Results 759 comments of emoose

Had a quick look at this, seems `EmSetDropItem` is being ran twice for some reason: first it gets called just after Saddler's death animation (causing the item pickup to appear...

Got something working for overriding INI settings, didn't take as much work as I'd thought: ~~https://github.com/emoose/re4_tweaks/commit/2f325cdbcf6a9db491f6673286b64c0cb3c0c3eb~~ Can test it by running the game like `bio4.exe -FOVAdditional 25 -EnableFastMath false` E:...

Some ideas for more options we could add (besides options that just change existing INI/cfgMenu settings), will also need to try updating the old CmdIniReader stuff above soon too... -...

Huh interesting, will have to try comparing code against GC ver (for those that also want to look into it, seems em18 is the class handling Merchant) Would be appreciated...

This might be handled by `titleLoop` function, on GC that seems to do a lot of stuff, and mentions a `zoom_in_limit.1654` variable as part of it, but on the PC...

BTW does anyone know any perf-heavy levels worth trying with this?

Had a look at the X360 build, seems those nullsubs are filled in there, not entirely sure what the code is doing though (looks like LockMutex copies thread ID into...

Managed to get somewhere with D3D9Ex (as mentioned at https://github.com/nipkownix/re4_tweaks/issues/250#issuecomment-1176835475) First extended our `hook_Direct3DDevice9` stuff with the Ex functions and made it use `Direct3DCreate9Ex`, but that just resulted in game...

Darn, patching out the framelimiter showed 9Ex was still getting hung at the Present call, none of PresentEx flags seemed to help. APITrace (only tool that could reproduce the hang)...

>(think some of the CPU usage issues could be related to how their framelimiter works though, seems to be a busy loop that occasionally uses Sleep(0) to yield the CPU,...