Search found 47 matches

by Emjayen
Jul 12 2019, 1:59
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Replies: 3352
Views: 276695

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

The number of FrontBuffer.Blt(BackBuffer) basically. Yeah that's what I assumed. The short of it is: When you issue any draw calls (including present/flip/write-frontbuffer), these operations are marshalled by the runtime, to the usermode driver, which translates and stores them in a queue which is...
by Emjayen
Jul 8 2019, 10:05
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Replies: 3352
Views: 276695

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

SIMD x86 extended instructions exist for a reason :) Of course Delphi compiler is far to stupid to generate them. I reinvented the wheel and made my own resize procedure. SIMD doesn't benefit workloads that are bound by memory throughput (the same reason say, multithreading doesn't benefit I/O-boun...
by Emjayen
Jul 6 2019, 4:20
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Replies: 3352
Views: 276695

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

Can't remember the numbers, but it can easily become the bottle neck on 4K+. There's no reason for that to be the case. If that's what's being observed it's certainly a different cause (unless very old hardware is being targetted; most machines these days have main memory rates of GB's/s and/or ver...
by Emjayen
Jul 4 2019, 6:51
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Replies: 3352
Views: 276695

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

Do you mean it runs slower on Win 10 than on Win 7? My patch introduces extra performance hit on high resolutions, because it scales UI in software in single thread. Flexible UI is less demanding, because less of the screen is covered by UI. As in compared to the performance that would be exhibited...
by Emjayen
Jul 3 2019, 4:07
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Replies: 3352
Views: 276695

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

Did anyone have any success running this on the original Italian version under windows 10? It DOES work on wine(*), but I'm trying to get it to work for my brother who hates linux [..] So-long as it's run elevated it will run natively without issue on Windows 10, albeit at a signicant performance h...
by Emjayen
Jun 18 2019, 5:46
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1324

Re: [TOOL] .hwl unpack utility

If you're still in need of such functionality (writing HWL) let me know.
by Emjayen
Jun 18 2019, 5:31
Forum: Might and Magic
Topic: Might & Magic Discord server
Replies: 2
Views: 1870

Re: Might & Magic Discord server

Periodic bump.
by Emjayen
Mar 23 2019, 20:26
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1324

Re: [TOOL] .hwl unpack utility

It's a command-line tool. Easiest thing to do would be: - Copy hwl.exe to your DATA directory - In the explorer address bar, type cmd - Use the syntax described in the OP, so e.g hwl /o:sprites /f:bmp /s:d3dsprite.hwl EDIT: I've updated it to support how you're trying to invoke it (e.g, you can use ...
by Emjayen
Mar 22 2019, 10:29
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1324

Re: [TOOL] .hwl unpack utility

They're located in your game installation's "DATA" directory, e.g: d3dsprite.hwl
by Emjayen
Mar 21 2019, 22:30
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1324

Re: [TOOL] .hwl unpack utility

There's a mechanism of my next MMCL revision that could be leveraged. At present it provides an optional, run-time filtering layer for textures; generating a scaled up mipchain version in technically any native hardware format, for now just the usual 32-bit R8G8B8A8 due to ubiquitous support.
by Emjayen
Sep 20 2018, 4:14
Forum: Might and Magic
Topic: Might & Magic Discord server
Replies: 2
Views: 1870

Re: Might & Magic Discord server

Bumping in light of the number of new users around.
by Emjayen
Sep 17 2018, 14:03
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.3.1 [June 10, 2019]
Replies: 369
Views: 202760

Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

Emjayen, do you by chance know a way to check for old DirectX presence during setup? The most reliable method would be to simply attempt to if the respective device interface (e.g, IDirectDraw4) is implemented. Something like: void* pInterface; CoCreateInstance(&CLSID_DirectDraw, NULL, CLSCTX_A...
by Emjayen
Sep 17 2018, 12:43
Forum: Might and Magic
Topic: [TOOL] .hwl unpack utility
Replies: 12
Views: 1324

[TOOL] .hwl unpack utility

I noticed there doesn't appear to be anything around for unpacking these archives and so I've made one of my internal tools friendlier for public use. You can download it here Example usage: hwl /f:bmp /s:somearchive.hwl Above will unpack the textures contained in the HWL archive file somearchive.hw...
by Emjayen
Sep 15 2018, 21:46
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.3.1 [June 10, 2019]
Replies: 369
Views: 202760

Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

I checked those registries, but in the first path, there was no entry for might and magic and in the second, I wasn't even sure what I'm looking for. Are you sure? Be aware that GoG often packages a stub program that's used to launch the game via the usual desktop shortcut it installs. To be clear ...
by Emjayen
Sep 14 2018, 10:12
Forum: Might and Magic
Topic: GrayFace MM7 Patch v2.3.1 [June 10, 2019]
Replies: 369
Views: 202760

Re: GrayFace MM7 Patch v2.1 [July 7, 2018]

OK, so this is even stranger. After installation, whenever I tried running without compatibility, I would get windows error during start saying "There aren't any D3D devices to init". Running setup would only show software mode available (with which the game would run). After playing for ...
by Emjayen
Jun 26 2017, 12:41
Forum: Might and Magic
Topic: Might & Magic Compatibility Layer (Tool)
Replies: 22
Views: 8888

Re: Might & Magic Compatibility Layer (Tool)

Wanted to add one more thing, Emjayen. The very first time I ran M&M with the GF 2.0 patch and mmcl .03a, mouselook worked perfectly! I must've run through some things in the game for 30 minutes or so and mouselook was functioning fine--I remember because I had read your note about it breaking ...
by Emjayen
May 26 2017, 22:25
Forum: Might and Magic
Topic: Might & Magic Compatibility Layer (Tool)
Replies: 22
Views: 8888

Re: Might & Magic Compatibility Layer (Tool)

Ah, nice find. The reason it's crashing with greater resolutions is because the game is also being switched to software-2D mode with your fix, and support for greater resolutions requires the game to use its hardware-2D path. While trying to fix this myself I managed to produce the exact same behavi...
by Emjayen
May 25 2017, 1:33
Forum: Might and Magic
Topic: Might & Magic Compatibility Layer (Tool)
Replies: 22
Views: 8888

Re: Might & Magic Compatibility Layer (Tool)

The mouse problem is a known issue and is the current priority to be fixed.

Glad to hear it's helped otherwise :)
by Emjayen
May 23 2017, 9:51
Forum: Might and Magic
Topic: Might & Magic Compatibility Layer (Tool)
Replies: 22
Views: 8888

Re: Might & Magic Compatibility Layer (Tool)

0.0.0.3/Alpha (23-5-2017) ========================= - Added some in-game performance counters. Use the F7 key to toggle on/off - You can now cycle the texture filtering mode in-game using the F8 key - Implemented emulation support for MM7/8's software 2D rendering (see: "Software2D" in mmc...
by Emjayen
May 22 2017, 1:05
Forum: Might and Magic
Topic: Might & Magic Compatibility Layer (Tool)
Replies: 22
Views: 8888

Re: Might & Magic Compatibility Layer (Tool)

Cool! I'm surprised how much better everything actually looks in good resolution. I didn't notice problems with filtering. It's going to be great when it's done. Yeah, I, too was surprised. Particularly at how well the UI turned out given it's simply bilinearly scaled -- point filtering may even gi...

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