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#1 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 560
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Great Differences Between SourceForge Source And KingofC Source
Its a long time i really posted something usefull around here ![]() I Found out that the sourceforce sources has other changes then the sources which kingofC was working on, I don`t know if you are really working on the Sources kingofC. but the games RayMan Arena and EggMania doenst display a thing on the Sourceforge Sources. While i have seen the demo of Rayman Arena on the compiled version of KingOfC. so are these versions completely different.. or arent those changes that kingofC has made not implemented in the SourceForge sources ????? yeah i`m back with xbox, good pc and lots of games to test mmm something else. controller configuration with a dual shock gamepad on pc.. i press for example the X button in the configureation then cxbx says one of my buttons exept the key.. its with all buttons the same.. litle error ??? where is the option to configurate all keys.. count down on all keys so i can configurate all my keys on a timer... also load and save configration to a file is dissabled. in the standard sourceforge sources. yeah i know if you cant programm c++ dont bother yourself with the sources.. but i can compile it so can test it for now its realy looking nice with turok ![]() oh also inserted the log file of Rayman Arena |
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#3 (permalink) |
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disassembler
![]() ![]() ![]() ![]() Join Date: Aug 2003
Location: Somewere
Posts: 974
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sourceforge is public release of code I think anyways, The unoffical version are comming from the CVS.
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CPU: Intel Core2Duo E8500 VIDEO: GeForce 8800GT RAM: 2 gigs DDR2 800 Onboard Sound HHD: 4 of verious sizes **Wiimote support with real wiimote? HOLY CRAP ITS HERE!** |
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#4 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2003
Posts: 53
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All the stuff I worked on that time used some new technologies, so I tested new ways to solve problems. Many stuff is now in the cvs with the help of caustik and sopskrutt (for example the shader decompilation/recompilation, vertex patching [also with the special help of sopskrutt, thx], etc.)
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#5 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2003
Location: San Diego
Posts: 180
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will you please stop posting about developmental releases, dude? Sorry don't mean to sound mean, but you're just teasing everybody else who doesnt have pre-release builds
Last edited by caustik; July 10th, 2004 at 06:27. |
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#6 (permalink) |
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Registered User
![]() ![]() Join Date: Jul 2003
Posts: 159
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yeh, it makes people like me jellous, then again its kind of your "weekly update" service that tells you whats going on in the world of cxbx, so thats kind of cool. maby a system like, "shareder so and so is no implemented" rathere then "w00t i played this game with amazing graphics" would be better, and make less of us drool ourselves. Anyway keep up the good work all the developers! |
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#8 (permalink) |
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disassembler
![]() ![]() ![]() ![]() Join Date: Aug 2003
Location: Somewere
Posts: 974
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magiceyes118 , the reason is becuase they dont feel like it, its aginst the rules to ask for anything like new or updated info.
__________________
CPU: Intel Core2Duo E8500 VIDEO: GeForce 8800GT RAM: 2 gigs DDR2 800 Onboard Sound HHD: 4 of verious sizes **Wiimote support with real wiimote? HOLY CRAP ITS HERE!** |
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#10 (permalink) |
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Registered User
Join Date: Jul 2004
Location: chengdu
Posts: 4
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kingofc >> shader decompilation/recompilation I have done a progrom about this topic recently, which can record directx8 or directx9 call's params, and play back or convert to 3ds fileformat(include dds) in a tool. the method which i use is repalce d3d8.dll or d3d9.dll's interface vtable by hook Direct3DCreate9 and Direct3DCreate8... so, if your wish, i 'm glad to share some experience and code. |
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#11 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2003
Posts: 53
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hmm, I know already how to do such hooks. Cxbx intercepts the functions by recognizing them in the code og the xbe, so there aren't any calls I want to hook. If you have information about push-buffers/vertex shader microcode format or any other technique used by the Xbox then I'm interested in it. Thanks for your offer. |
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#12 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,220
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Quote:
__________________
[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 [Raylene] HP dv2000 | Windows Vista Home Premium | Intel Core2 Duo @2.2GHz | NVIDIA GeForce 8400 GS 128Mb (Dedicated) + 1264Mb (Shared) | 3GB Ram | 220GB HDD GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated Sunday, October 26, 2008) |
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#13 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2003
Posts: 53
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Hmm, blueshogun96 I'm a developer and a user/programmer offered his help, so where's YOUR PROBLEM? I didn't tell anything about new prebuild releases or something like that. I'm not sure whether you noticed it, but cxbx id OpenSource, so everybody can work on it if he wants and I think any help is welcome here. But ok, if someone has any develpmental questions/ideas/etc. don't post it here, tell it me with an email to kingofc@freenet.de or a private message in the forum. So nobody feels "teased" here. |
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#14 (permalink) |
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disassembler
![]() ![]() ![]() ![]() Join Date: Aug 2003
Location: Somewere
Posts: 974
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kingofc stop teasing me your making me feel all funny
__________________
CPU: Intel Core2Duo E8500 VIDEO: GeForce 8800GT RAM: 2 gigs DDR2 800 Onboard Sound HHD: 4 of verious sizes **Wiimote support with real wiimote? HOLY CRAP ITS HERE!** |
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