Editing UltraHLE

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 27: Line 27:
 
UltraHLE also used the Glide API, which has since fallen out of use due to being specific to 3dfx adapters. Due to its popularity, several Glide to DirectX translation utilities were made specifically for UltraHLE for non-3dfx video cards.
 
UltraHLE also used the Glide API, which has since fallen out of use due to being specific to 3dfx adapters. Due to its popularity, several Glide to DirectX translation utilities were made specifically for UltraHLE for non-3dfx video cards.
  
As it was released at the time when the console was still on the market and considered profitable, Nintendo threatened the authors with legal action. This, along with pressure from users who constantly pestered the developers for new features and such, led to Epsilon and RealityMan discontinuing the emulator.
+
As it was released at the time when the console was still on the market and considered profitable, Nintendo threatened the authors with legal action. This, along with pressure from users, led to Epsilon and RealityMan discontinuing the emulator.
  
 
Despite being a proprietary emulator, the source code leaked in 2002 which provided some insight into how the emulator worked. This was used as the basis for an OpenGL port of the emulator called UltraHLE 2064, but by this time newer, better emulators were already available. The source code was also briefly updated as UltraHLE Alpha, which was later incorporated into Surreal64 for the Xbox.
 
Despite being a proprietary emulator, the source code leaked in 2002 which provided some insight into how the emulator worked. This was used as the basis for an OpenGL port of the emulator called UltraHLE 2064, but by this time newer, better emulators were already available. The source code was also briefly updated as UltraHLE Alpha, which was later incorporated into Surreal64 for the Xbox.

Please note that all contributions to Emulation General Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Emulation General Wiki:Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)