El sáb, 01 de nov de 2003, a las 13:48, Jason Edmeades escribio:
Great work, and its good to know we are making progress. I spend most of my time working on small tutorials and demos which highlight a specific problem, and havent yet had the 'pleasure' of spending much time playing the games I have got working!! A list like this is really good (as is the fact you have been creating patches!! - I'm not sure about the device.c one though, as I think copyrects is hacked to allow back buffer updating which would otherwise fail as you are copying to a render target).
I agree here, the patches what i have not sent to wine-patches, surely are incorrect, anyway it is necessary or will crash the game, because probably the pitch is bad calculated.
I also dont have the money to buy lots of games, so where there is a demo WHICH INSTALLS I can try to take a look!
We can use the files from here:
ftp://ftp.sunet.se/pub/pc/games/gamershell/demo ftp://ftp.sunet.se/pub/pc/games/gamesdomain/demos ftp://ftp.sunet.se/pub/pc/games/pcgameworld/demos
Sunet is fast, and there is enought demos for the rest of the life ;)
Personally I would love to have someone maintain a list of things which work and which fail, and test them periodically, seperated into the d3d level. One huge problem I have is regressions - I can code something to fix a particular feature but its very easy to break something else, and similarly its nice to know that a particular change actually fixes some other games!!
I will do regression tests every several weeks (depends on my limited time, and travels), but it must be very easy because i am really bad playing games hehe ;), of course more testers are welcomed.
Finally some info, I am currently spending my time trying to get some features of d3d8 working. I have put on hold render to texture and am concentrating on some other areas, although I want to get that one working. I then need to make a choice - I can either concentrate on performance, on adding hardware vertex shader support or on adding d3d9 support, and I havent decided which. I think d3d9 would make sense to wait until last otherwise any performance work will need doing in one place. I have an idea on some ways of speeding things up and have a glcore type setup which has been discussed before.
The last demos what i have tried to install (d3d9), need uxtheme.dll, i am not sure if it is possible to use the native .dll (i haven't XP), but if it is not possible, i think that d3d9 should be left for later.
Regards, Carlos.
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Hi
I agree here, the patches what i have not sent to wine-patches, surely are incorrect, anyway it is necessary or will crash the game, because probably the pitch is bad calculated.
Well normally you can use 0 to 65535 pallettes but as only a few games use a lot of pallettes, its better to allocate sufficient buffer for pallettes on need. We can suppose if a game wants more 255 palettes, he'll probably use 65535.
Personally I would love to have someone maintain a list of things which work and which fail, and test them periodically, seperated into the d3d level. One huge problem I have is regressions - I can code something to fix a particular feature but its very easy to break something else, and similarly its nice to know that a particular change actually fixes some other games!!
I will do regression tests every several weeks (depends on my limited time, and travels), but it must be very easy because i am really bad playing games hehe ;), of course more testers are welcomed.
Well, i do some regressions tests too, but i use principaly: - - UT2003 - - Unreal2 - - Mafia - - Max Payne - - D3D samples
Finally some info, I am currently spending my time trying to get some features of d3d8 working. I have put on hold render to texture and am concentrating on some other areas, although I want to get that one working. I then need to make a choice - I can either concentrate on performance, on adding hardware vertex shader support or on adding d3d9 support, and I havent decided which. I think d3d9 would make sense to wait until last otherwise any performance work will need doing in one place. I have an idea on some ways of speeding things up and have a glcore type setup which has been discussed before.
The last demos what i have tried to install (d3d9), need uxtheme.dll, i am not sure if it is possible to use the native .dll (i haven't XP), but if it is not possible, i think that d3d9 should be left for later.
uxtheme.dll needed ??? For what i see, some wine people already work on this dll. And i have already a simple but working d3d9 prototype (who use a new d3dcore lib)
Regards, Carlos.
Regards, Raphael
Well, i do some regressions tests too, but i use principaly:
- UT2003
- Unreal2
- Mafia
- Max Payne
- D3D samples
Doing tests with Max Payne started but used to crash the system after a few minutes with a RedHat 9 system. Since I updated today to Fedora beta3 , I will redo the tests :)
Anyway, I had to use this to have it starting: [AppDefaults\maxpayne.exe\DllOverrides] "msvcrt" = "n" "msvcrt20" = "n" "msvcirt" = "n" "comctl32" = "n" "commctrl" = "n"
Note: if you want games feedback, look at bug #1434 in Bugzilla.
===== Sylvain Petreolle (spetreolle_at_users_dot_sourceforge_dot_net) ICQ #170597259 Say NO to software patents Dites NON aux brevets logiciels
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El dom, 02 de nov de 2003, a las 07:22, Sylvain Petreolle escribio:
Doing tests with Max Payne started but used to crash the system after a few minutes with a RedHat 9 system. Since I updated today to Fedora beta3 , I will redo the tests :)
I have played around to 15 minutes without problems here, it looks like stable (debian SID). The only visual problems on gameplay are some plants what have incorrect textures, by the rest is ok.
Anyway, I had to use this to have it starting: [AppDefaults\maxpayne.exe\DllOverrides] "msvcrt" = "n" "msvcrt20" = "n" "msvcirt" = "n" "comctl32" = "n" "commctrl" = "n"
Native dlls? Strange, i use here: "*" = "builtin, native"
Regards, Carlos.
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Hi,
Le Sunday 02 November 2003 07:22, Sylvain Petreolle a écrit :
Well, i do some regressions tests too, but i use principaly:
- UT2003
- Unreal2
- Mafia
- Max Payne
- D3D samples
Doing tests with Max Payne started but used to crash the system after a few minutes with a RedHat 9 system. Since I updated today to Fedora beta3 , I will redo the tests :)
Well, for me its an wine-redhat problem (many users complains for similiars problems about RH9)
Anyway, I had to use this to have it starting: [AppDefaults\maxpayne.exe\DllOverrides] "msvcrt" = "n" "msvcrt20" = "n" "msvcirt" = "n" "comctl32" = "n" "commctrl" = "n"
I only have the d3dx8 native library on my wine config. (And i use the desktop mode)
Note: if you want games feedback, look at bug #1434 in Bugzilla.
Ok thx
Regards, Raphael
Just rereading some of this thread, and an FYI:
Well normally you can use 0 to 65535 pallettes but as only a few games
use a lot of pallettes,
its better to allocate sufficient buffer for pallettes on need. We can
suppose if a game wants
more 255 palettes, he'll probably use 65535.
The dx8 sdk docs state "There is a maximum of 16,384 palettes", so in theory MAX_PALETTES could be increased to that value. Depends on whether the memory overhead by doing that is too high (which it might be, 256 palettes * 256 entries * 4 bytes/entry = 256K but 16384 palettes works out at 16mb?) - In which case as Raphael states - maybe we can start with 256 and only go to 16384 if required.
Another alternative is to look at the lights support - Have a linked list of the palettes which are 'used', and effectively only allocate a new palette on demand and add it to the list. This would save on wasted memory, but have an overhead on accessing an entry.
Feel free to code it - A while ago, I was trying to find a demo of a game which used color index mode (ie palettes), and couldnt - gta3 is the only one I could find and there is (was) no demo.
Jason