VOGONS


Home made glide patch

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First post, by meljor

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I don't know ANYTHING about programming and stuff, but since there are glide wrappers etc. how hard is it to make a new glide patch for a game that doesn't have one?

For example a glide patch for the first need for speed, or destruction derby 2 would be really nice!

But there are many more pentium class games that do not have a patch and imho need one. Would be awesome!

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Reply 1 of 2, by leileilol

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Unless you have their source code (as in .c files, asms, projects, makes and all that) you're shit out of luck.

The most brute way would be disassembly and poking out renderer objects and reverse engineering them and then creating new Glide renderers in their place and putting them back in, but even then it would be highly labourious and would be buggy

There's also many games where it'd be inappropriate to port to Glide like say any 2.5D game that relies on tons of raycast/reaces to form wall spans etc. Shadow Warrior 3Dfx was literally a software renderer with the spans drivers offloaded to the 3dfx card and it wasn't necessaily looking any better nor was it running smoother.

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Reply 2 of 2, by meljor

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ok, thanx for bursting that bubble.... 🤣

Seriously, thank you for the explanation. I always thought that it would be easy as a lot of patches are pretty small. But i never knew why nobody made them and now i understand why.

It's a shame.

asus tx97-e, 233mmx, voodoo1, s3 virge ,sb16
asus p5a, k6-3+ @ 550mhz, voodoo2 12mb sli, gf2 gts, awe32
asus p3b-f, p3-700, voodoo3 3500TV agp, awe64
asus tusl2-c, p3-S 1,4ghz, voodoo5 5500, live!
asus a7n8x DL, barton cpu, 6800ultra, Voodoo3 pci, audigy1