Dash
Dash
> It can be asynchronous thread calls(sound events starting/updating effects/stoping) after the sleep part of the main loop, and for the next frame? So it talks to the sound card...
I'm going to be honest – I don't fully understand your current approach, and I don't have the resources to dig into it in depth right now. That said I...
I think we have two options. Either this patch, which is not perfect, as it essentially applies the scissor test to the objects, which costs us some performance… ```diff diff...
For fog settings, what are the PS1 values for tr1, tr2, and tr3, and PC values for tr1, tr2 and tr3? Ideally, can you please provide full descriptions verbatim that...
>Fog values Let's not play the guessing game, LMK about the ones that you know about for sure and I'll dig the rest up. >Option not grayed out Let's tackle...
>Is there any chance that TR2 should have per-level fog settings? I want to doubt it does. I'm pretty sure it's uniform.
> The caveat with adding waterfalls is that it would break existing saves as it would change the item list. This is the case with the City of Khamoon PS1...
@Richard-L can you test if it's the same with FMVs, which use a different audio decoding process?
Audio streams need to renegotiate the channel layout once the device changes. The FMV code which is originally based off ffplay.c supports this, but music streams do not - I...
I agree this makes sense but at the same time, I'm not sure how to support both modes without bloating the UIs. Any thoughts?