Projects
PowerVR SGL Wrapper
Created on 2015-01-12 by Tuxality, last modified on 2023-01-15
SGL wrapper allows to run native PowerVR games on generic GPU on modern systems without the need for real PCX1/PCX2 or any PowerVR related card.
Current features
Currently missing or unfinished features in development:
▼ Current Version & Downloads ▼
Current version of PowerVR SGL Wrapper can be found below, for more detailed information regarding configuration please check the README file first.
Version:
A6 (alpha preview)Download:
TBA▼ Compatibility list ▼
PowerVR SGL Direct API
Name
Type
Mode
Status
Notes
Virtual On: Cybertroopers
Retail version
Address
Playable
Fully working, missing fog.
Purevex
Demo version
Address
In game
Missing 2D overlay, resolution does not properly scale, otherwise playable.
BIOHAZARD (JP)
Retail version
Address
Untested
Game not tested yet, does not run due to the issue not related to the wrapper.
Resident Evil (UK)
Retail version
Address
Untested
Same as BIOHAZARD (JP).
Turok Dinosaur Hunter
Retail version
DDRAW
Nope
Crash after SGL initialization, requires executable hexedit by replacing "*.dll*" (2A2E646C6C2A) to the "V*.dll" (562A2E646C6C) otherwise will crash during startup thinking that supplied surplus DLLs are Turok renderer libraries.
A Train No. 5 (JP)
Retail version
?
Untested
Game not tested yet.
Enigma (JP)
Retail version
?
Untested
Game not tested yet.
Mechwarrior 2: PowerVR edition
Retail version
?
Untested
Game not tested yet.
Motorhead
Retail version
?
Untested
Game not tested yet.
Nightmare Creatures
Retail version
?
Untested
Game not tested yet.
Nirgends
Retail version
?
Untested
Game not tested yet.
ReLoaded
Retail version
?
Untested
Game not tested yet.
Revolte!
Retail version
?
Untested
Game not tested yet.
Sub Culture
Retail version
?
Untested
Game not tested yet.
Ultim@te Race 1-Track
Retail version
?
Nope
Unimplemented DirectDraw interface.
Ultim@te Race 3-Track
Retail version
?
Nope
Unimplemented DirectDraw interface.
Ultim@te Race Pro
Retail version
?
Nope
Unimplemented DirectDraw interface.
MDK
Retail version
?
Untested
Game not tested yet.
Motorhead
Retail version
?
Untested
Game not tested yet.
Unreal
Retail version
?
Untested
Game not tested yet.
SGLLogo
Tech demo
Address
Working
Fully working.
SGLUVBil
Tech demo
Address
Working
Fully working, bilinear filtering works as expected.
SGLLogo
Tech demo
Address
Working
Fully working.
SGLTri
Tech demo
Address
Working
Fully working.
Stained
Tech demo
DDRAW
Working
Fully working.
Mask
Tech demo
DDRAW
Working
Fully working.
Cyberkd
Tech demo
DDRAW
Working
Working, missing fog, issue with upper and lower plane texture UVs.
Seald
Tech demo
DDRAW
Working
Working, missing fog.
Nefsgld
Tech demo
DDRAW
Working
Fully working.
Utexdrct
Tech demo
DDRAW
Working
Fully working.
Additive
Tech demo
DDRAW
Working
Fully working.
PvrView (3DS viewer)
Tech demo
DDRAW
Working
Fully working.
Scali's Donut (SGL Direct)
Tech demo
Address
Working
Fully working.
PowerVR SGL high-level API
Name
Type
Mode
Status
Notes
Moon Racer
Retail version
?
Nope
Not implemented.
Ground Master
Game / Tech demo
DDRAW
Nope
Not implemented.
Omega Field
Game / Tech demo
DDRAW
Nope
Not implemented.
たたかえ!パクファモロワ!!
Game / Tech demo
DDRAW
Nope
Not implemented.
Dual Power
Game / Tech demo
DDRAW
Nope
Not implemented.
Scali's Donut (SGL)
Tech demo
Address
Nope
Not implemented.
Other
Name
Type
Mode
Status
Notes
Tomb Raider
Retail version
DOS
Nope
This game will never work without major reverse engineering effort as it is a DOS game with statically linked SGL and direct hardware access. If you want to get it running on modern system please check my NEC PowerVR reverse engineering project.
Tomb Raider: Unfinished Business
Retail version
DOS
Nope
Same as Tomb Raider.
▼ Screenshots ▼
PLEASE NOTE:
Performance figures were achieved on an Apple M1 based MacBook Pro running Wine Crossover under Rosetta 2 (x86 / x86_64 to ARMv8.5A dynamic recompilation) with multiple layers / wrappers / frameworks in between, this does not indicate performance on x86 / x86_64 Windows machine which easily achieves more than 200FPS in tech demos on modern systems.
Virtual On: Cyber Troopers
Bilinear vs nearest neighbour texture filtering selected in game options
Texture replacement, water texture original on the left and AI upscaled 4x on the right as an example:
Game upscaled from 640x480 to 1920x1440 resolution (click to open fullsize image)
Purevex (demo version)
SGLUVBil demo
SGLLogo demo
Stained demo
Mask demo
Scali's Donut demo
Cyberkd, Seald, Nefsgld, Utexdrct, Additive and PvrView demos
▼ Development Diary ▼
Media with current and old versions of PowerVR SGL wrapper are posted below just for reference.
➤ Version: A5 (outdated)
Unreleased alpha preview based on old source code before SGL wrapper being rewritten from scratch.
➤ Version: A4 (outdated)
Corrected a lot of SGL issues, now rendering is very close to the original hardware. Still missing fog and mipmapping. DirectDraw is still mostly unimplemented yet, so overlay in Virtual ON is still not working. Optimized some places in code, so it runs quite well on a little more time accurate hardware.
Videos
Virtual ON: Cyber Troopers on Retro PC
Running on PC with AMD Athlon 600MHz (Slot A), 128MB RAM, NVIDIA GeForce 2 GTS and Microsoft Windows 98 Second Edition.
➤ Version: A3 (outdated)
This is refactored version of my wrapper which contains new (unfinished) DirectDraw wrapper.
Videos
Virtual ON: Cyber Troopers
Screenshots
Virtual ON: Cyber Troopers
Biohazard (Japanese version of Resident Evil)
➤ Version: A2 (outdated)
Slightly corrected texturing.
Screenshots
Virtual ON: Cyber Troopers
➤ Version: A1 (outdated)
This is my first attempt, which works as a drop-in replacement for SGL library.
Videos
Virtual ON: Cyber Troopers
Turok Dinosaur Hunter
Biohazard (Japanese version of Resident Evil)
➤ Version: A0 (outdated)
Some simple wrapping and blitting tests, which works as a drop-in replacement for SGL library.
Videos
Virtual ON: Cyber Troopers (various tests)