FillChar(d3ddm, SizeOf(d3ddm), 0); <-- this line didn't exists
if Failed(FD3D.GetAdapterDisplayMode(D3DADAPTER_DEFAULT, d3ddm)) then
raise Exception.Create('Error retrieving display modes');
FD3Dpp.BackBufferFormat := d3ddm.Format;
So now there is a 64 bits version, I guess only math is faster, but this would be only noticeable when lots of particles are rendered, but let's see..
Found binaries at OneDrive
Anyway, I also was able to change the following:
HBF)
- Now HBF also comes in 64 bits flavour
- Now Diamond emits light
- As usual some minor map changes...
- Some new blurred backgrounds
- ell/Boom/Chest/Fires/Lava/Mine/Planet are now glowed
- Liquid splash is now done with particles
- Enemies won't discover anything
- New toxic particles
- New excited particles
- New particles when Hover is excited
- Magnet also attracts Keys and Scepter
- New sound failure.wav
- Gatashi's laser when collides draw some particles
- Now all mechanic enemies can be excited
- Now when correcting gravities, moving platforms are take it into account
- New worm, fits better in the game
- New bell and shoes, more retro
- Planet changed
- Ice floor is now properly applied when gravity is up
- Snowball now also stops fire
- Static sprites do not longer correct gravity orientation
- New warp based on particles
- New spark based on particles
- New Achievement "finish labyrinth blinded"
- Main menu does some new effects
- Ending now is a bit different (guess what!)
BB)
- Multiplication texture error fixed (not happy about it)
- Sprite hash for buffers now takes into account shadows
- New concept TBufferHelper, in order to handle the buffer easier and avoid some double links
- Removed effects and filters from surfaces (makes no sense, sprites dictate the behaviour)
- Added surface filter to Materials
- Fixed massive bug in Move32() POP ESI rather than POP EDI
- D3D buffer preparation improved (VertexType is now precalculated)
- Now TFloat is double when in 64 bits
- New Particle emitter Movement type
- Stream buffer when decompressing changed from 16kb to 64kb
- Finally DirectX works in 64 bits
- New TSurface.ExtractPoints()
- New TParticles First()/Last()
- Now particles are able to do formations based on a bitmap
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