Luke Usher
53dc6441c6
Fix an issue with mipmap levels when using non-square textures
2019-04-17 13:49:51 +01:00
Luke Usher
670d90651c
Merge pull request #1586 from RadWolfie/ds-globalfocus-option
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DirectSound unfocus audible option + minor fixes
2019-04-13 16:00:03 +01:00
RadWolfie
82909b939f
add "Disable mute on unfocus" option to audio settings
2019-04-12 16:06:58 -05:00
RadWolfie
b19fc40ff1
rename Hardware Video to Exclusive Fullscreen
2019-04-12 15:25:28 -05:00
RadWolfie
9d58043d41
fix generated resource file to use correct file path
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Thanks to ergo720 for bring it up. I may had not find the cause at all.
2019-04-12 15:01:53 -05:00
RadWolfie
5d973b2dec
fix Visual Studio resource generated files
2019-04-12 13:44:07 -05:00
PatrickvL
8f50a2c8e5
Avoid error on Cxbx post-build copy command when the SolutionDir contains a space.
2019-04-11 17:18:03 +02:00
PatrickvL
e9afda2f0a
Merge pull request #1584 from LukeUsher/star-wars-dvd-demo
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Allow XBE Section preload to fail
2019-04-11 13:05:48 +02:00
Luke Usher
3c3305a17a
Update Comment
2019-04-11 09:50:46 +01:00
Luke Usher
4dbeab62ac
Allow XBE Section preload to fail
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Since all sections in all Xbes are usually marked as preload, the Xbox
kernel attempts to load them all regardless.
In some titles (for example, Lego Star Wars DVD demo) the whole XBE is
too large to fit in RAM, and it is *expected* for the preload to fail.
Previously, when hit with this scenario, Cxbx-R would hard crash.
Now it mirrors hardware behavior and gracefully continues, skipping the
failed Xbe section.
Q: Why is this the case?
A: It's possible (and proven) that with titles such as the Lego Star Wars
DVD Demo, *all* game data is contained within the XBE file, rather than
on-disc as raw files. Naturally, these are too big to fit into the Xbox
RAM, so certain large sections fail to allocate, and are skipped
entirely by the Xbox Kernel.
The game then reads data from these sections by *not* loading them to
memory, but parsing the section *headers* to do raw file-io and read the
Xbe file as a binary blob, parsing the virtual filesystem.
This change allows Lego Star Wars DVD Demo (and other large Xbe titles)
to boot.
Lego Star Wars DVD Demo doesn't work yet, however, as it attempts a
dashboard update and fails, but it no longer crashes the whole emulator.
2019-04-11 08:32:39 +01:00
Luke Usher
10badd5f8f
Merge pull request #1583 from NZJenkins/unset_textures_on_release
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Clear released texture from EmuD3DActiveTexture
2019-04-11 08:26:05 +01:00
Luke Usher
686ea7e303
Merge pull request #1582 from NZJenkins/catch_surfaces_as_textures
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Log non-texture resources passed to GetHostTexture
2019-04-10 10:27:16 +01:00
Anthony Miles
35c3981f7d
Clear released texture from EmuD3DActiveTexture
2019-04-10 21:22:42 +12:00
Anthony Miles
b859491b19
Log non-texture resources passed to GetHostTexture
2019-04-10 21:16:49 +12:00
PatrickvL
2e5b9562e0
Merge pull request #1581 from LukeUsher/rdtsc-vsync-and-timing
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Respect Xbox presentation interval
2019-04-09 09:20:46 +02:00
Luke Usher
843c65a11c
Add dummy item where UncapFramerate used to sit, add note to explain why
2019-04-08 14:58:45 +01:00
Luke Usher
2ad5cfce8d
Feedback
2019-04-08 11:01:42 +01:00
Luke Usher
8b2e758377
Respect Xbox presentation interval
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This allows us to improve our frame-limiter, so that we can disable it
if a game does not require a fixed frame-rate, and enable it for titles
that do.
Result:
XDK Samples can now run at high frame-rates (100+ fps) without effecting actual
speed (just like on real hardware)
Dashboard can reach over 100fps, and still run at the correct speed
JSRF and other titles that tie game speed to frame-rate are limited to
60FPS.
Fixed broken VSYNC handling too: Disable VSYNC has been broken since the
D3D9 port, perhaps before then.
2019-04-08 08:11:12 +01:00
PatrickvL
13daf887c0
Merge pull request #1578 from LukeUsher/fix-render-texture-states
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Minor Cleanup of Render State and Texture State handling
2019-04-07 13:07:05 +02:00
Luke Usher
a0e8bb8973
Feedback
2019-04-07 09:21:11 +01:00
Luke Usher
372de28d7b
Reduce D3DTOP >= 4361 exception to >= 4134: Fixes DOA3 PAL
2019-04-06 14:07:43 +01:00
Luke Usher
04b311ec8c
Restore StageIndex--
2019-04-05 15:09:21 +01:00
Luke Usher
4df55f2f24
Merge pull request #1579 from ergo720/fix_ke_deadlock
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Fix a deadlock in KiTimerExpiration caused by KeWaitForSingleObject
2019-04-05 14:45:59 +01:00
Luke Usher
67569172cb
More point sprite tweaks
2019-04-05 14:45:00 +01:00
Luke Usher
2d8f5124da
Improve mappings of D3DTOP values for earlier XDKs
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TODO: Verify when the values changed, it must be somewhere between 3911 and 4361 but where?
2019-04-05 14:30:00 +01:00
ergo720
9270091d99
Fix a deadlock in KiTimerExpiration caused by KeWaitForSingleObject
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This also fixes LLE USB not working for homebrews
2019-04-05 14:09:06 +02:00
Luke Usher
a4741d5c3e
Fix issue where Portable Mode would still default to AppData for EmuDisk
2019-04-05 10:48:23 +01:00
Luke Usher
9897c8daeb
Explicitly map RenderState values
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Prevents incorrect mappings from going accidentally un-noticed
Also implements X_D3DRS_WRAP2/X_D3DRS_WRAP3, as well as D3DWRAPCOORD_3 which were previously ignored.
2019-04-05 09:44:54 +01:00
Luke Usher
c37fe2595e
Fix broken textures caused by off-by-one error (solve regressions)
2019-04-05 09:42:30 +01:00
Luke Usher
21377baf93
Fix broken/incorrect X_D3DTSS_ALPHAOP values.
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Fixes broken cloth polygons in Dead or Alive 3.
2019-04-04 20:07:51 +01:00
Luke Usher
11daaac408
Remove EmuD3DRenderStateSimpleEncoded, use DxbxRenderStateInfo instead
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This code is easier to maintain, easier to extend, and removes more
legacy cruft from original Cxbx.
2019-04-04 14:32:15 +01:00
Luke Usher
f6c2544c22
Slightly better way of handling Point Sprites in XbState
2019-04-03 12:03:36 +01:00
Luke Usher
ed559e5fd6
Cleanup XbState code: Preparing for bug fixes/improvements
2019-04-03 11:47:32 +01:00
PatrickvL
f58d3ce6cf
Merge pull request #1577 from LukeUsher/tweaking
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Cleanup XbConvert as a whole: Less magic, more mapping, more logging of unsupported features
2019-04-02 14:15:22 +02:00
Luke Usher
7d4e260c33
Cleanup XbConvert as a whole: Less magic, more mapping, more logging of unsupported features
2019-04-02 11:16:14 +01:00
Luke Usher
f2d326e2cd
Remove 'stable' link to reduce confusion.
2019-04-01 16:20:56 +01:00
RadWolfie
1affa2a680
hotfix for convert uint16_t to uint32_t as should be for nBlockAlign equation
2019-03-28 00:26:50 -05:00
RadWolfie
274c6fd083
Merge pull request #1575 from LukeUsher/bug-hunting
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Implement CDirectSoundStream_GetInfo
2019-03-27 23:33:45 -05:00
Luke Usher
70531f6cdb
Stop SetScreenSpaceOffset from spamming log files
2019-03-27 23:12:01 -05:00
Luke Usher
e7f65b55f1
Implement CDirectSoundStream_GetInfo proper
2019-03-27 23:12:01 -05:00
RadWolfie
52357b7ac8
fix nBlockAlign equation
2019-03-27 22:14:43 -05:00
PatrickvL
d3730519d3
Merge pull request #1574 from LukeUsher/use-standard-types
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Use standard types from cstdint rather than custom typedefs
2019-03-27 17:14:02 +01:00
Luke Usher
aeca3d3d92
Use standard types from cstdint rather than custom typedefs
2019-03-27 15:54:17 +00:00
PatrickvL
352f619e7c
Merge pull request #1573 from LukeUsher/gunvalkyre-pal
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Add GunValkyre PAL (IG-023) to Input Hack list
2019-03-27 15:35:44 +01:00
Luke Usher
8e530e3ec6
Add GunValkyre PAL (IG-023) to Input Hack list
2019-03-27 13:55:43 +00:00
RadWolfie
0fdc7ec7ae
Merge pull request #1572 from LukeUsher/nvnet-revisited
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Introduce Network Support (System Link/Lan)
2019-03-26 11:08:46 -05:00
Luke Usher
21b51684f2
More tab->space
2019-03-26 15:49:38 +00:00
Luke Usher
ec2ae6e95a
Line Endings
2019-03-26 15:43:34 +00:00
Luke Usher
167603bbc4
Merge pull request #1570 from NZJenkins/fix_warnings
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Fix warning passing ushort to set1
2019-03-26 11:14:49 +00:00
Luke Usher
6b6d0edb43
XQEMU NVNET credit
2019-03-26 09:18:15 +00:00