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TV static on the wall monitors in Something Fishy (black in v0.2.0). The TV screen model draws its static as a white quad with G_AC_DITHER (prim alpha 0x80) in 2-cycle mode, with G_CC_PASS2 in the first cycle. The alpha compare uses that first cycle's COMBINED alpha. On hardware it still holds the previous pixel's output, so about half the pixels pass at random. RT64 starts it at 0, so every pixel fails. Fix Evo's visor, camera shaking, overscan drawing, black TV screens, terminal trails, dome reflections; render to RDRAM only when needed #7 makes the first cycle use the primitive alpha for that model.
Noise on the animal stats (species terminal) screen. The original leaves fading trails behind the glyph text, DNA and animal, because it only darkens the previous frame with a translucent black rectangle. The recomp cleared the frame to opaque black every frame. Fix Evo's visor, camera shaking, overscan drawing, black TV screens, terminal trails, dome reflections; render to RDRAM only when needed #7 only clears in widescreen now, where leaving the frame uncleared shows a second, native-width copy of the stat text. So in 4:3 the effect is back, and widescreen is unchanged.
Both compared against Mupen64Plus-Next.
Still open: the dome glass reflection. I couldn't find which level or surface this is. @Tasosgemah, which level shows it?
Thanks! I loaded Snow Joke in both the recomp and the original (Mupen64Plus-Next) and looked at the ice walls near the start, but I couldn't find a spot with the reflection yet. Could you post a screenshot, or describe a spot (for example: which way from the start, which animal you were)? Then I can compare both at the same place.
The moment the map starts you just go right and you should bump at the glass after a few meters, it's impossible to miss.
Also, you say you are using Mupen64plus-next, i also use that and posted this picture with it. But in order to have correct/accurate graphics, you also need to use Parallel RDP as the graphics plugin. The default is GlideN64 and i don't know if that shows the effect, it's an old, obsolete plugin that i wouldn't trust and i know for sure it doesn't show everything correctly in this game.
Thanks, found it. The dome reflection is fixed in #7 as well. The game replays the frame's objects under a mirror projection when the camera is near a reflecting wall (render_ship_window_projection_replay, despite the name). The recomp had turned that off. At your spot in Snow Joke the microchip's reflection now shows in the glass, like the original with ParaLLEl-RDP (GlideN64 shows it too).
You were right about the plugin. I've switched my reference to ParaLLEl-RDP.
Activity
BitJager-dev commentedon Oct 21, 2026
Two of the missing effects are fixed in #7:
G_AC_DITHER(prim alpha 0x80) in 2-cycle mode, withG_CC_PASS2in the first cycle. The alpha compare uses that first cycle'sCOMBINEDalpha. On hardware it still holds the previous pixel's output, so about half the pixels pass at random. RT64 starts it at 0, so every pixel fails. Fix Evo's visor, camera shaking, overscan drawing, black TV screens, terminal trails, dome reflections; render to RDRAM only when needed #7 makes the first cycle use the primitive alpha for that model.Both compared against Mupen64Plus-Next.
Still open: the dome glass reflection. I couldn't find which level or surface this is. @Tasosgemah, which level shows it?
Tasosgemah commentedon Oct 21, 2026
The first snow themed map (Snow Joke i think it's called) has several places where you can go near the glass dome and see your reflection.
BitJager-dev commentedon Oct 21, 2026
Thanks! I loaded Snow Joke in both the recomp and the original (Mupen64Plus-Next) and looked at the ice walls near the start, but I couldn't find a spot with the reflection yet. Could you post a screenshot, or describe a spot (for example: which way from the start, which animal you were)? Then I can compare both at the same place.
Tasosgemah commentedon Oct 21, 2026
The moment the map starts you just go right and you should bump at the glass after a few meters, it's impossible to miss.
Also, you say you are using Mupen64plus-next, i also use that and posted this picture with it. But in order to have correct/accurate graphics, you also need to use Parallel RDP as the graphics plugin. The default is GlideN64 and i don't know if that shows the effect, it's an old, obsolete plugin that i wouldn't trust and i know for sure it doesn't show everything correctly in this game.
BitJager-dev commentedon Oct 21, 2026
Thanks, found it. The dome reflection is fixed in #7 as well. The game replays the frame's objects under a mirror projection when the camera is near a reflecting wall (
render_ship_window_projection_replay, despite the name). The recomp had turned that off. At your spot in Snow Joke the microchip's reflection now shows in the glass, like the original with ParaLLEl-RDP (GlideN64 shows it too).You were right about the plugin. I've switched my reference to ParaLLEl-RDP.