PatrickvL
5cbf7b61fd
Another batch of translation (about 40% to go)
2017-09-19 09:33:30 +02:00
PatrickvL
901d16785e
Half-way translating pixel shader conversion code from Dxbx (Delphi) to Cxbx-Reloaded (C++)
2017-09-19 09:33:30 +02:00
PatrickvL
a325f6aa87
Back porting of more Dxbx PixelShader conversion types.
...
Also moved most of the types from PixelShader.h to PixelShader.cpp
2017-09-19 09:33:30 +02:00
PatrickvL
1f966bc7eb
More back porting of Dxbx pixel-shader related type definitions and comments
2017-09-19 09:33:30 +02:00
PatrickvL
8ff5c497e7
Started back-porting Dxbx pixel shaders
2017-09-19 09:33:30 +02:00
PatrickvL
5a10e350a0
Allow merging this code by NOT switching over to new pixel shader code yet (it requires more work before this can be enabled).
2017-09-19 09:33:02 +02:00
PatrickvL
bf690c855c
First attempt to use Dxbx pixel shader code. Will probably crash. It'd better to base this on Luke's work to get D3D_CreateDevice running unpatched. That way, many patches (including PixelShader related ones) can be disabled, allowing much easier emulation.
2017-09-18 18:32:10 +02:00
PatrickvL
19e329add7
Finished translation of functional part of Dxbx Pixel Shader conversion code.
...
(Albeit PSH_XBOX_SHADER::DecodedToString is still incomplete).
2017-09-18 15:08:27 +02:00
PatrickvL
e44f6bcf55
Nearly finished back-porting Dxbx pixel shader conversion code.
...
With this change, Cxbx-Reloaded is linking again.
Two functions need to be completed (PSH_XBOX_SHADER::DecodedToString and ConvertConstantsToNative), after which testing can commence!
2017-09-18 11:21:15 +02:00
PatrickvL
ad74c23946
Corrected all other pixel-shader comments which got damaged by a global find&replace
2017-09-18 09:38:53 +02:00
PatrickvL
327e76c935
Fix global find&replace errors
2017-09-17 19:11:49 +01:00
PatrickvL
d00a33ef81
Another batch of translation (about 40% to go)
2017-09-17 18:49:52 +01:00
PatrickvL
73482456db
Half-way translating pixel shader conversion code from Dxbx (Delphi) to Cxbx-Reloaded (C++)
2017-09-17 17:13:27 +01:00
PatrickvL
f465a27362
Back porting of more Dxbx PixelShader conversion types.
...
Also moved most of the types from PixelShader.h to PixelShader.cpp
2017-09-16 16:46:22 +01:00
PatrickvL
1441c3e54f
More back porting of Dxbx pixel-shader related type definitions and comments
2017-09-16 15:16:59 +01:00
Luke Usher
8b11cce5b6
Merge pull request #729 from PatrickvL/TextureConversion
...
Texture conversion
2017-09-13 21:19:58 +01:00
PatrickvL
d10111416a
Started back-porting Dxbx pixel shaders
2017-09-13 20:57:33 +01:00
PatrickvL
afe83b60d2
Fixed XPR0 logo assumptions, allowing Amped logo to be read correctly
2017-09-13 16:49:32 +01:00
PatrickvL
144545c2fe
Also load logo bitmaps from DDS resources.
2017-09-13 15:26:54 +01:00
PatrickvL
ace5132f33
Removed g_pSupportsP8 in favor of g_pSupportsTextureFormat[X_D3DFMT_P8]
...
Also renamed g_bSupportsYUY2 into g_bSupportsYUY2Overlay
2017-09-13 15:26:54 +01:00
PatrickvL
1ac4a87f21
Compare supported textures formats with FourCC types
...
Also, index supported textures with Xbox D3D format, as host formats would require a huge array.
2017-09-13 15:26:54 +01:00
PatrickvL
fd861043ac
Dump FourCC codes
2017-09-13 15:26:54 +01:00
PatrickvL
f197b1308f
Build up a table of CheckDeviceFormat results
2017-09-13 15:26:54 +01:00
PatrickvL
c2d21642d3
Cleanup of Certificate usage
2017-09-13 15:26:54 +01:00
PatrickvL
75b8242294
Removed g_pSupportsP8 in favor of g_pSupportsTextureFormat[X_D3DFMT_P8]
...
Also renamed g_bSupportsYUY2 into g_bSupportsYUY2Overlay
2017-09-11 13:45:27 -05:00
PatrickvL
3d0bf5a65a
Compare supported textures formats with FourCC types
...
Also, index supported textures with Xbox D3D format, as host formats would require a huge array.
2017-09-11 13:45:27 -05:00
PatrickvL
878cc86abf
Dump FourCC codes
2017-09-11 13:45:27 -05:00
PatrickvL
d64a936524
Build up a table of CheckDeviceFormat results
2017-09-11 13:45:27 -05:00
PatrickvL
981ffb8046
Cleanup of Certificate usage
2017-09-11 12:20:13 -05:00
PatrickvL
f3b6d70621
Added P8 to ARGB conversion (TODO : pass along TexturePalette)
...
Also rename dst_rgb > dst_argb
2017-09-11 17:54:31 +02:00
PatrickvL
9a46490fe9
Added DXT5 to ARGB conversion
...
Also cleanup in DXT1 and DXT3 to ARGB conversion
2017-09-11 17:54:31 +02:00
PatrickvL
0347c9f1e0
Fix incorrect optimization
2017-09-11 17:54:31 +02:00
PatrickvL
128f27c8a3
ConvertD3DTextureToARGB cleanup
2017-09-11 17:54:31 +02:00
PatrickvL
4cdfb50f2e
Added DXT3 to ARGB conversion
...
Also optimized DXT1 to ARGB conversion
2017-09-11 17:54:31 +02:00
PatrickvL
2261039e18
Cherry-picked new color conversion code
...
Logo's are read with new code
Kept old code in use for textures
2017-09-11 17:54:31 +02:00
Luke Usher
815cc399a1
Cleanup after previous commit
2017-09-08 10:04:10 -05:00
Luke Usher
835ee8d017
Fix remaining issues with HalReturnToFirmware
...
This allows XLaunchNewImage to be completely unpatched
This has been tested and working with various titles:
update.xbe no longer crashes, but instead correctly relaunches the
games main xbe
Dashupdate.xbe now correctly reboots to dashboard
2017-09-08 10:04:10 -05:00
Luke Usher
e9873dd24c
Fix an issue where EEPROM.BIN is generated with an invalid AV region.
2017-09-08 10:04:10 -05:00
PatrickvL
1a7eabec5a
Xbe title fallback
2017-09-08 15:54:52 +01:00
PatrickvL
e62a54bf6a
Threading : Use InitXboxThread for CxbxKrnlInterruptThread too
2017-09-05 18:26:44 -05:00
PatrickvL
f955721cbb
Dump certificate information (title, region)
...
also dump library versions and remove useless ThreadID logging in
EmuMain messages
2017-09-05 18:25:05 -05:00
PatrickvL
1217ba36fe
Made pCertificate a global variable
2017-09-05 18:25:05 -05:00
PatrickvL
0c4d516f23
Make F6 stop emulation for real
...
by detecting F6 presses in EmuMsgProc too.
Also small cleanup on my previous UI work.
2017-09-05 09:08:57 +01:00
PatrickvL
9ff03f2259
UI improvements
...
Fixed drag-and-drop
F5 now loads the most recently used Xbe if none is loaded yet
Extracted OpenMRU() into a separate function
Simplified OpenXbe()
Compare m_Xbe to nullptr instead of 0
Less usage of m_hwndChild
2017-09-04 19:59:08 +01:00
jarupxx
5e45213bfe
Removes // (Offset,Value)-Pair # text
2017-09-04 13:42:14 +02:00
Luke Usher
bbb497e2a4
DSOUND 5233 additions: This prevents a crash in XOnline Dash
2017-09-03 20:45:58 +01:00
Luke Usher
ddc2e073be
Return no connection on PhyGetLinkStatus.
...
This prevents network titles from hanging indefinitely when probing for a connection.
This function will be replaced with a real implementation later.
2017-09-03 20:45:58 +01:00
Luke Usher
c325d454ba
Created HLEDatabase for XactEng 5849
2017-09-03 20:45:04 +01:00
Luca D'Amico
393bd48018
Fix for issue #674 (Show loaded XBE logo in user interface) ( #708 )
...
* Some progress regarding issue #674
* More progress regarding issue #674
* More progress regarding issue #674
* Renamed ExportGameLogoBitmap and applied proposed fixes (thx PatrickvL)
* More and more progress regarding issue #674 (need review)
* Applied proposed fixes to Xbe.cpp and Xbe.h
* Many fixes regarding issue #674 (need review)
* Working ReadS3TCFormatIntoBitmap!
* Game logo is now rendered correctly! (need review and cleanup)
* fix and cleanup (issue #674 )
2017-09-02 22:34:53 +02:00
Luke Usher
b4c45cfccb
Disable XOnline patches and partially implement NVNet emulation. ( #703 )
...
Network connection does not work yet but it satisfies titles enough to stop them crashing.
Tetris Worlds gets to (very broken) gameplay with this
All titles that use Xbox Live, or even System Link are likely to see some improvements.
2017-09-01 12:25:51 +01:00