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Resogun [NPEA00433]
#11
BTW Resogun menu seems to use a deferred renderer, a technic used by almost all aaa on ps3 (and ps4 fwiw).
It would be useful if it was possible to run it without hack since this makes it a good regression "probe".

Is sysmemmove hard to implement? I suspect it's a classical memmove implementation.
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#12
(01-17-2016, 01:27 PM)Dante38490 Wrote:
(01-17-2016, 07:48 AM)tambre Wrote: If you need to modify code, it's a hack. But minor hacks are allowed for now.
yes, I have changed the code, but we can not consider it as a hack, as it should be like that.
If this is a hack that means, therefore, that there has already enormously hack in the code.
The "throw EXCEPTION (" &quotWink;" has nothing to do here.
Put as I did it matches the rest of the code for that function is not implemented.
So this is not a hack.

It is a hack. It's an important function that should be implemented. It is a hack removing that piece of code, and it shouldn't be removed. Technically all unimplemented methods should throw an exception.

(01-19-2016, 01:28 AM)vlj Wrote: BTW Resogun menu seems to use a deferred renderer, a technic used by almost all aaa on ps3 (and ps4 fwiw).
It would be useful if it was possible to run it without hack since this makes it a good regression "probe".

Is sysmemmove hard to implement? I suspect it's a classical memmove implementation.

I could look into that. Once I'm done with figuring out why #1359 doesn't compile, that is.
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#13
The game uses 3d texture too. Definitively a good one to check rpcs3 feature support.
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#14
(01-24-2016, 01:57 AM)vlj Wrote: The game uses 3d texture too. Definitively a good one to check rpcs3 feature support.

I think there's a deferred shading sample in the SDK too, if you're interested. There's also one for image processing, ocean simulation, particle simulator and physics effects. They all should be under "tutorial" on 4.00.
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#15
Strange vertex transform issues on OpenGL. It does get to the menu though Smile
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#16
(01-25-2016, 10:23 PM)kd-11 Wrote: Strange vertex transform issues on OpenGL. It does get to the menu though Smile

I'm assuming it's using a non-master build? If so, does it work on master?
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#17
(01-26-2016, 05:43 AM)tambre Wrote:
(01-25-2016, 10:23 PM)kd-11 Wrote: Strange vertex transform issues on OpenGL. It does get to the menu though Smile

I'm assuming it's using a non-master build? If so, does it work on master?

It also works on master. There's a problem with some of the vertex shaders as i've reported on github.
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#18
(01-26-2016, 09:52 AM)kd-11 Wrote:
(01-26-2016, 05:43 AM)tambre Wrote:
(01-25-2016, 10:23 PM)kd-11 Wrote: Strange vertex transform issues on OpenGL. It does get to the menu though Smile

I'm assuming it's using a non-master build? If so, does it work on master?

It also works on master. There's a problem with some of the vertex shaders as i've reported on github.

Are you sure? According to Dante's original post, you needed a hack to run the game.
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#19
(01-26-2016, 03:31 PM)tambre Wrote: Are you sure? According to Dante's original post, you needed a hack to run the game.
Yes, you are right, need hack for acces menu, witout hack only acces Intro
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#20
He's talking about background menu I think.
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