The dawn of Project Flugan
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@Flugan, thank you for your persistence and hope you realize your project is important and independent of the new driver release. I appreciate the efforts you put in and the support and assistance you're getting from the other people here.
@Flugan,

thank you for your persistence and hope you realize your project is important and independent of the new driver release. I appreciate the efforts you put in and the support and assistance you're getting from the other people here.

Posted 02/01/2014 04:06 AM   
Major progress on the disassemble->Assemble pipeline. AC4 works well with every shader replaced with the MS asm files. There are some minor loss in precision to floating Point numbers but I'm not sure it matters enough to fix.
Major progress on the disassemble->Assemble pipeline.

AC4 works well with every shader replaced with the MS asm files.

There are some minor loss in precision to floating Point numbers but I'm not sure it matters enough to fix.

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

Posted 02/01/2014 03:38 PM   
Latest version after assembler rewrite: http://sdrv.ms/1dB7BeQ d3d9 and d3d10 are WIP. d3d10 supports dumping. d3d11 supports both dump and patch. Dumps *.o files into DumpPS and DumpVS D3D_shaders.exe converts these *.o files into *.asm. By placing *.asm files into PatchPS and PatchVS you can start modifying the asm files there. Finally use D3D_shaders to convert changed asm files into *.o which can be patched back into the game at runtime using d3d11 wrapper.
Latest version after assembler rewrite:

http://sdrv.ms/1dB7BeQ


d3d9 and d3d10 are WIP. d3d10 supports dumping.

d3d11 supports both dump and patch.
Dumps *.o files into DumpPS and DumpVS

D3D_shaders.exe converts these *.o files into *.asm.

By placing *.asm files into PatchPS and PatchVS you can start modifying the asm files there.
Finally use D3D_shaders to convert changed asm files into *.o which can be patched back into
the game at runtime using d3d11 wrapper.

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

Posted 02/01/2014 04:31 PM   
Quick question - does the wrapper support nvapi yet so stereo corrections can be made?
Quick question - does the wrapper support nvapi yet so stereo corrections can be made?

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/01/2014 05:13 PM   
Not at this moment. It is also lacking a mechanism of triggering. I've been trying to get keyboard support included by directinputt but so far it has been failed attempts.
Not at this moment.

It is also lacking a mechanism of triggering.

I've been trying to get keyboard support included by directinputt but so far it has been failed attempts.

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

Posted 02/01/2014 05:16 PM   
Need to hook something that happens once a frame at least. So in other Words it is extremely basic and not very dynamic. I'm entering the next step of development now when dumping and patching works.
Need to hook something that happens once a frame at least.

So in other Words it is extremely basic and not very dynamic.

I'm entering the next step of development now when dumping and patching works.

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

Posted 02/01/2014 05:19 PM   
Thanks for the update. I've not been able to chip in much on anything thus far, but I think I will have something concrete to offer in terms of trying out fixes when nvapi is integrated. Keep up the great work!
Thanks for the update. I've not been able to chip in much on anything thus far, but I think I will have something concrete to offer in terms of trying out fixes when nvapi is integrated. Keep up the great work!

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/01/2014 06:09 PM   
Could you clarify your need for nvapi. Basically how you want it to work. Chiri wraps nvapi while I Believe Helix wrapper calls the underlying real dll.
Could you clarify your need for nvapi. Basically how you want it to work.

Chiri wraps nvapi while I Believe Helix wrapper calls the underlying real dll.

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

Posted 02/01/2014 07:05 PM   
The basic need for Nvapi is what the helix dll provides -access to the stereo texture within shaders. I have no comment on what approach is taken to achieve this. More advanced requirements would be ability to set surface stereo properties, and access to textures.
The basic need for Nvapi is what the helix dll provides -access to the stereo texture within shaders. I have no comment on what approach is taken to achieve this. More advanced requirements would be ability to set surface stereo properties, and access to textures.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/01/2014 09:12 PM   
[quote="Flugan"]Are there any other swedish people around? Looking for people in a similar time zone.[/quote] I´m from Spain same time zone than Sweden i think
Flugan said:Are there any other swedish people around?

Looking for people in a similar time zone.



I´m from Spain same time zone than Sweden i think

Posted 02/01/2014 09:16 PM   
I assume we are talking about the following settings or similar: local shader section allow you to changes these properties for every single shader: DefPSSampler=number DefVSSampler=number DefVSViewSizeConst=number DefPSViewSizeConst=number UseAsm=false/true Necessary to get any work done. I Always assumed it came as part of 3D Vision automatic but is clearly done by Helix somehow.
I assume we are talking about the following settings or similar:

local shader section allow you to changes these properties for every single shader:
DefPSSampler=number
DefVSSampler=number
DefVSViewSizeConst=number
DefPSViewSizeConst=number
UseAsm=false/true

Necessary to get any work done.
I Always assumed it came as part of 3D Vision automatic but is clearly done by Helix somehow.

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

Posted 02/01/2014 09:48 PM   
[quote="Flugan"]I assume we are talking about the following settings or similar: local shader section allow you to changes these properties for every single shader: DefPSSampler=number DefVSSampler=number DefVSViewSizeConst=number DefPSViewSizeConst=number UseAsm=false/true Necessary to get any work done. I Always assumed it came as part of 3D Vision automatic but is clearly done by Helix somehow.[/quote] When I get chance, I'll enumerate the DX9Settings features that I have found most useful. Support for matrix re-use and matrix inversion is an absolute must-have for example.
Flugan said:I assume we are talking about the following settings or similar:

local shader section allow you to changes these properties for every single shader:
DefPSSampler=number
DefVSSampler=number
DefVSViewSizeConst=number
DefPSViewSizeConst=number
UseAsm=false/true

Necessary to get any work done.
I Always assumed it came as part of 3D Vision automatic but is clearly done by Helix somehow.

When I get chance, I'll enumerate the DX9Settings features that I have found most useful. Support for matrix re-use and matrix inversion is an absolute must-have for example.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/02/2014 12:08 AM   
Started work on integrating 3D texture. I Believe Creation Went fine. Now remains updating the texture for each frame and linking it to shaders. Basically some progress but far to go yet.
Started work on integrating 3D texture.

I Believe Creation Went fine.

Now remains updating the texture for each frame and linking it to shaders.

Basically some progress but far to go yet.

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

Posted 02/02/2014 11:35 PM   
I guess you could call it progress. I Believe my stereo texture is working. I loaded up only the LUA shaders from Helix and the result is pretty psychedelic. http://sdrv.ms/MWmxvU
I guess you could call it progress.

I Believe my stereo texture is working.

I loaded up only the LUA shaders from Helix and the result is pretty psychedelic.


http://sdrv.ms/MWmxvU

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

Posted 02/04/2014 12:56 PM   
Thanks a lot for your hard work Flugan!
Thanks a lot for your hard work Flugan!

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 02/04/2014 02:02 PM   
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