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Ok, I cou=
ldn’t
take it anymore and decided to completely break apart the program into sepa=
rate
component parts and start from scratch. I have learned much in the past 3
years, and couldn't stand looking at the bad programming any more.
&nbs=
p;
So, here =
is a
list of changes for beta 2.
&nbs=
p;
0. The ra=
ster
games are gone. They may make a comeback, but for now AAE is vector only. T=
his
lets me focus on making the best vector emulation possible.
&nbs=
p;
1. AAE is=
now a
basic driver driven application. All rom, sample, artwork, key configs and dip switches are loaded centrally. This m=
akes
for less work and more uniform settings.
&nbs=
p;
2. There =
is now
one central loop for the application, with an init, run loop and shutdown
routine for each game. much nicer. =
span>
&nbs=
p;
3. The bu=
ilt-in
GUI is now game 0, and is treated just like any other emulated game. Now I =
can
update it to reflect the new direction of aae. (When I get time)=
&nbs=
p;
4. Overha=
uled the
menu system, adding floating point support. I am actually quite proud of it,
with only about a page and a half of code. No spaghetti code!
&nbs=
p;
5. Rewrot=
e the
vector drawing routines, adding gain support and reordering the drawing so
dimmer lines are always drawn first, with brighter on top. Solids are now d=
rawn
first as well, so that lines composed of more then 1
color will always be on top, just like the real thing. With the gain support
you can now crank up the brightness to see 0 brightness lines, just like on=
the
real hardware. (Like in MAME tm.) Also with the gain control you can =
now over
bright the vector lines, to reflect more real world looks. As a side note t=
he
draw routines are about 2/3 faster, due to removing most of the gl calls from the rendering loop.=
p>
&nbs=
p;
6. Added =
phosper "Glow" effects to more simulate the=
real
thing, and made it variable. This goes through quite a lot of GL gyrations,=
so
don't expect it to run on low end hardware. It takes about 1.5 to 2 ms to
composite and render on a 7600GS, not too bad.
&nbs=
p;
7. Added =
shader support for the above effect and a multitexturing shader for
overlays. Shader 2.0 is the only thing I am
supporting, so this will immediately stop older cards from using this progr=
am.
Anything decent made in the last 3 to 4 years should run fine, so I don't s=
ee
any need to change this. Time marches on, and a decent NVidia
card is now about $80 bucks in the US. from newe=
gg.com
&nbs=
p;
8. Lots o=
f bug
and memory management fixes, reduced the memory footprint by about 25%.
&nbs=
p;
9. Remove=
d the
non-working 6809 core. I still need to find one for St=
arWars
support, and I don't want to use MAME's. I am not ready to GPL my code yet.=
...Arrggh.
&nbs=
p;
10. With =
the
rewrite of the GL code, everything is now rendered to a second FBO buffer, =
and
then blit to the screen. This takes more time, =
but is
faster at higher resolutions, less pixels to be rendered to the framebuffer. Makes compositing th=
e image
better to, since that is all now centralized in the GL core. All
rendering is done internally at 1024x1024, no matter what resolution you=
217;re
running.
&nbs=
p;
11. Added=
rom
audit funtions, -listroms<=
/span>
lists the roms required, -=
verifyroms
(obvious) and -listromstotxt, which lists all required rom sets to a text f=
ile.
Tried console window support, hated it, so this is the best I can do for ri=
ght
now.
&nbs=
p;
12. Added
Quantum, although until I can figure out rawmouse
support, the mouse code sucks, horribly.
&nbs=
p;
Still
working on sorting out all the GL changes and making e=
verthing
work, at least for the most part.
All drivers have to be rewritten, so now I am running a total of 5 games for
testing ;(
&nbs=
p;
Lots of b=
ugs
still need to be squashed as well.
Expect a =
release
in 2 weeks +!!!
&nbs=
p;
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