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@BodbDearg BodbDearg released this 28 Feb 04:27
· 1987 commits to master since this release
  • All rendering and UI code is now implemented pretty much completely natively (i.e regular C++ code) and talks directly to the Avocado rasterizer/gpu. The only remaining work that needs to be done is moving global variables out of the address space of the emulated PlayStation, which I will do near the end of the project. Leaving globals inside the PlayStation's RAM makes it easier to re-emulate certain functions to compare behavior, if required.
  • Further improvements to input latency, bypass emulation layers completely to reduce input lag.
  • Screen fades now work.
  • Improved audio handling, hopefully less stutter.
  • Updated Avocado with some fixes for CD music not stopping and some UI sprites rendering 1 pixel too small.
  • Title screen: fix a bug from the original game with a 4 pixel gap in the fire at the right side of the screen.
  • Allow the 'Nightmare!' skill to be selected from the main menu (note: currently Nightmare passwords are broken)
  • Fix not being able to close the window on an I_Error (fatal error message, like "Texture Cache Overflow").
  • Add a hack that allows playing the game at 60 Hz instead of the regular 30 Hz max. The hack is enabled by adding the -highfps command line switch. Current issues/limitations:
    • View bobbing doesn't work.
    • Gravity being far too strong (related to this physics bug, see: https://www.youtube.com/watch?v=7RBycvyZf3I).
    • Not as smooth as it could be, occasional stuttering.
    • It also doesn't seem to work properly on MacOS.