How's your memory?

#11
Offtopic: Some graphical improvements. I don't think the lines in the menu ever show up at any resolution. But for some reason when I force anisotropic filtering they do. The anisotropic filtering would also be an improvement if I could figure out how to not apply it to the menu / why the hell those lines even show up because of it.

Another pain I've run into is Som doesn't always enforce the filter setting. Like for some reason with the elemental crystal items they don't seem to ever be filtered. There is probably something about those files which makes them not get filtered. I'd like to support the point filter option, even though I don't think it's that interesting. But an extension that forces a linear filter would make things easier since it could be applied globally. As for the trilinear filter option, D3D9 does not have that as part of the API. It just has the linear setting, and your hardware will use the best linear filter it has depending on the Quality vs. Performance settings in your control panel.

Even when it looks better somehow I just don't think mixing linear filtered and point filtered graphics work. Like sometimes the grass seems to look better with a point filter but having hard square pixels in a world that is otherwise smoothed by the linear filter just seems wrong.
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#12
A screenshot of some of the memory mapped out onto an overlay function. This kind of info can be very helpful, but it mostly lets you turn off the compass and gauge display because they make reading the overlay more difficult. At a higher resolution this stuff takes up just very little space. At HD there is enough room to print out every damn thing about the player down one side of the screen.

This is F6. F5 is system info like frames per second etc. F7 is enemy info. F11 is the memory inspector. F12 will print out the text that will go to the eventual Ex console but over your screen where you can see it better. F9 will have information about the savestate/file. The others I have plans for but won't go into. F1~4 are same as normal som_db.exe. You can also configure them with the Ex.ini file to display more/less info and the layouts.

PS: The asterisk should be a degree symbol but unicode will be necessary to get that right, unless shift_jis will do the job (edit: also hp/mp are swapped up top -- woops)


Attached Files Thumbnail(s)
   
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#13
Oh man, it appears there is more than just the patched/unpatched versions of the runtime exe. I'm guessing the others are the intermediate patches (A, B, C) I think??

Up to now I could tell them apart by the size and location of their data sections. Somehow anyway the one I was using for DoM is not the same as the one I'm using for DD. And I'm uncertain which one is the newer patch / wonder how I even ended up with more than one patched exe on my system.

I got the addresses for the overlay from the DoM one, but they don't map to DD. No prob I can just copy the exe from DoM over to DD's EX folder, but the trouble is I'm not sure which is the better (newest) version Doh

Ideally I'd like to identify one exe for the runtime and one for debug and just support those. The others could be supported by mapping the memory eventually provided some way to identify them can be devised.
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#14
I don't get it. But if you go to this (https://www.fromsoftware.jp/main/soft/som_dl.html) page. There are two different downloads with two different sets of executables in the root folder.

som_102.exe(6.32MB)

som_101_102.exe(308KB)

The last says from v1.01 to v1.02. So it's more lightweight and presumably does not inlcude the files from the 1.01 patch further down the page. Why the executables differ I don't understand. It's hard to say which is superior, but we need to pick just one I reckon. They both report to be released on the same day, so I gotta wonder why the hell they are different Doh

UPDATE: I've decided to go with som_101_102.exe(308KB) for now, just because it's a tiny file to download and has the two exe files in question and because it's the version I've already mapped out. Everything on that page is dated the same date and even the dates in the archives are the same. I just don't understand how the files can differ, but they must.


Attached Files
.exe   som_101_102.exe (Size: 308.89 KB / Downloads: 139)
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#15
Crud, the files do make a difference, but I guess I don't really understand this. With the same files DD's player data still ends up at a different place than DoM's. That might indicate section 13 is a heap page (dynamically allocated memory) in which case some factors might cause things to move around and be different from system to system. Which means addressing memory outside of the data section with fixed numbers won't be a viable option. The only interesting thing I know of in the data section is the counters. Of course there are probably also addresses into the heap in there which can be used to pin down where things are in the heap.

Somdb seems to be reliable about memory anyway no matter how simple or complex the project. It may just be the absence of some factors like intro stuff that makes it reliable. If somdb.exe proves more reliable its address space could be mapped into the runtime's dynamic space. Which is more intuitive sense most people would fiddle with memory when setting up their projects.

Anyway the picture has become more complicated.
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