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S3d wrappers

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Reply 100 of 118, by RaVeN-05

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can you wrap mystique into something common to opengl or to software as you done for s3d-software?

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Reply 104 of 118, by vvbee

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The way the Mystique API is done it shouldn't be too hard to wrap to some modern API for this game, the more bandwidth you have the less you need to care about texture conversion. Software wrapping should be more straightforward. The new Claude 3.7 Sonnet with extended thinking might be able to do an OpenGL conversion if you feed it the reference manual and header file, ideally pruned of stuff the game doesn't use, and ask it the right way. The manual is maybe about 10k tokens in Markdown so not the cheapest thing, but cheaper than a developer.

Reply 106 of 118, by RaVeN-05

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If destination API glide or dx5 can show / realize all graphics and effects, opengl surely does cover all

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Reply 107 of 118, by vvbee

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Glide is probably the most bloated of the proprietary APIs, but it doesn't support 4 bit paletted textures anyway so you need to do extra work as with the ViRGE. Ati's Rage API has native support. Legacy OpenGL is pretty simple but I assume you'd want pixel shaders as a minimum to emulate paletted rendering. So that rules out pre-GeForce4 or something like that.

Reply 108 of 118, by vvbee

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Put together a preliminary software wrapper for Destruction Derby 2 in about half an hour. Feel free to try it out, it only renders the 4 bit textures and only their palette indices, so just black/white, or some other colors depending on your system. But not hard to implement proper palettes, texture filtering etc. No FPS limiter so runs super fast on my modern CPU in a Windows 98 VM. No idea whether the game works on modern Windows, whether some systems would have flicker, and so on. Don't leave the CD in the drive, otherwise you get intro cinematics and an error about no being able to set the DirectDraw video mode.

Seizure warning, if it flickers on your system.

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Last edited by vvbee on 2025-02-27, 19:18. Edited 1 time in total.

Reply 109 of 118, by davidmorom

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vvbee wrote on 2025-02-27, 11:24:

Put together a preliminary software wrapper for Destruction Derby 2 in about half an hour. Feel free to try it out, it only renders the 4 bit textures and only their palette indices, so just black/white, or some other colors depending on your system. But not hard to implement proper palettes, texture filtering etc. No FPS limiter so runs super fast on my modern CPU in a Windows 98 VM. No idea whether the game works on modern Windows, whether some systems would have flicker, and so on. Don't leave the CD in the drive, otherwise you get intro cinematics and an error about no being able to set the DirectDraw video mode.

Nice Work! I tested it on Windows 10 and works "great" using dgVoodoo or DDrawCompat. By "great" I mean this, of course:

Sin título.png
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Sin título.png
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778 views
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Public domain

There is also a terrible flicker, as you stated, but the intro movies work fine. Waiting patiently for a more polished version.

Reply 110 of 118, by BEEN_Nath_58

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@vvbee Does the msi95 wrapper change the Render depth to a larger color palette, since I am not sure if Win10 supports anything lower than 256 colours

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Reply 111 of 118, by vvbee

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The game displays natively in 16 bit color, which is the safest option in case it reads or writes the frame buffer. But it would probably work more or less at 24 bit. I forgot to say the wrapper is intended for non-retro machines, so relatively fast CPUs. Not recommended for epileptics right now apparently.