• Main sourceforge project page
  • Browse Git repository
  • Download v0.8 binary
    Changes between v0.4 and v0.8:
    • Correct handling of Delta0 mode
    • Support managed textures
    • Allocate 16bit depth buffer if 24bit allocation fails
    • Support use of TrueColor frame buffer
    • Support us of screen subarea for widescreen monitors
    • Support real 3D on 3D Monitors
    • Provide configuration app
  • Download v0.4 binary or v0.4 source
    For v0.4, we have gone back to an older version of the DirectX9 SDK, so there is no longer a need to install extra dlls.  Now supports MIG-29 Fulcrum and other games of that family.

    Changes:

    • Additional entry point for configuration from Glidos.
    • Option for per-palette texture caching (vast speed up of Blood).
    • Cleaner integration of the pixel-shader and texture-op implementations of grAlphaCombine and grColorCombine.
    • Texture-op-based color-combine implementation changed to use fewer stages, so that more cards are supported.
    • Added support for grHints and guTexCombineFunction.
    • Partial support for grTexCombine (enough to get wizard's tower correct).
    • Support for non-default origin location.
    • Change clamping in w-buffering case.
    • Fix a couple of leaks found by the debugger.
    • Temporary change to turn off rendering for unsupported grTexCombine methods.
    • Correct a few bugs in the texture-stage implementation of color/alpha combine.
  • Download v0.2 binary or v0.2 source
    + Misssing dll: d3dx9_27.dll
    Note v0.2 is built with the August 2005 vesion of the DirectX9 SDK, and requires d3dx9_27.dll, which can be obtained from the above link.

    Updated to work correctly with current release of Glidos. Support for Croc. Correction for problem with some untextured triangles appearing with wildly wrong screen position. Partial testing on ATI 9800 and nVidia GF3ti500.

    Changes:

    • Added support for z buffering
    • Better determination of texture usage, and when not texturing, avoidance of using uninitialised oow values.
    • Make grChromaKeyValue account for Glide color format.
    • Added support for chromakeying with 565rgb texture format
    • Make LFB reads tolerant of failure to unlock.
    • Improve updating of screen for front buffer changes
  • Download v0.1 binary or v0.1 source
    This is the initial release of psVoodoo.
To play a Windows-based game with this Glide wrapper, place the file Glide2x.dll into the folder that contains the game's executable, or in C:\Windows\System32.

To play a DOS-based game, you need Glidos.  The latest version of Glidos already contains an up to date copy of psVoodoo.  You just need to set Glidos's configuration to use Direct3D, rather than OpenGL. Whether playing DOS or Windows games, DirectX 9 must be installed. A log file (psVoodoo.log) will be created in the same folder. The log has information that may help track down problems.

For Windows games, use psVoodooConfig.exe to change psVoodoo's settings. For DOS games, psVoodoo's settings are configurable as part of Glidos's config.

This version provides only a partial implentation of the Glide API. It has been tested mainly on an ATI X800 and a nVidia 8800 with the games:

  • Unreal
  • Return to NaPali
  • Red Baron 3D
  • Croc
  • Undying
  • Wizard's tower demo
  • Deus Ex
  • MIG-29 Fulcrum
  • Tomb Raider I
  • Descent II
  • Redguard
  • Extreme Assault
  • Grand Theft Auto
  • Blood
  • Screamer 2
Also partially tested on a ATI 9800, and nVidia GF3Ti500.

The emulation is sufficiently complete for these games. Although other graphics cards have not been tested, it uses the lowest version of pixel shader ps_1_1, and hence should work with any card that supports shaders.

Pixel shaders are used to provide an - as far as I know - complete implentation of Glide's grAlphaCombine and grColorCombine functions. Pixel shaders are also used to fast regenerate textures on palette changes, which may make this a good wrapper for Red Baron 3D on the most recent cards from ATI and nVidia.

There is a non-pixel-shader-based fallback, but that misses out two of the combine modes.