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diff patch tools

in Milliways
Hi, sorry for the dumb question, could anyone give me some hints on how to make diff patches comparing two local directories? I couldn't figure out how to do it with cvs, and svn seem even less featured on this side. Do you use other tools? are they available for windows? can they discard …

Re: 3dfx voodoo chip emulation

Wonder if the triangle commands could be converted back to glidewrapper/d3d/whatever API calls. some detection routines are based upon reading lfb after triangles drawing; the lfb itself can be written directly. I'm not sure everything would work the same way. I'm wondering how the wrappers face …

Re: 3dfx voodoo chip emulation

Hi gulikoza, welcome back :) thank you for the fixes. The find_rasterizer function has lost much of its meaning, since we don't need the custom rasterizers some arcade machine need; it needs a cleanup, like the rest of the code. The performance is an issue, I'm still thinking about a way to thread …

Re: 3dfx voodoo chip emulation

while redguard looks ok, some dos games don't have 2d statistics/letters on 3d pictures: screamer 2 grand theft auto carmageddon and pyl also have black screen menus and i have to navigate menu blindly to get to the game that happened because 16bit lfb write access was not implemented yet. Here's …

Re: 3dfx voodoo chip emulation

They use the TrexInit1 reg to make the texturing chip output config data instead of pixel data. Apparently there is no other way to read from these chips. Finally found the trexinit1 register on voodoo3 specs; when writing bit 18 (send_config) to that register, the renderer gives tmu config data as …

Re: 3dfx voodoo chip emulation

But maybe the full rasterization can be separated enough to split it off into its own thread. that is a nice idea indeed. the original implementation creates a queue where each workitem consists of up to 8 scanlines. This way, threading is used at sub-polygon level; if an operation need the …

Re: 3dfx voodoo chip emulation

thank you :) I tested a dozen of games, everything seem to work mostly fine; here's what is left to do: - there are few issues left with 2d elements drawing, in some games (see screamer rally menu and ingame hud) - only one tmu is detected, instead of two, thus only 4mb of texture ram are used, the …

Re: 3dfx voodoo chip emulation

The s,t coordinates seem correct. From the games I tested, it looks like they always use the floating point variant of registers, instead of fixed point, either way texture coords regs are converted into 64 bits fixed point, internally. I'm replacing the rasterizer macros with a function, in order …

Re: 3dfx voodoo chip emulation

maybe it takes the texel at 0,0 for the whole triangle? need to check this further. do you have any ideas about this? all the stability issues seem fixed now. all the games I tested seem to run fine, albeit a bit slow. once fixed the textures issue, the rendered should be optimized and threaded. …

Re: 3dfx voodoo chip emulation

thank you hal, great work!. I would never imagine display switching could be that complicated. About the flickering, the variable is correct, I guess the time we read it is wrong? Before, I was displaying the front buffer content on swapbuffer command occurrences. I guess now the display is updated …

Re: 3dfx voodoo chip emulation

the env variables to bypass the tmu info check, just in case... Copy code to clipboard 1 set GDBG_FILE=d:\gdbg.txt 2 set GDBG_LEVEL=89 3 set FX_GLIDE_NO_SPLASH=1 4 set SST_NODEVICEINFO=1 5 set SST_TMUCFG=64 6 set SST_TMUMEM_SIZE=4 7 set SST_FBIMEM_SIZE=4 also enables debug logging to file.

Re: 3dfx voodoo chip emulation

trexinit registers fall back to the default case, they're written directly to the register cache array Correct. See the "mojo.exe" program that comes with some glide development package. It detects 57005 TMU chips (= 0xdead). You can bypass that checks with some environment variables; but it does …

Re: 3dfx voodoo chip emulation

I can't figure out what's going on with textures. It seems they're not correctly uploaded to texture ram, perhaps tmu chips are not correctly detected ? I'm trying to run some of the test programs that come with the glide sources, in order to debug them; test21.c should render a couple of textured …

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