[RELEASE] Direct3D8 to Direct3D9 Proxy v1.0.0.2

News and releases for the Direct3D8 to Direct3D9 proxy created specifically for Final Fantasy XI.
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atom0s
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[RELEASE] Direct3D8 to Direct3D9 Proxy v1.0.0.2

Post by atom0s » Thu Apr 13, 2017 1:36 pm


Direct3D8 to Direct3D9 Proxy
Final Fantasy XI in Direct3D9!


Donations
  • This project is released for free in hopes to help fix issues with playing the game on laptops that have switchable graphics. Donations can be made to show your appreciation to my work and a way to say thanks if this project has helped fix any issues you may have had. Donations are also what encourage me to continue working on this project in the future if other bugs and problems arise. Any amount is appreciated and I am thankful to anyone that does donate. I hope this project can help fix your issues like it has mine. :)

    I accept donations through Paypal. You can donate, even without an account, by using this link:
    https://www.paypal.com/cgi-bin/webscr?c ... Q2GRT6KUJN
Changelog (since v1.0.0.0)
  • FIX: Fixed some memory leak issues causing the game to eventually crash.
  • FIX: Implemented a better ref count system and object manager to prevent duplicate surfaces/textures being created for no reason.
  • ADD: Added check for zbuffer discarding based on present parameters.
  • FIX: Fixed some parameter names to various functions from my proxy generator project.
  • FIX: Fixed and removed some debug code.
  • FIX: Fixed some typo's in the shader creations.
  • CHG: Changed and adjusted the naming of objects to be more consistent.
  • ADD: Added safety macros to cleanup some code and ensure object releasing/deleting was done properly.
  • ADD: Added new configuration manager to parse and make use of the new d3d8.ini file.
  • ADD: Added various new configurations to be used.
  • ADD: Added some rendering-specific changes (Force-flushing / render state overrides.)
  • CHG: Changed and cleaned up various parts of the projects code.
  • CHG: Changed some headers to be more robust and cleaned up their code.
  • CHG: Adjusted the force flush code to cleanup some unneeded every-frame parsing.
  • REM: Removed some old debug code.
  • FIX: Fixed and updated the copyrights across the project source code.
  • ADD: Added create texture overrides to the config file.
  • FIX: Fixed some settings default values in the default d3d8.ini file.
  • FIX: Fixed proxy usage not working properly when set to disabled in the ini file.
  • REM: Removed some debug code and outputs while in release mode.
  • REM: Removed some unneeded render state code.
  • ADD: Added some comments to various code chunks that need some explaining if others join the team and help maintain this project.
  • CHG: Adjusted some variables that could be made into consts.
  • CHG: Adjusted some more releasing/deleting code to make use of the safety macros.
  • FIX: Added new fix and configurations to make shadows and lighting work properly on all machines.
  • CHG: Cleaned up some texture code.
  • CHG: Cleaned up some shader code.
  • CHG: Updated the included read me and d3d8.ini files.
Attachments
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Lead Ashita Developer

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atom0s
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Joined: Sat May 14, 2016 5:13 pm

Re: [RELEASE] Direct3D8 to Direct3D9 Proxy v1.0.0.2

Post by atom0s » Thu Apr 13, 2017 1:43 pm

Shadow / Lighting Flicker Fix

During beta testing, two issues were discovered and reported multiple times. These issues were with character shadows flickering like a disco ball and shadows/lighting casted from lights such as torches on walls, camp fires, street lamps etc. would also flicker insanely. This issue is known as 'Z-Fighting' in Direct3D. After some research and trial and error, I have found a way to fix this problem inside of the proxy project and have included a new section in the d3d8.ini file included in the file to allow users to enable and tweak this fix if needed. Not everyone had this issue so not everyone needs to use this fix!

Inside of the d3d8.ini near the bottom you will find the new section 'Fix_ShadowZFighting'.
If you have the shadow/lighting issues, you will want to enable this feature by setting the enabled line to show as = 1.
Like the following screenshot:
http://i.imgur.com/CS3ljJ2.png

Once enabled, when you next load the game the shadow/lighting issues should be fixed and working like retail.
Lead Ashita Developer

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