mudlord
Banned
OK, I now have Microsoft Visual C++ 2005 redistributable installed. I have all the right files in the right place and are using the DirectX9.0c. I still cannot even see the dlls in the plugin selection. Niether the stable or the dev. in any emu, even after a restart of the computer. What am I missing here? Does no one else have this issue? Do I need to sign up and get hold of Visual C++2005 SP1 or something?
EDIT: I can select the DEBUG version just fine, though when trying to load a rom I recieve an error message:"Cannot initialize DX8, please check Direct settings".
EDIT2 - I just also installed .NET framework 3.0 and the very latest DirectX runtime components and I still cannot view either the "Stable" or the "Development" files in the plugin chooser. I also still get the same error when trying to boot the "debug".
This is by far the weirdest thing I ever seen...
I'm really sorry you are having issues with it atm, but from my own testing, the plugin loads fine (and works great) for me...I'm starting to get quite stumped where it fails for you, since you have all the dependancies for it currently. And no, you don't have to get a hold of the Visual Studio Service Pack 1, thats only useful with you have the compilers. (so it in no way effects the end-users)
In the source, I found that compiler optimizations caused the most issues. They are the ones that caused the issues with BMGLib (to do with hi-res textures). It strikes me as very strange that the C++ compiler settings are causing the plugin to not work for you..since processor specific optimizations were turned off, while still allowing for SSE. Maybe via IM I can try to fix things for you.
Again, I deeply apologise for those issues.
First the primary motivation using the database approach is too make manipulation of the data easier, which makes the end users happier. Dealing with 5000 textures is a pain. If they are all neatly packed as BLOB information and retrieved for the database program from a big database I think things will be easier all around. Less disk space, less disk fragmentation, fewer files, less mess all these benifit the programmer and the user. Downside is that SQLite is a 2.5m code chunk (yes 2.5 meg .C file), but it's not likely you need to do much with that.
Hmm, that will help with package distribution
At the high level end of things the database files can be created for each ROM the plugin sees and the images can be dumped. I know duke nukem zero hour had 6000 images and I only made it half way through the ROM. I suspect much of this can be eliminated by tacking an incrementing index to each image record. Merging the format to say dumping only PNG and allowing JPG and PNG for HR textures is likely a good idea. For HR textures the program just needs to look for a database in the highrez texture directory with the correct name. If an image isn't in that database then it's loaded normally. Obviously when a game is started this database will need to be spun through to find all 'hit' values for the CRC or MD5.
Hmm, those are nice ideas