x32x8bit) won't be displayed or properly loaded.

Functions involved (rdp.c):

  • rdp_load_tlut(uint8_t _pal_bp, uint8_t _pal_num, uint16_t *_palette)
  • __rdp_load_texpal(sprite_t *sprite, int sh, int th )
  • rdp_draw_textured_rectangle_scaled( int tx, int ty, int bx, int by, double x_scale, double y_scale, int flags )

It could be the way the data is loaded to the RDP (rdp.c):

  • __rdp_ringbuffer_send( void )
  • __rdp_ringbuffer_queue( uint32_t data )

Needs research to find the issue.

Support UltraHDMI ideal resolution

UltraHDMI has an ideal VI configuration for it's widescreen mode.

If I wanted to create a demo/game that had the best resolution for the UltraHDMI where and how big would the black bars be?
<@marshallh> 240p with 640 wide
<@marshallh> then you could add anamorphic modes if one wanted to stretch it
<@marshallh> if you do this, the n64 VI won't do any blurring/interpolation
Is that a custom VI mode then?
<@marshallh> yeah
<@marshallh> just set H_WIDTH to 640
So NTSC 320 mode, then set the width to 640

ANTIALIAS_OFF glitch on 60hz

If AA is disabled on NTSC will cause screen glitches, repeated patterns or broken screen, PAL 50hz seems fine.

  • Search on display.c for possible issues.

Merge changes upstream?

There's been some discussion in the N64Brew discord (can be found at https://discord.gg/TusxzSN, if you're not familiar) about trying to reduce some of the fragmentation in the N64 homebrew community. Would you be interested in merging some or all of your changes into the original libdragon repo on DragonMinded's discord? Or did you have a specific reason for making this fork that means you don't want your changes to be merged back?

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