 ATI2DDAD Driver shorter name ARx2611x3Dfx - (ARx2611x3Dfx.7z)
 Yes its for both, Rage2/Rage2+/Rage2C, but its more for Rage3

 MarxVeix 5.40.x 5.40x2611-x3Dfx /Rage Pro Tweaker.7z is added
 Glide2CIF is automatically installed, XGL200 can be installed
 back and forward with Glide2CIF.bat and Glide XGL200.bat file.
 ATi DDraw/3DCIF/Direct3D/OpenGL/GLUT/ATiDVD - made by MarxVeix
 This is the latest CIF Win9x driver out there: 5.40x2611-x3Dfx
 
 First i forgot ATi DDraw 2D API Hardware Acceleration support
 ATi has DDraw and you can play DDraw supported games with it!
 I have tested some DDraw 2D API games, like Xenon 2000,thanks
 dr.zeissler!

 Added old SGI-GLUT support  (opengl.dll / glut.dll / glu.dll)
 Also added GLUT32/CosmoGL/CosmoGLU = renamed GLUT/OpenGL/GLU!
 GLUT is needed for interactive and non interactive SGI DEMOs!
 ATi Rage3 (all RagePro and Rage XC / XL,maybe Rage3 Mobility)
 
 OpenGL.dll is renamed SGI OpenGL ver 1.1.2 (OpenGL32.dll file)
 Many SGI 1997 OpenGL1.1 demos added @ file SGI-Demo Samples.7z
 Right now it uses glut 3.7.6 dll - do you know any better one?
 6xGLUT files are installed automatically at this Win9x driver!
 GLU32 is already installed with Windows95OSR2/Win98/Win98SE/ME
 
 Original file names and location C:\Windows\System\
 GLUT32.dll = GLUT.dll (taken at glut-3.7.6-bin.zip)
 GLU32.dll = GLU.dll (from Win98SE,renamed dll file)
 CosmoGL.dll = OpenGL.dll ( SGI OpenGL.dll v1.1.2 )
 CosmoGLU.dll= GLU32.dll (already installed @Win9x)  

 Atoglrp9.dll (Atoglrp9.dl_) version change, changes also GLUT
 Usually newer Atoglrp9.dll works better, use 1107V1 if issues
 Rage3 GLUT Acceleration works only @ High Color 16 bit, other
 bit colors like 256 / 24 / 32 all is in Software @ renedering
 Copy to demo folder MGL1036 (OpenGL32.dll) also work for GLUT
 Other GLUT 3.7.6 files you may need are in Added/GLut folder!
 You want added folder files if you need develop your ogl apps   

 Added:
 NFS3@CIF /OpenGL/ RagePro Tweaker/ XGL200Glide2x.dl_/ dgVoodoo
 Added svrapi.dll,nfs3 game uses it if you use 3dcif game of it
 NFS3@CIF has Ragea.dll file that you can add NFS3 game folder! 
 Added 3Dfx Glide2CIF Wrapper,glide 2.4 glide2x.dll from vvbee.
 Use Rage Pro Tweaker RGB565 D3D settings for Glide2CIF wrapper
 and enable Reduce Dithering Effect from Rage23Dev@NeilBanfield
 Some ATi demo/games like 15bit colors RGB555, like Tomb Raider
 @CIF and Knight demo, so rembember to change it back if needed
 
 ATi.ico included in the main folder,where all driver files are
 
 After 5.40x2611-x3Dfx driver install you are ready to Go@Glide
 Restart your PC and you are good to go with some glide2x games
 @glide2cif (glide2x.dll). Just run glide2cif compatible games.
 
 OpenGL / OpenGL32.dll
 For the latest Glide2CIF glide2x.dll, please use latest v 1.49
 
 Latest Glide2CIF: use only for the games listed in its Readme.
 Latest Glide2CIF/dgVoodoo you can find inside 3DfxGlide folder

 dgVoodoo 1.50 Beta2 (thanks Dege for your Win9x Glide wrapper)
 dgVoodoo i have not used,added it also here for complete Glide
 
Glide2CIF - Default Glide (installed automatically)!
Requirements from graphics
Rage3 8MB - Rage Pro/XLAGP 

Croc 1.0
Die by the Sword
GLQuake MiniGL 3Dfx OpenGL32.dll
Ignition
Manx TT Super bike
Monaco Grand Prix: Racing Simulation 2 (1)
Monster Truck Madness 2
Motorhead
Pod Gold
X-Men: The Ravages of Apocalypse (GLQuake)
Pandemonium 2
Probable Worlds screensaver

Note (1) Inside view does not work

More games can be run, 
probably not error free

You want to get more fps, make or copy .bat file
and put game exe file name to this bat file with
set FX_GLIDE_SWAPINTERVAL=0

Quake example1:
set FX_GLIDE_SWAPINTERVAL=0
GLQuake

Pandemonium2 example2:
set FX_GLIDE_SWAPINTERVAL=0
Pandy

Yo get it and fps should be higher, thanks vvbee, small wizard.
Some games dont need it, somes do, Pod Gold has swap_0 without.

XGL200
Requirements from graphics
Rage3 4MB or more!

Almost perfect:
MadTrax
Croc - Legend of the Gobbos
Need for Speed 2
Outlaws
UltraHLE /w Mario 64
UltraHLE /w Quake 64
UltraHLE /w Zelda 64
UltraHLE /w Bomberman Hero

Very playable:
UltraHLE /w Doom 64 (very dark)
UltraHLE /w StarFox
UltraHLE /w WaveRace
UltraHLE /w Banjo Kazooie
UltraHLE /w Tetris 64


Playable, but a little slow:
UltraHLE /w Goldeneye
UltraHLE /w Mario Kart
UltraHLE /w Rampage World Tour

Playable, but ugly:
NBA Live 98
Pandemonium 2
Unreal
 
Added Rage2 and RageXL AGP support to it and its ATiDVD capable.
Use High Color(16bit) @ATi DDraw/3DCIF/Direct3D/OpenGL/GLUT/DVD.
At 16bit color everything works,even some Windows games need it.
RageXL-DVD.bat : is for Rage XL and DVD to work with ATiDVD3.10.
It may work with XC/Mobility, Rage Pro DVD works out of the box.

ATiDVD Player Control Panel  (DVDcpl.exe)
add Hardware Motion Compensation for ATi!
DVDcpl.exe is in inside this driver pack.

NB! For RageXL use ATiDVD3.1 + DVDcpl.exe
Rage Pro has no ATiDVD version limitation

Screen flickers? Then its only on at CPU!
CPU to Hardware Motion Compensation (ATI)
Use Dvdcpl.exe and change from CPU to ATi.
Win9x Control panel has DVD Control Panel
where you change that,afer install ATiDVD.
If ATi DVD Player Configuration is gone,
install and overwrite DVDcpl again, maybe
it was better to install ATiDVD + then CP.
Anyway MC12 works with Rage XL / Rage Pro

Rage23Dev.exe (Rage2Dev.exe - original name)
Reduce Dithering Effect works perfectly with Rage Pro / Rage XL!
Enable it from Rage23Dev.exe, its great Rage23 development tool!
I have all settings enabled, thank you Neil Banfield with this &
Rage2 Tweaker and RagePro Tweaker v1 / v1.1 and v1.2 for Rage2/3
Neil,i hope its ok to use it with any Rage2/Rage3 drivers by now

Palleted texture and Table Fog
8bit paletted textures work ok @Direct3D by default.      
8bit palleted textures OpenGL with D3D->OGL wrapper.
Rage XL has Table fog support, its not 100% correct,
not yet @Win9x :)

ATi Rage3 paletted textures with OpenGL possible with
GLDirect. For me best worked GLDirect 3.00 CAD Driver
+ Disable Mipmapping and i tested it with Quake2 game
Glide2CIF palleted texture also possible at 3DFxGlide

ATiFont for older games
Added 8x14 font fix with ATiFont file ( atifont.com )
To enable ATi 8x14 fonts, type atifont or atifont.com
Disable atifont: Execute command atifont u to unload. 
Games like Classic SimCity / The Mice Men works at it
Should work with DOS and Win9x MS-DOS Prompt as well.  

OpenGL folder!
OpenGL changes and OpenGL file changes possible to make any time
OpenGL folder : change settings with Atidbg.ini at Rage3&OpenGL!
Premade bat files are created for quick OpenGL setting changes:)
OpenGL file name in this release is Atoglrp9.dl_  (Atoglrp9.dll)

These work only after PC restart or you have not started 3D yet!
This driver comes with older Rage2&3 Atid32ad.dl_ (Atid32ad.dll)
RageXL-DVD.bat: it copies newer Atid32ad.dll to Windows\System32
Rage23Back.bat: it copies older Atid32ad.dll to Windows\System32

D3D-v4033 / OGL-v1091 / 3DCIF-v2692
D3D v4033 is latest for this driver
OGL v1091 is Quake1/Quake2 friendly
CIF v2692 most combatible for Rage3
GLIDE2x BetaWrapper/ LatestWrapper!

-----------------------------------------------------------------------------

Glide recommendations
Good 3Dfx wrappers for Rage3@Glide!
Install Direct 7a (DX7 4.07.00.0716)

glide2cif wrapper from vvpee,newest
it uses ati3dcif api and its great!

dgVoodoo v1.50Beta2 by DEGE in 2007
Dos Glide games also work @dgVoodoo

Scotts XGL200 Glide2x with GlideCFG
Some 3Dfx Games&UltrHLE should work

-----------------------------------------------------------------------------

MiniGL/OpenGL
Performance and stability of each ICD is different.
To recommend specific OpenGL is not easy, you should 
see what suits your Games, use any of available ones.
Over 30+ Rage3 MiniGL and OpenGL to choose for Win9x

Rage3 OpenGL settings
Max fps settings are default when installing driver.
Execute Max-OpenGL.bat to get Max framerate @OpenGL!


Copy or edit atidbg.ini @ C:\WINDOWS\atidbg.ini
Multitexture+Bilinear filtering disabled-Max fps

[OPENGL]
EnableMTSGI=0
EnableMTARB=0
BreakPageFlipping=1
[Kelvin]
Bilinear=0

Copy or edit atidbg.ini @ C:\WINDOWS\atidbg.ini
Multitexture + Bilinear filtering enabled-Fast fps 

[OPENGL]
EnableMTSGI=1
EnableMTARB=1
[Kelvin]
Bilinear=1

Copy or edit atidbg.ini @ C:\WINDOWS\atidbg.ini
Multitexture disabled/Bilinear filtering enabled-Normal

[OPENGL]
EnableMTSGI=0
EnableMTARB=0
[Kelvin]
Bilinear=1

===================================================== 

HMDL_on.reg / HMDL_off.reg (may work better@more ram)

HMDL on - Puts the 3d command stream into AGP memory, 
which allows for faster access by the graphics system
and the CPU. This results in higher performance in 
those games that have lots of vertices.

HMDL off - turns off the above if you encounter 
problems or slowdowns.

===================================================== 

You can improve this driver any time - just share it.
I return to Forest, machines have no Soul. =MarxVeix=

          All Is 1 and maybe all is 0 and 1
                      Thank you

=====================================================


----------------------------------------------------------------------
Rage 2 Tweaker Development readme    /    Rage23Dev.exe (Rage2Dev.exe)
----------------------------------------------------------------------

You should turn wordwrap on to read this document.  
Please read ALL of this document before continuing.

 I would like feedback on what effect these options have.
 Please e-mail me with your results.   The e-mail address is
 wblinds@hotmail.com  Please state Rage 2 Tweaker somewhere as
 this e-mail address is usually used for Window Blinds  and it 
 may not be easy to work out which you are using. 
 (http://studenti.lboro.ac.uk/~conb/wblinds) 


Important Information
---------------------

There will be a proper version which includes all the options in Version
1 as well as a few other options which I have not included in this 
(2D options for example)  The release date for this will depend on the 
feedback I get from this so the quicker I get feedback, the sooner the 
proper version is released.  This can be used as well as the 
Rage 2 Tweaker v1.0  There is no overlap in features.  I.e. this program
does different things to v1.0

This version is an experimental one.  It contains some options which either
work fine on a Rage II and I would like to know how they work on a Rage Pro,
or do not appear to have any effect on a Rage II so I would like to know the
result on a Rage Pro.  Different versions of the drivers may make a 
difference.

For example Texture ReadBack only appeared to have an effect on the Rage II
drivers supplied with DirectX 5.  The effect is to reduce 3D transfer rate 
by a couple of MB/s.  These drivers also have the interesting side effect of
achieving 30MB/s 3D transfer time anyway.  This is 3X the normal rate.  
The effect of this is games like GLQuake (Using S3 wrapper achieve much 
better framerates as it takes less time to transfer textures.  
An example is 18 fps in 320x200 on a Rage II - But as I have 
only got a 2MB board (slighly limiting!) it has to have 
picmip = 1. 512x384 stalls due to lack of ram - 
Gets wrong textures and hence speed drops. - 
With more ram I would expect 14fps in 512x384)

However, the MS drivers also come with a very poor ati_d3d.dll which totally
removes the advantage of the faster rate.  But by taking atid3d.dll from the
latest drivers (or better still from 13/05/97 - Version 4.03.2621) you can 
get the best of both worlds.  The Fillrate on a Rage II increases by about 
30% and the Polygon throughput also goes up by a lot 
(In fact upto 43 KPolys/s - On Pentium 150)

So it seems later is not always better.  

Some of the new options are not present in older drivers (Like the MS one)
so the later drivers would be better (Plus the MS ones do not support ATICIF)
The options relating to atid3dr3.dll do nothing on my computer as this file
is never used. It may be for TV output or for the Pro chips.

If you want to impress your friends add the following to win.ini

	In the [DirectDraw] section add the line DisableGetDC = 1

Then run Final Reality.  Your 2D transfer rate should be HUGE!  
This is not true of course, but the benchmark does not realise something 
is wrong.

Disable 32bit colour modes in directdraw makes the 2D transfer rate increase
by a few MB and the 2D tests run slightly faster using Final Reality test 
(http://www.finalreality.com)

Disclaimer
----------

As usual I do not take any responsibility for any problems caused. 
I.e. USE AT YOUR OWN RISK!!!

You are advised to backup system.ini & win.ini before using this.

Distribution
------------

If you need the support files you can get them from the homepage which is 
http://studenti.lboro.ac.uk/~conb/rage/index.htm

DO NOT REDISTRIBUTE THE PROGRAM WITHOUT MY PERMISSION 
(This includes by the web, on disk, cd etc). 

You MAY provide a LINK direct to the zip on my site IF you do the following

	1) Also provide a link to my page

	2) Put the usual dislaimer about Use at your own risk

	3) The link should NOT be in a list of overclocking / 
	tweaking utilities for other cards

	4) It should not be implied it is written by anyone else

	5) The site should be ATI related

	6) AND the site is NOT run for Profit! - So no commercial sites 
	(Toms Hardware etc)


If you DO meet these criteria then it is ok to add the link to the file 
itself.

If you do NOT meet these criteria then you should e-mail me to check first.  
Failure to do so could lead to legal action.

Neil Banfield
31/05/98

-----------------------------------------------------------------------------

Minimally i have used AMD K5 PR166/PR200 and Pentium 166 with my Rage3 cards.
For example MotoRacer works well@MotoRacer patch for 4MB cards and K5@~100Mhz

For Rage2&3 use 4MB/6MB/8MB cards to get more ATi3DCIF games and demos to run
With Rage2 2MB cards,some demos and games work, but its more limited@ATi3DCIF
Croc 1.0 Retail CD and ATi3DCIF i have used with ATi Rage2+DVD 2MB PCI cards! 
Some 3DCIF demos are only for Rage Pro / Rage XL cards and they dont work @R2
Same goes with games,only one DOS Soccer game is Rage2 exclusive:Actua Soccer  

Minimum recommended CPUs for ATi Rage3 from my point of view is Pentium2 233/K6-2 350 or 2+
One of my favorites are Celeron 300A or AMD K6-II+ 400, both have cache and both are great!
 
I recommend Intel Pentium III and AMD K-6-III/+ or bit newer AMD CPU-s for Max Performance!
Sensible great CPU are AMD K6-II+/III/III+/Duron/Athlon,Intel CeleronA/PentiumII/PentiumIII 
@ 300 - 600MHz, yes its possible more, usually between 300-600MHz is great choice, max 1GHz

I have used AthlonXP/Pentium4 also with Rage3, its overkill. Pentium3 @SSE or Athlon @3DNow
Both should be supported @ DirectX6 and DirectX7 and both should be supported by the dirver
I have had good experiences with both CPU-s makers, Socket370 Pentium3 and SocketA Athlons!

With later Durons and Athlons you can use both instructions, 3DNow and SSE and i recommend
Windows98SE, but it works Win95 up to ME just fine. SSE@Win95, possible to use simd95.com!
MMX/3DNow is out of the box supported from Windows 95 and SSE is not. I use mostly Win98SE

Later K6-2 and K6-3 can use k6init to get some boost and ATi Xpert@Play has TV.COM for DOS
TV.COM you can find inside Rage Pro Tweaker, but use it only with real DOS,Win98 has TVout
support and this driver also has it, Xpert@Play users do not use TV.COM with Win9x, Thanks      

With this driver use DirectX 6.1/7a or newer. Minimally Directx 6.0, i use up to Directx9c!
Sensible is to use up to DirectX7 titles, not more with 8MB and Rage Pro/ Rage XL AGP cards
Maximum Direct3D + DirectX9 game i have used RageXL8MB is GTA Vice City @ vga limit removed

To get max from Rage3, use ATi Rage XL 8MB AGP (64bit) or any Rage PRO 8MB AGP if possible!
Next best things are Rage3 8MB cards with PCI, Rage2 with 2MB is lowest,some games need 4MB

RageXL PCI (4752) and probably RageXC PCI (4753) are to late to the 3DCIF party, AGP is ok!
This is the situation, maybe it changes + newer drivers miss 3dcif and multitexture support
My 5.38/2611 and 5.40/2611 drivers have them all covered and i recommend them both,  little
more the later one, but if you want to test older stuff out and for the testing 5.38 better


Have fun!
 
-------------------------------------------------------------------------------------------------

Rage3 and OpenGL 1.1 (OpenGL folder)

This driver supports Multitexture for Rage3 OpenGLs
Execute Fasperf or MaxPerf to get better framerate!
It changes Atidbg.ini for all Rage3 cards @ OpenGL!

Fastperf uses multitexture,some OGL uses it default
usually only older Rage3 OpenGL versions by default
With Fastperf it bring multitexture back also newer
ATiRage3 OpenGL versions, not only few selected old

Maxperf is fastest, but with it Biliner is disabled
Bencmark.bat use for Bencmark / OpenGL demo, it may
alter good gaming experience,but you can experiment

Default should be default at install or delete file
If something is not right,you can delete atidbg.ini
Its located at Windows folder c:\windows\atidbg.ini

There are many more settings that can be tested,try
also OpenGL 4.11.1073 and 4.12.1107 out,old and new
Use my bundle package to find more OpenGLs/settings

This driver uses Win9x   OpenGL 4.11.1091/4.12.1091  
Have collected 33 MiniGL/OpenGL files for Windows9x
One older bencmark run@Pentium4 - ATiRageXL 8MB AGP 

Bencmark Quake1/2

Screen 640x480x16
VGA Mem OC 118.85
Bilinear disabled
Quake1 timedemo 1 68.2 fps
Quake2 timedemo 1 54.2 fps

VGA Mem OC 118.85
Bilinear enabled
Quake1 timedemo 1 57.5 fps
Quake2 timedemo 1 48.1 fps

Small tip for ATi and Quake2

Quake2 3DNow! with Rage3 and how to get tiny performance boost with your 3Dnow CPU and ATi card.

1. Use ATi Rage3 driver that has 3Dnow support (i think any DX6.0 driver or newer ones).
2. Extract the AMD Quake 2 3DNow! patch to your Quake 2.
3. Start Quake2. Under the video options menu, choose 3DNow! OpenGL as your rendering device 
(not OpenGL or 3Dnow! 3dfxGL).

There is Quake1 build with 3DNow support, its name is PPQuake, just it has been lost so far


Have fun with ATiRage3@OpenGL!

-------------------------------------------------------------------------------------------------

This ATi 3DCIF games list is taken from vogons forum:
https://www.vogons.org/viewtopic.php?p=279817#p279817

ATI 3D Rage (ATI CIF):
Announced: 13th of November 1995 Released: April 1996

Advertisements: [ CGW November 1996: Page 1 - 2 - 3 ] [ ATI All-In-Wonder ad ] [ CGW March97 ] 
[ CGW ATI 3D Pro ads: July 97 - Aug 97 ]
Reviews: [ PC World July 1997 review ] [ PC Magazine Online 1997 All-in-wonderreview ]
[ CGW November 1996 review ] [ PC Magazine December 1996 review ] [ Boot Magazine March 1997 ]
Original product webpage.

Supported games:

Italic text = ATICIF exclusive

Actua Soccer - Full version bundled with the ATI 3D XPRESSION in Europe.
Screenshots & info: [ 1 ]

Actua Soccer: Semifinals 3D - OEM bundled release with IBM computers in Europe.
Screenshots & info: [ 1 ]

Assault Rigs - Bundledwith the ATI 3D XPRESSION card.
Youtube video: [ Comparison ATICIF/software ]

Croc - Retail release (only 1.0 version)
Screenshot: [ 1 ]

Deathtrap Dungeon - Retail release support.

Formula 1 - Bundled release with the ATI Rage 3D PRO card.

Mechwarrior 2: ATI 3D Rage Edition - OEM version bundled with basically all ATI Rage products, 
retail cards as well as OEM. Unofficial patch available for retail release. 
[ Patch files - guide ] Youtube video: [ Comparison ATICIF/other APIs ]

POD - ATICIF support in Intel MMX 1.0 OEM release, patch available for upgrade to 2.0 
[ 1.0 to 2.0, ATI patch ], retail release with POD Gold.
Youtube Video: [ Comparison ATICIF/other APIs]

Time Warriors - Retail release support.
Screenshot: [1 ]

Tomb Raider - Patch available for retail release.

Tomb Raider: Unfinished Business - Retail release support.

Turok: Dinosaur Hunter - Retail release support.

VR Soccer: Semifinals 3D - OEM bundled release with IBM computers.

Wipeout - Bundled & OEM release, part of the 3D XPRESSION, 3D XPRESSION+ PC2TV and 
Sony PC's bundle. Youtube video: [ Comparison ATICIF / software ]

Debunked:

The 3D titles ATI had on their own website is well documented with the API they are running on.

Hyperblade - A user here on vogons said it was supported, it is not. Direct3D only.

Heavy Gear - Stiletto (a forum moderator) said this had a rumoured OEM release. 
I can not find the source for this, but the game only supports Glide, Rredline and Direct3D.

Interstate 76 - Another rumored supported game from Stiletto, only support for Glide, PowerSGL,
Rredline and Direct3D in the Gold edition.

Tiger Woods PGA Tour 99 - Support stated on this webpage, but the game itself only supports Glide and Direct3D.


More suppored games or games that run @ATi3DCIF :)

NB! Some EA Games probably run@3DCIF
Different Ragea.dll are needed here!
NFS3 / NFS4 / NHL99 / FIFA99 / NBA99
Maybe this is not 100% correct, but 
Future Cop is another candidate,try!

List of 3DCIF games online
https://gona.mactar.hu/3D/

NHL99
https://www.vogons.org/viewtopic.php?p=1030719#p1030719

NFS3/NFS4
https://www.vogons.org/viewtopic.php?p=1291402#p1291402

Someone has more Rage 3rash Modules (ragea.dll) files?
1998.08.13.1400 NHL 99 / NFS3 (works) bugs in menu
1998.09.15.1730 FIFA 99 / NFS3 (works) bugs in menu
1998.09.30.1645 NBA 99 / NFS4 (works) unreadable menu


ATi3DCIF patches and fixes links

Formula 1
https://gona.mactar.hu/3D/files/f1atipro.zip

Mechwarrior 2
https://gona.mactar.hu/3D/files/Mech2_ATi_files.7z

POD
https://gona.mactar.hu/3D/files/POD/pod_updates.html
https://gona.mactar.hu/3D/files/POD/update-mmx-bunddle/10x21E.exe
https://gona.mactar.hu/3D/files/POD/normal-ati-s3/updatePOD21_norm-ati-s3.exe

Tomb Raider
https://gona.mactar.hu/3D/files/trati.zip

Tomb Raider: Unfinished Business
https://gona.mactar.hu/3D/files/tombub_debugged_ati_patch.zip


Maybe this List is not final and some more ATi3DCIF supported games pop-up in the future.

Have fun with ATi3DCIF!

-----------------------------------------------------------------------------

vvpee from Vogons forum made this great wrapper for Rage ATi3DCIF, Thank you! 
Glide/CIF wrapper - (Glide2CIF) https://www.vogons.org/viewtopic.php?t=109543
I use vvpee Glide2CIF lates alpha5 version at the moment,there is newer beta.
https://leikareipa.github.io/ at his homepage,go to Wrapperit/APIt/glide2cif/ 

vvbee glide2cif has limited game support added to his latest beta wrapper version.
alpha5 version with osd is free from this limitation and has more game compability, 
like Pod Gold, Pandemonium 2 and many more, like Probable Worlds sreensaver / demo. 

3Dfx Glide Games that run and Play,
there are more games,not tested all
Most games tested vvbee, some did i 

Runs well,playable 3DFX Glide Games
with Rage Pro 8MB / Rage XL 8MB AGP

Croc 1.0
Die by the Sword
GLQuake MiniGL 3Dfx OpenGL32.dll (i use version 1.47)
Ignition
Manx TT Super bike
Monaco Grand Prix: Racing Simulation 2
Monster Truck Madness 2
Motorhead
Pod Gold (new working game, quickly tested by me, works great, runs fast)
X-Men: The Ravages of Apocalypse (quickly tested by me, works great, runs ok, uses GLQuake) 
Pandemonium 2 (quickly tested by be, works great, runs ok with RageXLAGP)
Probable Worlds screensaver / demo (just works, its not game)

Latest is not always the greatest:)
There are more glide games that run
May have slower speed or more error

Red Baron 3D
Quake2 MiniGL 3Dfx OpenGL32.dll (i use version 1.47)
Need For Speed 2 SE (4 times down key, enter, use F7 key / esc, down key, left key, enter)
and more games can work, that are not added at to this list yet.

This wrapper alpha v5 is automatically installed, if you need other version of the glide 
wrapper or xgl200/dgvoodoo glide2d3d wrapper, then you copy its glide.dll or glide2x.dll
folder where your game is,if its opengl game,copy just OpenGL32.dll or both files there.
This glide2x.dll wrapper is 2.4x version of 3dfx glide and it works only in Windows95-ME

Wrapper needs 8MB card, its not tested with Rage2+DVD 8MB or any other Rage2 cards.
This readme is alpha and vvbee-s wrapper is also alpha and at it can give errors at
start and exit. VVBBE site readme.txt cant be downloaded right now,only glide2x.dll
I change this readme later or if get vvbee readme.txt form him, thanks again vvbee.

All parts of ATi driver works as before, amazing wrapper made by vvbee,user@vogons!

-----------------------------------------------------------------------------------

Thanks Scott for your Glide Wrapper
XGl200 a.k.a. Scott's Glide Wrapper
------------------
In case you don't know, this is a program that emulates 3dfx
hardware by translating Glide (3dfx's proprietary programming
interface) calls into Direct3D calls.
I'm developing this on a system with a G200, so results are 
probably best on that card.  However, I have heard that this
wrapper works well on ATI Rage Pro, Rage 128, and TNT cards
as well.


Usage (Be sure to read this!)
------------------
Just copy the file glide2x.dll to somewhere in your path. 
Alternatively, copy the file to the game directory (e.g., 
the same directory as ultra.exe in the case of UltraHLE).
You must also copy the configurator.exe file to somewhere.
The location is not critical, but you MUST run it before 
using the wrapper, and you must rerun it for every new 
version of the wrapper.


Testing
------------------
I have only tested this on my home system:
PII-400
G200
DirectX 6.0
Win98

Games:
Perfect:
None :-)

Almost perfect:
MadTrax
Croc - Legend of the Gobbos
Need for Speed 2
Outlaws
UltraHLE /w Mario 64
UltraHLE /w Quake 64
UltraHLE /w Zelda 64
UltraHLE /w Bomberman Hero

Very playable:
UltraHLE /w Doom 64 (very dark)
UltraHLE /w StarFox
UltraHLE /w WaveRace
UltraHLE /w Banjo Kazooie
UltraHLE /w Tetris 64


Playable, but a little slow:
UltraHLE /w Goldeneye
UltraHLE /w Mario Kart
UltraHLE /w Rampage World Tour

Playable, but ugly:
NBA Live 98
Pandemonium 2
Unreal



These are the only games I have to try it with, but let me know
if you have different results!


Source code
---------------------
Licensed under the Library GNU license agreement.  See below for details.
If you want to help develop, I'm not really interested in a partner,
but if you fix a nasty bug, let me know and I'll be sure to
include it.
You need VC++ 6.0 to compile the source.  No need for the  Glide 2.0 SDK 
anymore.


Credits
---------------------
Massive credits go to Khalid Shaikh of the DirectGlide wrapper and
Let of the Glid3D wrapper.  A number of times I got past sticky points
by glancing at (or sometimes cut & pasting from :-) these guy's code.
Other credits go to (for spotting bugs and other stuff):
Francisco Leong    For some great performance tips
Mark Bridgett	   For the awesome XGl200 logo!
Norman Jonas	   For some great programming tips
"ClideMan"	   For the great idea of using execute buffers
Wes Harris	   For bug reports and moral support 
Rene Gollent	   For some great help
Les Ramer	   For some performance tips
Richard R.	   For more performance tips	
Ryu ChongJin	   For pointing out a subtle bug
"Sifun"		   For showing me how to disable the cursor
and many more... (don't feel bad if I forgot you, I just have a bad memory)!


Configuration
---------------------
You can set various tweaks with the configuration tool
Please select your card under "Card Model" for the optimum
configuration.  If you don't see your card, please select 
default, and let me know so I can add your card to the list!

VSync:
	Tells the card whether to wait for a vertical refresh before 
	swapping buffers.  May be faster in off position, but ugly 
	"tearing" may result.
Antialiasing:
	May result in smoother appearance, but will be much slower, 
	and only supported by some cards.
Texture clamp mode:
	Try selecting "alternate" if characters seem to have duplicate
	features (i.e., Link has three mouths).
Z-Buffer:
	Can be used to reduce "out of order polygon" problems.  For example,
	the pathways in Zelda may flash.  The default for your card should 
	work best, but you might want to play around.  G200 owners, please
	enable "32 bit zbuffer" in Matrox Display Properties for best results!
AlphaOps/ColorOps:
	Only for the advanced user.  Gray checkboxes mean "use defaults".  For
	those of you who are wondering, if the intro Mario has a black head, 
	unselect D3DTOP_ADD to get it looking correctly... and be sure to let me
	know what configuration you're using, so I can add that to the list!
	The other checkboxes may or may not fix other blending problems.
FPS Count:
	Makes a cute little FPS meter in the corner of the screen.  It actually
	decreases performance slightly, so only use it for comparison.
Process Priority:
	Really, this is only for UltraHLE, although it may work for other games.
	Set to High or Realtime to boost the priority of UltraHLE, hence increasing
	it's speed (and decreasing the sound skipping).
Buffering:
	Triple is fastest if you have an 8+ meg card, but it might not be compatible
	with some games.  Set to double if you're having problems.
Card model:
	Select your card from the list to load the optimum settings.  The database will
	be expanded in the future, especially with input from you guys!  If you would
	like to see an addition, and you know the best settings for that card, let me
	know and I'll add it to the list.
Logging:
	This setting should not matter much.  If your glide.log file is filling up
	to megabyte size with error messages, drop me a line with the messages you're
	getting so I can attempt to fix them.  In the meantime, you can disable the 
	logging so your game doesn't grind to a halt.
ATI Text Fix:
	Enable a workaround to make text visible on the ATI cards in Zelda.  May make 
	the game ugly in other parts, though.  I don't know of a way to truly fix it,
	since their driver is broken.
Auto Mipmap:
	Emulate mipmapping, for performance or graphic quality reasons.




Caveats
---------------------
Obviously, this is a work in progress.  
Many color/texture blending modes are not supported.  
You must have a hardware accelerator.
The wrapper will create a glide.log file in one of your directories.  It shouldn't get too
big unless you play for hours on end :-).
You'll quickly find out any other problems I forgot to mention :-).


Contacting me
---------------------
The best way is email, at spcutler@ucdavis.edu.  You may also visit my web page
at http://wwwcsif.cs.ucdavis.edu/~cutler (check out the programming section).  
You may also visit www.glideunderground.com for updates.


Version Log
---------------------
0.01   First versioned release
0.01a  Multi-resolution support
       Performance enhancements
       More color modes (Mario Kart fixes)
0.01b  Color mode fixes (Zelda fixes)
       Capability checking and logging
0.01c  (beta) Mario cart fixes
0.01d  (beta) Zelda text fixes for TNT and ATI cards
0.01e  Performance enhancements
       Official release of 0.01c-0.01d features
0.01f  Performance enhancements
       Zbuffer fixes, enhancements (water in Mario now correct)
0.01g  Zelda button text fixes
       Screenshots now work in UltraHLE
       NBA Live 98 almost works
0.01h  Mario Kart fixes
0.02   New configuration utility
0.02a  Fixed bug in config utility
0.02b  NFS2 SE now working again
       Performance enhancements
0.02c  More performance
       Broke NFS2, sorry :-(.
0.02d  NFS2 working again :-)
       Added FPS counter and priority setting to config util
       Color blending fixes
0.02e  Configurator additions
       Now correctly exits the window, so you may save games 
       to a file properly in UltraHLE
0.02f  Croc - Legend of the Gobbos working almost perfectly
       Fixed Z-buffer and color keying because of it (so other
       games may start working).
       Zelda text workaround on Rage cards
0.02g  Goldeneye bug fixed again
       Backend improvements
       Prformance enhancements
0.02h  Fixed palette support
       Compatibility improvements, Outlaws, Madtrax, NBA Live 98, and Croc
0.02i  Backend improvements
       Performance increases
0.02j  Frame buffer lock emulation (fixes Croc, among others)
       TNT Goldeneye fix
0.03   Removed the SDK!
       Lots of other bugfixes, I don't remember them all.
       The may be other problems, though, from converting to non-SDK code.
0.03a  Bugfixes galore!
0.04   Reworked LFB engine
       Reworked texture engine
       Paletted texture support
       More games working again (Unreal, etc)
       Fixed crashing bug
       Lots of other bug fixes!

License
---------------------
Copyright (C) 1998-1999 Scott Cutler

This library is free software; you can redistribute it and/or             
modify it under the terms of the GNU Library General Public               
License as published by the Free Software Foundation; either              
version 2 of the License, or (at your option) any later version.          
                                                                          
This library is distributed in the hope that it will be useful,           
but WITHOUT ANY WARRANTY; without even the implied warranty of            
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU         
Library General Public License for more details.                          
                                                                          
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free                
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA