2009-10-12, 04:04 AM
Hmmm, I tried to run my own project thru this setup instead of my little testing project space. It was really slow, so I go to see if it's accelerated or not (well it looked accelerated) and saw the driver numbers cycling like mad (or whatever it means when SOM throws random numbers up instead of a resolution)
Anyway it seemed like SOM was rebuilding the direct3d device every frame or something. I've come this far, so I'm fairly confident figuring out what is wrong won't be too much more work.
I don't think anyone else is going to be playing with this too soon, but it might be a little longer before I upload anything for you guys to play with.
That said I don't think it's too soon for anyone to start making hacking requests for their projects. We really have a lot of options at this point. Still nothing on the joypad or sound front (that will mean applying the same techniques to dinput/dsound) ...I wonder though if I could fashion a keyboard config setup (you know I think I kind of remember seeing more stuff in the ini files for some Japanese games... it may be the manual has more suggestions than appear in the default ini file)
^I know I can add new keys, just haven't done tests about rewiring built in keys without dinput.
Another wild idea I have, is I wonder if we could attach multiple "surfaces" to SOMs texture surfaces somehow. If we manage this somehow, we really could seriously extend SOM to do basically anything graphically (as in look like a contemporary game) ...I would say there is actually hope for this, now that I understand how DX attaches surfaces to one another (not something OpenGL does) ...if nothing else we could probably just make every texture in your game look like 1 lookup pixel, or spell out a file name it pixels, then we could use that to fetch multiple hires textures for any kind of shader effect your want (for bump mapping etc) ...For the record, you know, I think I could probably make this work if SOM had used OpenGL as well.
I don't know if this would require a rewrite of the DX routines or not. It might be possible to mix DX9/10 code with DX7. I'm pretty sure you can mix lower levels in, so I don't see why not higher levels?? It might take some trickery though... like starting with DX9/10 and requesting low level interfaces on behalf of SOM (if they're still supported)
I think fixing (and or finding ways around) SOMs many bugs would be a worthwhile investment as well. Decompiler might help that.
Anyway it seemed like SOM was rebuilding the direct3d device every frame or something. I've come this far, so I'm fairly confident figuring out what is wrong won't be too much more work.
I don't think anyone else is going to be playing with this too soon, but it might be a little longer before I upload anything for you guys to play with.
That said I don't think it's too soon for anyone to start making hacking requests for their projects. We really have a lot of options at this point. Still nothing on the joypad or sound front (that will mean applying the same techniques to dinput/dsound) ...I wonder though if I could fashion a keyboard config setup (you know I think I kind of remember seeing more stuff in the ini files for some Japanese games... it may be the manual has more suggestions than appear in the default ini file)
^I know I can add new keys, just haven't done tests about rewiring built in keys without dinput.
Another wild idea I have, is I wonder if we could attach multiple "surfaces" to SOMs texture surfaces somehow. If we manage this somehow, we really could seriously extend SOM to do basically anything graphically (as in look like a contemporary game) ...I would say there is actually hope for this, now that I understand how DX attaches surfaces to one another (not something OpenGL does) ...if nothing else we could probably just make every texture in your game look like 1 lookup pixel, or spell out a file name it pixels, then we could use that to fetch multiple hires textures for any kind of shader effect your want (for bump mapping etc) ...For the record, you know, I think I could probably make this work if SOM had used OpenGL as well.
I don't know if this would require a rewrite of the DX routines or not. It might be possible to mix DX9/10 code with DX7. I'm pretty sure you can mix lower levels in, so I don't see why not higher levels?? It might take some trickery though... like starting with DX9/10 and requesting low level interfaces on behalf of SOM (if they're still supported)
I think fixing (and or finding ways around) SOMs many bugs would be a worthwhile investment as well. Decompiler might help that.