The main addition which allows playing fixed games is the ability to load foxes targeted at 3Dmigoto. So far I pretty much just got it working so I have quite a number of games to try.
So far I have tried AC4 and watchdogs along with AC Liberation HD.
The goal of the Project was to run fixed games in 3D and I am finally able to do just that.
This calls for a celebration for me and to the people who donated it can no longer be considered waporware.
One last thing take this news in good spirit. There is no competition and diversity is good.
The main addition which allows playing fixed games is the ability to load foxes targeted at 3Dmigoto. So far I pretty much just got it working so I have quite a number of games to try.
So far I have tried AC4 and watchdogs along with AC Liberation HD.
The goal of the Project was to run fixed games in 3D and I am finally able to do just that.
This calls for a celebration for me and to the people who donated it can no longer be considered waporware.
One last thing take this news in good spirit. There is no competition and diversity is good.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
To some extent, with some more testing it is clear that it doesn't work for all games. Trying to figure out why, the shaders are compiled even when a game doesn't work so my current guess is that the stereotexture needs to be handled differently.
To some extent, with some more testing it is clear that it doesn't work for all games. Trying to figure out why, the shaders are compiled even when a game doesn't work so my current guess is that the stereotexture needs to be handled differently.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Just rewrote the device handling to no luck. I'm currenly out of ideas.
Until I can Think of something new it's back on hiatus.
Going to try the remaining games.
Even though it is old news by now it was still amazing loading the AC4 fix into the wrapper. Going from a terrible mess into flawless 3D.
It's a DX11 replacement DLL relying on hooking rather than wrapping to fix games.
This means comparably a much smaller codebase but not uncomplicated.
Currently 2500 lines of code in total.
I have a DX10 hook dll which is also on hiatus.
The premise is to load fixed shaders instead of the shader provided by the game. While while avoiding the game crashing.
Adding the stereotexture as well INIparams doesn't seem to work properly in some games atm.
The wrapper native shader handling is assembler and not HLSL as used in 3Dmigoto and is more closely related to Helix DX11 wrapper. I have yet only integrated lua into an offline tool which works by dumping shaders to ASM and then fix them using lua outside the game.
The codebase is all over the place with replacement DLLs for DX9, DX10 and DX11.
It's a DX11 replacement DLL relying on hooking rather than wrapping to fix games.
This means comparably a much smaller codebase but not uncomplicated.
Currently 2500 lines of code in total.
I have a DX10 hook dll which is also on hiatus.
The premise is to load fixed shaders instead of the shader provided by the game. While while avoiding the game crashing.
Adding the stereotexture as well INIparams doesn't seem to work properly in some games atm.
The wrapper native shader handling is assembler and not HLSL as used in 3Dmigoto and is more closely related to Helix DX11 wrapper. I have yet only integrated lua into an offline tool which works by dumping shaders to ASM and then fix them using lua outside the game.
The codebase is all over the place with replacement DLLs for DX9, DX10 and DX11.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Unpack the wrapper into game directory and take it from there:
http://1drv.ms/10sMcTD
You cycle shaders with A(ps) and X(vs) by default and mark them into the Mark folder with B and Y.
You can alt-tab out of the game and change the content of the Patch directory that has to be created manually.
To apply changes press Start on the controller.
It is fairly likely that it won't work for whatever reason as it has been tested so far just on my machine.
It appears to run ShaderFixes folder from AC4 3Dmigoto pretty well. It continues to be a work in progress.
You cycle shaders with A(ps) and X(vs) by default and mark them into the Mark folder with B and Y.
You can alt-tab out of the game and change the content of the Patch directory that has to be created manually.
To apply changes press Start on the controller.
It is fairly likely that it won't work for whatever reason as it has been tested so far just on my machine.
It appears to run ShaderFixes folder from AC4 3Dmigoto pretty well. It continues to be a work in progress.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
So far I have tried AC4 and watchdogs along with AC Liberation HD.
The goal of the Project was to run fixed games in 3D and I am finally able to do just that.
This calls for a celebration for me and to the people who donated it can no longer be considered waporware.
One last thing take this news in good spirit. There is no competition and diversity is good.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Until I can Think of something new it's back on hiatus.
Going to try the remaining games.
Even though it is old news by now it was still amazing loading the AC4 fix into the wrapper. Going from a terrible mess into flawless 3D.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
This means comparably a much smaller codebase but not uncomplicated.
Currently 2500 lines of code in total.
I have a DX10 hook dll which is also on hiatus.
The premise is to load fixed shaders instead of the shader provided by the game. While while avoiding the game crashing.
Adding the stereotexture as well INIparams doesn't seem to work properly in some games atm.
The wrapper native shader handling is assembler and not HLSL as used in 3Dmigoto and is more closely related to Helix DX11 wrapper. I have yet only integrated lua into an offline tool which works by dumping shaders to ASM and then fix them using lua outside the game.
The codebase is all over the place with replacement DLLs for DX9, DX10 and DX11.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
http://1drv.ms/10sMcTD
You cycle shaders with A(ps) and X(vs) by default and mark them into the Mark folder with B and Y.
You can alt-tab out of the game and change the content of the Patch directory that has to be created manually.
To apply changes press Start on the controller.
It is fairly likely that it won't work for whatever reason as it has been tested so far just on my machine.
It appears to run ShaderFixes folder from AC4 3Dmigoto pretty well. It continues to be a work in progress.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com