My blog dedicated to open source Xbox emulator(s), primarily Cxbx and XQEmu. DO NOT ask me for ISOs, ROMs or Beta Builds.
Saturday, January 29, 2011
More on Quantum Redshift
Okay, just wanted to make a quick update on Quantum Redshift (XDK 4721). I'm going to update the status of this game to ingame with an asterisk or two for the due to the fact that it does show ingame gfx even though you can't interact with it. It's still really buggy and I don't know what's causing those hideous bugs. There's no push buffer usage, and the primitives are rendered via D3DPT_TRIANGLESTRIP. Maybe I should check the FVF for unsupported flags.
The primary issue is the fact that this texture keeps failing to create/resigter! It's always the same 512x512xDXT1 texture (8 mip levels). I don't think my VRam gets full, but I don't seem to have any problems creating a texture with the same specs outside of Cxbx. Strange.... o_O Meh, this project needs OpenGL so badly, and the Direct3D8 support for modern card drivers aren't too great either. I did get a dirty disc error once, but that was before these errors started poping up. Since the game is loaded in a seperate thread in the background while you are being given a tour of the map, it will keep going forever since the texture failed to create. I wish the stupid thing would work. Those texture specs are no big deal and take up minimal VRam.
"Don't just complain about no OpenGL support, get it working!" Hey, I'm working on it! Xbox Direct3D is rather complex and it will take some time to get it working right, you hear? Speaking of that, I think I finally found a permanent solution to our PixelShader problems. Instead of converting pixel shaders to low level assembly (i.e. GL_ARB_fragment_program), we can use Cg and choose what ever fragment shader profile we want, or let Cg choose for us. This way, we won't have to worry about any shaders being too long to convert properly. It will raise the system requirements a bit, but it's a small price to pay for accuracy! I plan to do the same for vertex shaders too. Fortunately for us, _SF_ released his pixel shader conversion code years ago and gave coders permission to use it (as long as we give him credit of course). Ahh, just can't wait to kick Direct3D8 to the curb!
Just got these details a little while ago. Hopefully I can find out what is causing controller input not to work for some games. It's preventing me from making further progress. :(