Is it time for playing games on WINE?
Jason Edmeades
us at the-edmeades.demon.co.uk
Sat Nov 1 07:48:35 CST 2003
Hi Carlos,
Great work, and its good to know we are making progress. I spend most of
my time working on small tutorials and demos which highlight a specific
problem, and havent yet had the 'pleasure' of spending much time playing
the games I have got working!! A list like this is really good (as is
the fact you have been creating patches!! - I'm not sure about the
device.c one though, as I think copyrects is hacked to allow back buffer
updating which would otherwise fail as you are copying to a render
target). All patches, help and assistance welcome - I spend far too many
nights up to about 1am trying to get things working.
Anyway a general comment to anyone - I am interested in graphical
glitches where there are downloadable demos and the problem is easy to
come across, BUT there are going to be so many I would suggest you drop
me an email with the details on. I make no promise to do anything about
any of them, as it all comes down to a lack of time, but please do keep
this information coming. (The appdb doesnt help since it doesnt
distinguish wine from winex, and most bug reports are unclear as to
whether they are d3d7< or d3d8/9). I also dont have the money to buy
lots of games, so where there is a demo WHICH INSTALLS I can try to take
a look!
Personally I would love to have someone maintain a list of things which
work and which fail, and test them periodically, seperated into the d3d
level. One huge problem I have is regressions - I can code something to
fix a particular feature but its very easy to break something else, and
similarly its nice to know that a particular change actually fixes some
other games!!
Finally some info, I am currently spending my time trying to get some
features of d3d8 working. I have put on hold render to texture and am
concentrating on some other areas, although I want to get that one
working. I then need to make a choice - I can either concentrate on
performance, on adding hardware vertex shader support or on adding d3d9
support, and I havent decided which. I think d3d9 would make sense to
wait until last otherwise any performance work will need doing in one
place. I have an idea on some ways of speeding things up and have a
glcore type setup which has been discussed before.
One other thought. At some point in time we will have to address copy
protection. I dont want to get into legal discussions and I dont intend
looking into it (yet), BUT would I be correct in saying that if someone
worked out the first point at which copy protection fails, and codes a
basic application which emulates this behaviour. Since this simple app
works on windows, then someone else could then work on getting the basic
program working under wine without being contaminated by knowledge of
the internals of the copy protection itself? If this is the case, it
would be a useful thing to put on the projects page. If the legality of
this is dodgy, forget it - there are always hacks around, its just
frustrating.
Anyway, back to my next problem.
Jason
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