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#1 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,158
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I've had this idea for almost a month now, and I'm now getting a chance to post it. I tried once before, but I deleted it by mistake. So here we go again. First of all, let's read the words of the creator himself
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pResourceCopy=pResource; Then when xbox games moddify a member that we want to keep unmoddified, we could just do this for the methods that caustik wrote. Ex: Method 1: tuck away the PC Direct3D resource pointer inside of pResource->Data pResourceCopy->Data=pResource->Data; //after the game moddifies it, switch it back pResoucre->Data=pResourceCopy->Data; And you get the picture for the rest, right? Caustik, if you're reading this, I just want you to know that I appreaciate you, and I'm doing the best I can to contribute. I've noticed that too many members are always asking things like: when will commercial games be playable? what's taking so long? when will this work? when will that work? How come this...? How come that...? You should do this ... You should do that... Why can't you just use the DVD drive? It ticks me off as much as it does you. I mean, come on people, show some respect. Don't you know how hard it is to do all this? It doesn't take one day to do everything. Just trying to stick up for you, that's all. Oh yeah, please tell me if this is a good idea.
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[Sagat] Windows XP x64 Pro | AMD Athlon 3000+ (~2.0GHz) | NVIDIA GeForce 6600 PCI-E | Realtek AC97 Audio | 512MB Ram | NVIDIA NForce 4-4X chipset | Seagate HDD 160GB | LG 8614 DVD-ROM | HP DVD 1040d CD/DVD -/+ RW w/ LightScribe GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated Thursday, October 2, 2008) Visit my YouTube page! http://www.youtube.com/blueshogun96 |
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#2 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2003
Location: San Diego
Posts: 172
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pResource->Data can not be used because some apps directly retrieve that pointer and write to it. Problem is, we cant possibly detect all the places where games are doing this, so we just have to allow it. pResource->Lock is an ideal place to keep our emulation data, because nobody ever accesses it directly. This is how I implemented it a long long long time ago, and it has yet to cause any problems, so I consider it to be a very good technique, and it's very efficient.
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