github Senryoku/Deecy v0.5.0

latest releases: v0.6.1, v0.6.0, v0.6.0-rc...
13 months ago

Experimental Windows CE support

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Splash screen of games using Windows CE

Most of the improvements in this release were needed to start supporting Windows CE games. Some of them now reach in game.

  • SH4: MMU support and Exception handling
    Like most OSes, Windows CE provides a virtualized memory address space to programs using the CPU builtin Memory Management Unit. This is the largest change needed to support games using the OS. It also implies proper handling of exceptions (MMU related, but also some other recoverable ones), which I was happily ignoring until now.
  • Multipass Rendering
    Windows CE seems to be using at least two passes by default, meaning at least a basic support of multipass rendering was needed to correctly render most of them.
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Resident Evil 2 uses two render passes... Although the first one doesn't do much.
  • Sort-DMA
    Another way to send geometry data to the PowerVR.
  • Many small fixes/improvements

Other improvements

  • Culling Modes support
    Renderer now correctly follows culling mode (Disabled/Backface/Frontface) specified by software. Fixes rendering issues in Demolition Racer, or the Soul Calibur intro.
  • Bump Mapping support
    Bump map textures are now properly displayed.
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Rayman 2 uses bump textures to add details to the ground
  • PVR-DMA
    Yet another way to send arbitrary data to the PowerVR. Allows Sonic Shuffle to get in game.
  • UI: Added a basic file search in library

Bug fixes

  • Improvement in partially preserving draw order. Fixes rendering issues in Suzuki Alstare Extreme Racing and Demolition Racer.
  • Force Punchthrough polygons final alpha value to 1.0.

Breaking changes

Warning

Save states from previous versions are not compatible with this release.

Full Changelog: v0.4.1...v0.5.0

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