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  • Haven't found anything new yet. I'll try a no-draw run in a few mins, and tell you how it goes.
    There *is* a method I discovered, during my late-night dredges, called IDirectDraw::FastBlt() that might be workable. I wasn't able to successfully implement it last night but that could have been the exhaustion. It boasts:
    The BltFast method performs a source copy blit or transparent blit using a source or destination color key. BltFast always attempts to perform an asynchronous blit if the hardware supports this. It only works on video memory surfaces and cannot clip. The software implementation of BltFast is 10% faster than Blt. There is no speed difference if the video hardware is being used.
    I can guarantee it'll be noticable. It'll be like all particles are semi-transparent which I think would be kind of sloppy and not really the effect I'd be going for. Also the desync between blits means if particles overlap then it'll no longer be transparent which is also funky.
    That's more or less the same operation that's already going on though. We're drawing to the buffer surface (IDirectDrawSurface7 B) and then every frame the buffer gets transferred to the screen (I forget which function but it's there somewhere).
    I forget what time it was.

    Anyway, basically, by my approximation that method is about 20x slower than IDirectDraw::Blt
    oh, shoot, I forgot about that
    Yeah, maybe. You need to add the name string at wherever that's supposed to be, and then make a image file with the same name.
    Whooops >.>

    I'll be available to work on this a soon as I finish my Black Cat in a Coal Mine
    Well I would just erase the entire Undead Core.
    See on my exe I had a bunch of functions already there so I couldn't put them at the beginning :0
    idk

    Anyway, since that stuff's all compiled you can just put the hex into any old Doukutsu and start trying to run it, should you find yourself burdened with free time and nothing to do.
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