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The ultimate Deal On TW

Fixed the 5.1 speaker channel settings on Xbox 360 for newer versions of the XDK. And if that’s not sufficient of an adventure, there are lots of websites that use your device’s language settings to determine which language you want to see. See ExamAlph.c for the updated example. Updated the sound code for DirectSound to be loudness primarily based (vs. Updated to CodeWarrior 9.4 on MacOS. On MacOS X, switched to utilizing regular IO on a background thread instead of async IO. This lets you run Bink on other threads without having to worry so much about thread shutdown deadlocks. All new threading model – instead of one thread per open Bink, there are merely two international threads for all open Bink information. Changed just a few of the examples to use BinkShouldSkip, so that they avoid locking a texture utterly, if we are simply going to skip the body anyway. Cleaned up and simplified the Windows 3D texture examples. Most of the examples now use YUY2 as the default texture format.

Changed a D3D setup flag in the Windows 3D examples that was stopping ATI 1900 playing cards from rendering. Added AMD 64, AMD Opteron, SSE3, Hyperthreading, EM64T and Windows 2003 Server detection to the System Info button. Added help for 3D Studio Max’s RLA file format. Added new QuickTime importing code to support the video track of MPEG and Flash films. Made a tweak to the QuickTime audio importer. Fixed a couple of subtle timing issues to enable seamless audio looping. Renamed a few of the fft math routines to avoid conflicting with other middleware. Words which share synonym readings but are totally different in some other meanings have been left separated. DirectDraw is changing into less dependable and modern machines are greater than fast enough to use DIBs. Made the PS2 back buffer example DMA importing code a bit of cleaner and more normal goal. Switched to .Net for building the tools (slightly quicker compiled code, however the debugger is irritating). Fixed a bug with compiled EXE Bink files not taking part in beneath NT. Smacker 4.0 DOS participant now uses Miles 6.0 (smaller compiled DOS EXEs).

Added the newest model of Smacker Player in the RAD Video Tools. Added new audio encoder that provides much larger high quality sound on deep tones (should still have to use 0 lossy level on some files, although). Fixed a bug when utilizing an inventory file containing a series of still images with native start and finish body offsets. Fixed a crash in BinkSoundUseDirectSound that solely occurred in case you called it while a Bink video was nonetheless enjoying. While these findings show what has been reported or debated in public grey literature sources, it does not provide a causal clarification for this difference. Fixed a debug message that displayed whereas compressing. Fixed a crash when compressing some audio files. This should repair the -108 error when loading of QT audio tracks (which occurs on a number of digital camera movies). Worked round a DirectSound bug on the Xbox where the audio tracks sometimes would not start.

Worked around a nasty bug in the Xbox system software program where the machine can often get in a state where QueryPerformanceCounter actually runs backwards. Added a workaround in the Bink timer code for buggy motherboards that advance the QueryPerformanceCounter incorrectly beneath heavy loads. Added the BinkSetMixBinVolumes perform to regulate the combination bin volumes individually on the Xbox. Fixed an debug assert in the Xbox SDK when setting very quiet (or silent) combine bin quantity levels. Made the default mix bins on the Xbox to be all speakers (instead of the normal Xbox default of just the front-left and front-right audio system). Switched to the November Xbox SDK which required slightly altering the BinkSetMixBins and BinkSetMixBinVolumes features. Switched to the July version of the Xbox SDK. Switched to a new EXE compressor (UPX) under Win32 that will get better compression and that ought to be more widely appropriate. Made the compressors, converter, and mixers front-ends extra constant. Fixed a problem on the PS2 where the system libraries often fail to report a disk error. Rebuilt the library for version 2.4 of the Wii system libraries. Fixed a no-volume drawback when using the latest GameCube audio libraries. Fixed a problem in the straightforward Win32 3D example where the second body was all the time skipped.