However, I do still get some strange graphical glitches with hardware object rendering. When scrolling around, some buildings (and people) temporarily flick to another building and then back again.
I didn't notice that but just found another bug in the blitting code. Maybe it solved the problem, now I checked SIV again and it seems to work fine without any glitches.
I had similar trouble on DXGL in the past which was resolved by ensuring that the in-game resolution matches my desktop resolution, so perhaps adjusting the forced scaling mode and/or forced resolution may help. I also use the SIV widescreen fix to achieve this.
Yes, I got to the same conclusion. Tried the widescreen patch in 'scaling with keeping aspect ratio' display mode with high res and the game is working fine! 😎
I think all that mouse problems (incorrent positions, mouse captured in a smaller rect than the screen, etc) have to do with the following: when a non-native resolution is used on a particular system then DXGI chooses one that is closest to the required resolution and also resizes the game window. If a game is written in a way that it assumes that the window has the same size the game set then mouse positions won't scale properly or at all. The same is true when the window position is not in its assumed position (generally at (0, 0) at the left-top corner of the desktop on the primary monitor). The solution would be some kind of subclassing the mouse position messages to fool the application like in DXWND.
Indeed! However, Shogo has an old issue with messed up fonts if ClearType is enabled. Can dgVoodo somehow disable it?
I'm afraid not... AFAIK ClearType attribute is the part of the font describing structure which is private to the application, dgVoodoo can't hook that (at least, not in a simple way).
The only thing you can do is disable 'bilinear blit stretch' in the setup because texts are unreadable when it's enabled.
I can report that G-Police now appears to render everything properly, from what little I've played.
G-Police does not work properly with the current version. Haven't debugged yet but that problem is on the todo list.
Virtua FIghter: Crashes
Virtua Fighter 2: Crashes.
I had a look into Virtua Fighter and it turned out it has a DDraw-GDI interact incompatibility issue. It's not very well supported in dgVoodoo and needs more work (probably a new dll as well).
Populous The Beginning is so close to perfect. Only problem is the mouse cursor lacks transparent background (see screenshot).
At least I've just successfully fixed that one.
May I request the ability to force 32-bit color? Would be great to be able to play this without color banding.
dgVoodoo always renders in 32 bit internally. Aren't the textures themself 16 bit?
EDIT: Yes, resolution forcing is in the fog of the future. Don't know how far future though, but there are still a lot of other more important issues to fix, unfortunately.
EDIT2:
Not the fault of dgVoodoo, but the game has a tendency to render polygons closer to you behind others that are further...
I noticed that when tested HB but didn't understand it. How can that be if the game uses z-buffering? 😕 (perhaps not all the time when rendering a frame, or polygon z-data is incorrect, or who knows...)