Spacy
New member
Hi at all.
I've started to develop a N64 Graphics Plugin tht uses Zilmars GFX Specs 1.3 and DirectX9.
I understood Zilmar's specs mostly, but there are really important things that I don't understand:
Where s the polygon data that should be drawn and where are the textures. Some more explanations may be helpfull.
Here is the part of ZIlmar's Specs that I don't understand:
(Of course i know what a HWND is, but what's about "MemoryBswaped" and "HEADER" and the "DPC_xxxx" and "VI_xxx" Registers?
--------------------------------------------------------------
typedef struct {
HWND hWnd; /* Render window */
HWND hStatusBar; /* if render window does not have a status bar then this is NULL */
BOOL MemoryBswaped; // If this is set to TRUE, then the memory has been pre
// bswap on a dword (32 bits) boundry
// eg. the first 8 bytes are stored like this:
// 4 3 2 1 8 7 6 5
BYTE * HEADER; // This is the rom header (first 40h bytes of the rom
// This will be in the same memory format as the rest of the memory.
BYTE * RDRAM;
BYTE * DMEM;
BYTE * IMEM;
DWORD * MI_INTR_REG;
DWORD * DPC_START_REG;
DWORD * DPC_END_REG;
DWORD * DPC_CURRENT_REG;
DWORD * DPC_STATUS_REG;
DWORD * DPC_CLOCK_REG;
DWORD * DPC_BUFBUSY_REG;
DWORD * DPC_PIPEBUSY_REG;
DWORD * DPC_TMEM_REG;
DWORD * VI_STATUS_REG;
DWORD * VI_ORIGIN_REG;
DWORD * VI_WIDTH_REG;
DWORD * VI_INTR_REG;
DWORD * VI_V_CURRENT_LINE_REG;
DWORD * VI_TIMING_REG;
DWORD * VI_V_SYNC_REG;
DWORD * VI_H_SYNC_REG;
DWORD * VI_LEAP_REG;
DWORD * VI_H_START_REG;
DWORD * VI_V_START_REG;
DWORD * VI_V_BURST_REG;
DWORD * VI_X_SCALE_REG;
DWORD * VI_Y_SCALE_REG;
void (*CheckInterrupts)( void );
} GFX_INFO;
I've started to develop a N64 Graphics Plugin tht uses Zilmars GFX Specs 1.3 and DirectX9.
I understood Zilmar's specs mostly, but there are really important things that I don't understand:
Where s the polygon data that should be drawn and where are the textures. Some more explanations may be helpfull.
Here is the part of ZIlmar's Specs that I don't understand:
(Of course i know what a HWND is, but what's about "MemoryBswaped" and "HEADER" and the "DPC_xxxx" and "VI_xxx" Registers?
--------------------------------------------------------------
typedef struct {
HWND hWnd; /* Render window */
HWND hStatusBar; /* if render window does not have a status bar then this is NULL */
BOOL MemoryBswaped; // If this is set to TRUE, then the memory has been pre
// bswap on a dword (32 bits) boundry
// eg. the first 8 bytes are stored like this:
// 4 3 2 1 8 7 6 5
BYTE * HEADER; // This is the rom header (first 40h bytes of the rom
// This will be in the same memory format as the rest of the memory.
BYTE * RDRAM;
BYTE * DMEM;
BYTE * IMEM;
DWORD * MI_INTR_REG;
DWORD * DPC_START_REG;
DWORD * DPC_END_REG;
DWORD * DPC_CURRENT_REG;
DWORD * DPC_STATUS_REG;
DWORD * DPC_CLOCK_REG;
DWORD * DPC_BUFBUSY_REG;
DWORD * DPC_PIPEBUSY_REG;
DWORD * DPC_TMEM_REG;
DWORD * VI_STATUS_REG;
DWORD * VI_ORIGIN_REG;
DWORD * VI_WIDTH_REG;
DWORD * VI_INTR_REG;
DWORD * VI_V_CURRENT_LINE_REG;
DWORD * VI_TIMING_REG;
DWORD * VI_V_SYNC_REG;
DWORD * VI_H_SYNC_REG;
DWORD * VI_LEAP_REG;
DWORD * VI_H_START_REG;
DWORD * VI_V_START_REG;
DWORD * VI_V_BURST_REG;
DWORD * VI_X_SCALE_REG;
DWORD * VI_Y_SCALE_REG;
void (*CheckInterrupts)( void );
} GFX_INFO;