Search found 1712 matches

by Zeus
Sun Nov 03, 2019 12:32 am
Forum: Problems
Topic: Hitman codename 47 (GOG version)
Replies: 1
Views: 2980

Re: Hitman codename 47 (GOG version)

Are you sure nothing changes? Try making two screenshots with Fraps or Afterburner, one with "Screen resolution: By desktop" and another with "Screen resolution: By app" and compare their dimensions.

Do you use nglide_config bundled with the game?
by Zeus
Wed Oct 30, 2019 5:48 am
Forum: General
Topic: nGlide and QEMU
Replies: 35
Views: 27113

Re: nGlide and QEMU

So I overlooked Glide drawing calls with grFunction(int nVerts, int ilist[], const GrVertex vlist[]) and args pass-through weren't done correctly. I just got the SDK2 TEST28 to pass and called it done :P . Thanks. :) OK, I fixed the GetState/SetState issue, and I could observe the BullZEye's armor ...
by Zeus
Sun Oct 27, 2019 1:01 am
Forum: General
Topic: nGlide and QEMU
Replies: 35
Views: 27113

Re: nGlide and QEMU

Excellent! :D
So, what was the problem with Summoner?

kjliew wrote: Sun Oct 27, 2019 12:55 am Do you know if the same can happen for the Glide3x VertexLayout?
Certainly. I would even say it is far more probable with VertexLayout. While most games utilize none or only one Glide state copy, multiple VertexLayouts is the norm.
by Zeus
Sat Oct 26, 2019 9:13 pm
Forum: General
Topic: nGlide and QEMU
Replies: 35
Views: 27113

Re: nGlide and QEMU

It is the other way around. The buffers passed to Get()/Set() functions are user buffers. Games can use these functions to create multiple copies of the state for later use, like in this scenario: GrState statecopy1; GrState statecopy2; grDepthBufferMode(GR_DEPTHBUFFER_DISABLE); grGlideGetState(&...
by Zeus
Sat Oct 26, 2019 2:59 pm
Forum: General
Topic: nGlide and QEMU
Replies: 35
Views: 27113

Re: nGlide and QEMU

If the game figured out the offset to mess with Glide state, then it will be different than what it expected. I would be really shocked if there are games actually do this out there :shock: I don't think that's the case. If you don't pass state to host wrappers, my advice would be to check: -grGlid...
by Zeus
Sat Oct 26, 2019 2:50 am
Forum: General
Topic: nGlide and QEMU
Replies: 35
Views: 27113

Re: nGlide and QEMU

nGlide skips two sequential open calls only if all parameters are equal (none changed). If not, it calls grSstWinClose() internally at the beginning of grSstWinOpen() and proceeds. This is the desired behavior.
by Zeus
Sat Oct 26, 2019 12:23 am
Forum: General
Topic: nGlide and QEMU
Replies: 35
Views: 27113

Re: nGlide and QEMU

You did not mixed up 98ME and 2KME DLLs, did you? The error that you got seemed to be the issue. I have released the wrappers update in VOGONS. You can re-download the package. Nope, I'm sure. Same happens with the latest guest DLLs. By the way, would you mind PM me a dev version of nGlide for test...
by Zeus
Fri Oct 25, 2019 5:49 pm
Forum: Problems
Topic: NGlide versus my glide games collection
Replies: 365
Views: 346051

Re: NGlide versus my glide games collection

robertmo wrote: Thu Oct 24, 2019 3:59 pm Zeus, I was wandering if as a side effects of checking glide games maybe you made notes of whether a software/Direct 3D version was available.
I don't have such list, but if you'll need some confirmation just drop me a message.
by Zeus
Fri Oct 25, 2019 5:48 pm
Forum: General
Topic: nGlide and QEMU
Replies: 35
Views: 27113

Re: nGlide and QEMU

Here's my #1 report regarding Glide implementation itself. 1) Broken data format in glide2x.grDrawPlanarPolygon() Most likely format or stride issue. You can notice the problem in the demo of Summoner. Once you recognize the problem you may want to check glide.grDrawPlanarPolygon() as well. 2) Broke...
by Zeus
Fri Oct 25, 2019 5:38 pm
Forum: General
Topic: nGlide and QEMU
Replies: 35
Views: 27113

Re: nGlide and QEMU

Sorry I no longer have Intel system to check out HAXM, but you can try without the "-vga cirrus" and load VBEMP XP driver instead. Both cirrus and stdvga work fine with WHPX for XP guest. -vga std worked. Though installing VBEMP NT resulted with a blue screen of death. Place the FXPTL.SYS...