PatrickvL
PatrickvL
Historically, there's been done more research on the topic; Here a few similar reports from around the world: http://www.geisswerks.com/ryan/FAQS/timing.html http://www.virtualdub.org/blog/pivot/entry.php?id=272 https://omeg.pl/blog/2011/11/on-winapi-timers-and-their-resolution/ What it boils down to, is that timeSetPeriod(1)+timeSetEvent() and...
@stibbelrino the opening post was referring to the initial name of this project: "viXen". As mentioned above, @StrikerX3 renamed that into StrikeBox, which is still the current working title.
Recently, Cxbx-Reloaded was extended to go further with LLE USB - see https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/pull/1526
Note, that the Cxbx-Reloaded version is a cripled copy of the xqemu nv2a implementation, so I'd advise to largely ignore the former in favor of the latter. Also, once upon...
[OpenXbox ](https://github.com/mborgerson/OpenXBOX/tree/master) also mentions other fallback options, like libx86emu, libcpu, bochs and unicorn (although that unicorn is unusable in it's current state).
Also, try clearing the symbol cache
In this commit there's a kind reading `if (Register >= X_D3DVSDE_VERTEX && Register
Alternatively, the mentioned commit also changed the number of components of all vertex attributes into 4, while before each attribute had it's own number of components (blend weight got only...
This sheds some light on this issue : https://www.gamedev.net/forums/topic/471600-depth-stencil-buffer-textures-only-supported-on-nvidia-cards/ It might be due to a missing D3DUSAGE_DEPTHSTENCIL flag, or the GPU driver doesn't support this format (ATI seems to have...
There seem to exist multiple solutions to the dillema of how to handle game controllers. SDL2 indeed offers an API for this, and is portable across platforms, but it also...