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Not Glidos, but psVoodoo question.

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Reply 20 of 27, by bored

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Great! That seems to have fixed the game crashing issues. 😀

Using the logging function, I was able to confirm my suspicions that this game doesn't use any depth buffering features of the graphics card whatsoever. Excellent.
Now, to look at how the palette functions.....

Thank you so much for psVoodoo and the help to get it to work with TAW.

Reply 23 of 27, by Dominus

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Is the newest psvoodoo available as standalone download?

Windows 3.1x guide for DOSBox
60 seconds guide to DOSBox
DOSBox SVN snapshot for macOS (10.4-11.x ppc/intel 32/64bit) notarized for gatekeeper

Reply 24 of 27, by bored

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@Dominus,
Check out the second post in this thread.

@Paul,
I tried the 3D option out of curiosity, but I don't get the 3D effect.

For me, the real benefit of psVoodoo would be as a base for a game specific wrapper. In the case of TAW, we've known for a while that the palette is split up into functional areas, at least for the textures as they are stored on disk. What I didn't know for sure until today was that this system is maintained for the output to glide as well.
So, we know that the sea, and only the sea, uses the 16 palette positions 112-127. We can intercept these in psVoodoo and temporarily change them to red to prove this theory.

redsea-1.jpg

The general idea is that since we can identify which polygons make up the sea, we can replace the repeating sea tiles with some sort of shader. This is probably complete madness though. 😀

Reply 25 of 27, by Glidos

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bored wrote:

@Paul,
I tried the 3D option out of curiosity, but I don't get the 3D effect.

What, no double image when viewed without glasses, or you just don't see 3D when you use the glasses, and there's still a double image?

For me, the real benefit of psVoodoo would be as a base for a game specific wrapper. In the case of TAW, we've known for a while that the palette is split up into functional areas, at least for the textures as they are stored on disk. What I didn't know for sure until today was that this system is maintained for the output to glide as well.
So, we know that the sea, and only the sea, uses the 16 palette positions 112-127. We can intercept these in psVoodoo and temporarily change them to red to prove this theory.

The general idea is that since we can identify which polygons make up the sea, we can replace the repeating sea tiles with some sort of shader. This is probably complete madness though. 😀

Seems reasonable. Although not in psVoodoo as yet, there's a fair amount of game specific features in Glidos, particularly for TR1.

Reply 26 of 27, by bored

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Regarding 3D, when I selected anaglyph mode, there was no double image in the 3D world although there was some change to the text on the HUD overlay.
..however, that was a few days ago. Now the program crashes with a log entry along the lines of 'unable to draw primitive' in anaglyph mode. Zalman mode (whatever that is) has no effect.
I'll investigate further....

It seems TR1 is still played by a lot of people around here. There are only a few of us that still play TAW....and even fewer that can be bothered to mod it.

Reply 27 of 27, by bored

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...and the 3D behaviour has changed again, probably because I've changed some settings in the config program. Now in zalman mode, I can see two images side by side. Anaglyph mode always gives a hard crash when trying to render this:
DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, quad, sizeof(AnaglyphVertex))

I've logged some values, but haven't looked into what they all mean...

psVoodoo v0.12
Warning: grGlideInit called
Warning: grSstQueryHardware called
Warning: grSstSelect called
Warning: grTexMinAddress called
Warning: grTexMaxAddress called
Warning: grSstWinOpen called
Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Warning: TEXOP_PREMODULATE not supported
quad[0].x 0.000000
quad[0].y 0.000000
quad[0].z 0.500000
quad[0].rhw 1.000000
quad[0].u1 0.000312
quad[0].v1 0.000833
quad[0].u2 0.500313
quad[0].v2 0.000833
quad[1].x 800.000000
quad[1].y 0.000000
quad[1].z 0.500000
quad[1].u1 0.500313
quad[1].v1 0.000833
quad[1].u2 1.000313
quad[1].v2 0.000833
quad[2].x 800.000000
quad[2].y 600.000000
quad[2].z 0.500000
quad[2].u1 0.500313
quad[2].v1 1.000833
quad[2].u2 1.000313
quad[2].v2 1.000833
quad[5].x 0.000000
quad[5].y 600.000000
quad[5].z 0.500000
quad[5].u1 0.000312
quad[5].v1 1.000833
quad[5].u2 0.500313
quad[5].v2 1.000833
i (null)
sizeof(AnaglyphVertex) 32
Warning: DrawPrimitive failed