add troulouliou's depth compare hack
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74ff219aa9
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af035533a0
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@ -511,6 +511,7 @@ extern struct TCommonSettings {
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, GFX3D_EdgeMark(true)
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, GFX3D_EdgeMark(true)
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, GFX3D_Fog(true)
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, GFX3D_Fog(true)
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, GFX3D_Texture(true)
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, GFX3D_Texture(true)
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, GFX3D_Zelda_Shadow_Depth_Hack(0)
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, UseExtBIOS(false)
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, UseExtBIOS(false)
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, SWIFromBIOS(false)
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, SWIFromBIOS(false)
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, PatchSWI3(false)
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, PatchSWI3(false)
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@ -548,6 +549,7 @@ extern struct TCommonSettings {
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bool GFX3D_EdgeMark;
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bool GFX3D_EdgeMark;
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bool GFX3D_Fog;
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bool GFX3D_Fog;
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bool GFX3D_Texture;
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bool GFX3D_Texture;
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int GFX3D_Zelda_Shadow_Depth_Hack;
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bool UseExtBIOS;
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bool UseExtBIOS;
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char ARM9BIOS[256];
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char ARM9BIOS[256];
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@ -52,10 +52,12 @@ CommandLine::CommandLine()
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, _rigorous_timing(0)
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, _rigorous_timing(0)
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, _advanced_timing(-1)
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, _advanced_timing(-1)
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, _slot1(NULL)
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, _slot1(NULL)
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, depth_threshold(-1)
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, load_slot(-1)
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, arm9_gdb_port(0)
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, arm7_gdb_port(0)
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, start_paused(FALSE)
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{
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{
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load_slot = -1;
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arm9_gdb_port = arm7_gdb_port = 0;
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start_paused = FALSE;
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#ifndef _MSC_VER
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#ifndef _MSC_VER
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disable_sound = 0;
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disable_sound = 0;
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disable_limiter = 0;
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disable_limiter = 0;
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@ -92,6 +94,7 @@ void CommandLine::loadCommonOptions()
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{ "rigorous-timing", 0, 0, G_OPTION_ARG_INT, &_rigorous_timing, "Use some rigorous timings instead of unrealistically generous (default 0)", "RIGOROUS_TIMING"},
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{ "rigorous-timing", 0, 0, G_OPTION_ARG_INT, &_rigorous_timing, "Use some rigorous timings instead of unrealistically generous (default 0)", "RIGOROUS_TIMING"},
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{ "advanced-timing", 0, 0, G_OPTION_ARG_INT, &_advanced_timing, "Use advanced BUS-level timing (default 1)", "ADVANCED_TIMING"},
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{ "advanced-timing", 0, 0, G_OPTION_ARG_INT, &_advanced_timing, "Use advanced BUS-level timing (default 1)", "ADVANCED_TIMING"},
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{ "slot1", 0, 0, G_OPTION_ARG_STRING, &_slot1, "Device to load in slot 1 (default retail)", "SLOT1"},
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{ "slot1", 0, 0, G_OPTION_ARG_STRING, &_slot1, "Device to load in slot 1 (default retail)", "SLOT1"},
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{ "depth-threshold", 0, 0, G_OPTION_ARG_INT, &depth_threshold, "Depth comparison threshold (default 0)", "DEPTHTHRESHOLD"},
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#ifndef _MSC_VER
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#ifndef _MSC_VER
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{ "disable-sound", 0, 0, G_OPTION_ARG_NONE, &disable_sound, "Disables the sound emulation", NULL},
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{ "disable-sound", 0, 0, G_OPTION_ARG_NONE, &disable_sound, "Disables the sound emulation", NULL},
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{ "disable-limiter", 0, 0, G_OPTION_ARG_NONE, &disable_limiter, "Disables the 60fps limiter", NULL},
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{ "disable-limiter", 0, 0, G_OPTION_ARG_NONE, &disable_limiter, "Disables the 60fps limiter", NULL},
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@ -127,6 +130,8 @@ bool CommandLine::parse(int argc,char **argv)
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if(_num_cores != -1) CommonSettings.num_cores = _num_cores;
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if(_num_cores != -1) CommonSettings.num_cores = _num_cores;
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if(_rigorous_timing) CommonSettings.rigorous_timing = true;
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if(_rigorous_timing) CommonSettings.rigorous_timing = true;
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if(_advanced_timing != -1) CommonSettings.advanced_timing = _advanced_timing==1;
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if(_advanced_timing != -1) CommonSettings.advanced_timing = _advanced_timing==1;
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if(depth_threshold != -1)
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CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack = depth_threshold;
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//TODO MAX PRIORITY! change ARM9BIOS etc to be a std::string
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//TODO MAX PRIORITY! change ARM9BIOS etc to be a std::string
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if(_bios_arm9) { CommonSettings.UseExtBIOS = true; strcpy(CommonSettings.ARM9BIOS,_bios_arm9); }
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if(_bios_arm9) { CommonSettings.UseExtBIOS = true; strcpy(CommonSettings.ARM9BIOS,_bios_arm9); }
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@ -40,6 +40,7 @@ class CommandLine
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public:
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public:
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//actual options: these may move to another sturct
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//actual options: these may move to another sturct
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int load_slot;
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int load_slot;
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int depth_threshold;
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std::string nds_file;
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std::string nds_file;
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std::string play_movie_file;
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std::string play_movie_file;
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std::string record_movie_file;
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std::string record_movie_file;
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@ -545,12 +545,25 @@ public:
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}
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}
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if(polyAttr.decalMode)
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if(polyAttr.decalMode)
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{
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if ( CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack > 0)
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{
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if(depth<destFragment.depth - CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack
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|| depth>destFragment.depth + CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack)
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{
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goto depth_fail;
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}
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}
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else
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{
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{
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if(depth != destFragment.depth)
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if(depth != destFragment.depth)
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{
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{
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goto depth_fail;
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goto depth_fail;
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}
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}
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}
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}
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}
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else
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else
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{
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{
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if(depth>=destFragment.depth)
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if(depth>=destFragment.depth)
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@ -2583,6 +2583,8 @@ int _main()
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CommonSettings.spu_advanced = GetPrivateProfileBool("Sound", "SpuAdvanced", false, IniName);
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CommonSettings.spu_advanced = GetPrivateProfileBool("Sound", "SpuAdvanced", false, IniName);
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CommonSettings.advanced_timing = GetPrivateProfileBool("Emulation", "AdvancedTiming", true, IniName);
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CommonSettings.advanced_timing = GetPrivateProfileBool("Emulation", "AdvancedTiming", true, IniName);
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CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack = GetPrivateProfileInt("3D", "ZeldaShadowDepthHack", 0, IniName);
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lostFocusPause = GetPrivateProfileBool("Focus", "BackgroundPause", false, IniName);
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lostFocusPause = GetPrivateProfileBool("Focus", "BackgroundPause", false, IniName);
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//Get Ram-Watch values
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//Get Ram-Watch values
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@ -5491,6 +5493,7 @@ LRESULT CALLBACK GFX3DSettingsDlgProc(HWND hw, UINT msg, WPARAM wp, LPARAM lp)
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CheckDlgButton(hw,IDC_3DSETTINGS_EDGEMARK,CommonSettings.GFX3D_EdgeMark);
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CheckDlgButton(hw,IDC_3DSETTINGS_EDGEMARK,CommonSettings.GFX3D_EdgeMark);
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CheckDlgButton(hw,IDC_3DSETTINGS_FOG,CommonSettings.GFX3D_Fog);
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CheckDlgButton(hw,IDC_3DSETTINGS_FOG,CommonSettings.GFX3D_Fog);
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CheckDlgButton(hw,IDC_3DSETTINGS_TEXTURE,CommonSettings.GFX3D_Texture);
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CheckDlgButton(hw,IDC_3DSETTINGS_TEXTURE,CommonSettings.GFX3D_Texture);
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SetDlgItemInt (hw,IDC_ZELDA_SHADOW_DEPTH_HACK,CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack,FALSE);
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//CheckDlgButton(hw,IDC_ALTERNATEFLUSH,CommonSettings.gfx3d_flushMode);
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//CheckDlgButton(hw,IDC_ALTERNATEFLUSH,CommonSettings.gfx3d_flushMode);
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for(i = 0; core3DList[i] != NULL; i++)
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for(i = 0; core3DList[i] != NULL; i++)
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@ -5511,11 +5514,14 @@ LRESULT CALLBACK GFX3DSettingsDlgProc(HWND hw, UINT msg, WPARAM wp, LPARAM lp)
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CommonSettings.GFX3D_EdgeMark = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_EDGEMARK);
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CommonSettings.GFX3D_EdgeMark = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_EDGEMARK);
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CommonSettings.GFX3D_Fog = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_FOG);
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CommonSettings.GFX3D_Fog = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_FOG);
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CommonSettings.GFX3D_Texture = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_TEXTURE);
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CommonSettings.GFX3D_Texture = IsDlgCheckboxChecked(hw,IDC_3DSETTINGS_TEXTURE);
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CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack = GetDlgItemInt(hw,IDC_ZELDA_SHADOW_DEPTH_HACK,NULL,FALSE);
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Change3DCoreWithFallbackAndSave(ComboBox_GetCurSel(GetDlgItem(hw, IDC_3DCORE)));
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Change3DCoreWithFallbackAndSave(ComboBox_GetCurSel(GetDlgItem(hw, IDC_3DCORE)));
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WritePrivateProfileBool("3D", "HighResolutionInterpolateColor", CommonSettings.GFX3D_HighResolutionInterpolateColor, IniName);
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WritePrivateProfileBool("3D", "HighResolutionInterpolateColor", CommonSettings.GFX3D_HighResolutionInterpolateColor, IniName);
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WritePrivateProfileBool("3D", "EnableEdgeMark", CommonSettings.GFX3D_EdgeMark, IniName);
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WritePrivateProfileBool("3D", "EnableEdgeMark", CommonSettings.GFX3D_EdgeMark, IniName);
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WritePrivateProfileBool("3D", "EnableFog", CommonSettings.GFX3D_Fog, IniName);
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WritePrivateProfileBool("3D", "EnableFog", CommonSettings.GFX3D_Fog, IniName);
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WritePrivateProfileBool("3D", "EnableTexture", CommonSettings.GFX3D_Texture, IniName);
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WritePrivateProfileBool("3D", "EnableTexture", CommonSettings.GFX3D_Texture, IniName);
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WritePrivateProfileInt ("3D", "ZeldaShadowDepthHack", CommonSettings.GFX3D_Zelda_Shadow_Depth_Hack, IniName);
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//CommonSettings.gfx3d_flushMode = (IsDlgButtonChecked(hw,IDC_ALTERNATEFLUSH) == BST_CHECKED)?1:0;
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//CommonSettings.gfx3d_flushMode = (IsDlgButtonChecked(hw,IDC_ALTERNATEFLUSH) == BST_CHECKED)?1:0;
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//WritePrivateProfileInt("3D", "AlternateFlush", CommonSettings.gfx3d_flushMode, IniName);
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//WritePrivateProfileInt("3D", "AlternateFlush", CommonSettings.gfx3d_flushMode, IniName);
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}
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}
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@ -779,6 +779,12 @@
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#define IDC_USENOISE 5010
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#define IDC_USENOISE 5010
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#define IDC_CPU 6000
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#define IDC_CPU 6000
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#define IDC_IOREG 6001
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#define IDC_IOREG 6001
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//ZELDA SHADOW HACK
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#define ID_LABEL_ZELDA_SHADOW_DEPTH_HACK 9000
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#define IDC_ZELDA_SHADOW_DEPTH_HACK 9001
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#define IDD_CHEAT_ADD_XX_CODE 10005
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#define IDD_CHEAT_ADD_XX_CODE 10005
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#define IDD_GBASLOT_GUITARGRIP 10009
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#define IDD_GBASLOT_GUITARGRIP 10009
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#define IDD_GBASLOT_PIANO 10010
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#define IDD_GBASLOT_PIANO 10010
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