tamayhem-11.3.0

tamayhem-11.3.0
Axle1975 2 years ago
parent 6be8e1d7fe
commit 34319c9d0d

16
.gitattributes vendored

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TADemoM.ufo filter=lfs diff=lfs merge=lfs -text TADemoM.ufo filter=lfs diff=lfs merge=lfs -text
TADemo/SERVER.EXE filter=lfs diff=lfs merge=lfs -text TADemo/SERVER.EXE filter=lfs diff=lfs merge=lfs -text
mplayx.dll filter=lfs diff=lfs merge=lfs -text mplayx.dll filter=lfs diff=lfs merge=lfs -text
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tdraw.dll filter=lfs diff=lfs merge=lfs -text
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bass.dll filter=lfs diff=lfs merge=lfs -text
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win32.dll filter=lfs diff=lfs merge=lfs -text
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Version 11 changelog (from 10.92)
- included new dplayx/tplayx setup from FunkyFr3sh
- included new tdraw.dll with many fixes and features by Axle1975
**Highlights and Bugfixes**
- changed all T3 constructor names to say construction unit instead of giving them individual unit names. Updated all translations also
- updated buildpics: Arm Banisher, Boa, G2, Impala, Invincible, Mofo, Odin, Orca, Pike, T3 Metal-making fusion, Core Raider, Harbinger, Neptune, Proteus, Smasher
- fixed core antinuke cloak button
- fixed non-functional Damascus nuke bomber bomb (was dropping way too early)
- adjusted accuracy of Arm Orion nuke bomber so it doesn't overshoot its target (still does slightly, but within its area of effect)
- Updated Arm Huntsman and Core Slingshot models, both now pop down turret(s) when not firing
- increased Shiva cannon animation speed to keep up with fire rate
- changed Arm Impala to 3-barrel gattling style, faster reload
- changed Arm MoFo to 2-barrel main weapon, faster reload
- changed Arm Wolf to 2-barrel annihilator weapon, faster reload
- changed Arm Orca to 2-barrel main weapon, faster reload
- changed Core Harbinger to 3-barrel main weapon, faster reload
- changed Orca to 3-barrel main weapon, faster reload
- changed Core Walking Construction Ship to a Walking Construction Sub (walks on land)
- Updated Arm Samurai model to 8-barrel main weapon (2x4-barrel gattling) from 6 barrels (2x3)
- Updated Core Broadsword model (thanks M1Garland)
- updated bomb drop sounds
**T1 updates**
Rocko
Damage 110 down from 115
Reload 3.8s up from 3.7s
DPS 28.9 down from 31.1
OTA for reference: 105/4s 26.25 DPS
Storm
Damage 100 (unchanged)
Reload 3.4s up from 3.2s
DPS 29.3 down from 31.25
OTA for reference: 100/3.7s 27 DPS
Stumpy
Health 1140 down from 1200
OTA: 992 ProTA: 1200
Speed 1.64 up from 1.6
OTA: 1.7 ProTA: 1.65
Raider
Health 1200 health down from 1260
OTA: 1058 ProTA: 1250
Speed 1.58 up from 1.55
OTA: 1.6 ProTA: 1.55
**Defence Updates**
Shark's Teeth: increased height of core one, was only 19 and arm's was 26. Both 26 now (both also waterline 3)
Light Laser Towers:
Arm
Health 810 down from 860
Core
Health 840 down from 890
OTA for reference: Health 700 and 710
Floating Light Laser Towers:
Arm Shrimp
Energy 1740 down from 1840
Metal 178 down from 195
Build time 3660 down from 3900
Health 695 down from 700
Core Floater
Energy 1750 down from 1850
Metal 176 down from 190
Build time 3620 down from 3800
Health 710 down from 720
Arm Sunspot (EMG Tower)
Health 1050 down from 1100
Core Immolator
Health 1100 down from 1150
Arm Radical short-range plasma cannon
Health 2010 down from 2109
Core Blocker short-range plasma cannon
Health 2060 down from 2160
Arm Sentinel
Health 1550 down from 1630
OTA: 1230 ProTA: 1250
Core GAAT gun
Health 1600 down from 1680
OTA: 1200 ProTA: 1280
Arm Stingray (Floating HLT)
Health 1480 down from 1530
OTA: 1325
Core Thunderbolt (Floating HLT)
Health 1540 down from 1590
OTA: 1385
Arm Guardian
Health 2848 down from 3017
OTA: 2477
Damage 384 up from 380
Reload 3s up from 2.9s
DPS 128 down from 131
Core Punisher
Health 2921 down from 3080
OTA: 2540
Reload 2.8s up from 2.7s
DPS 121.43 down from 125.9
Arm Ambusher
Health 3240 down from 3540
OTA: 1658 ProTA: 2477
Range 1350 (unchanged) ProTA: 1350
Damage 520 up from 460
Reload 3.65s up from 3.2s
DPS 142.5 down from 143.75 ProTA: 120
AOE 96 (unchanged) ProTA: 100
Core Toaster
Health 3320 down from 3592
OTA: 1877 ProTA: 2540
Range 1350 (unchanged) ProTA: 1350
Damage 465 down from 490
Reload 3.4s down from 3.5s
DPS 136.8 down from 140 ProTA: 114.29
AOE: 108 (unchanged) ProTA: 100
Rapid fire medium range plasma cannons:
Arm Archgun
Metal 3036 down from 3136
Build time 30360 up from 25088
Health 2423 down from 2723
Range 1480 (unchanged)
Damage 260 (was 270)
Reload 0.591s (was 0.55s)
DPS 440 (was 540)
AOE 64 (unchanged)
Core Chainsaw
Metal 3112 down from 3212
Build time 31120 up from 25696
Health 2482 down from 2782
Range 1450 (unchanged)
Damage 310 (unchanged)
Reload 0.72s (was 0.66s)
DPS 430.6 (was 469.7)
AOE 80 (unchanged)
Arm Annihilator
Health 3520 down from 3620
Core Doomsday Machine
Health 3800 down from 3925
Arm Moho Mine Health 1440 down from 1572
Upgrade Health 3600 down from 3930
Core Moho Mine health 1460 down from 1536
Upgrade health 3650 down from 3840
**Hover updates**
Arm Anaconda
Metal 199 up from 195
Buildtime 3980 up from 3900
Health 1040 down from 1110
Core Snapper
Metal 195 up from 192
Buildtime 3900 up from 3840
Health 1080 down from 1150
Arm Mongoose T1 Assault Hover
Metal 154 up from 150
Buildtime 3696 up from 3600
Core Gharial T1 Assault Hover
Metal 158 up from 155
Buildtime 3792 up from 3700
Arm Grizzly T2 Skirmish/Antisub Hover
Health 1920 down from 1960
Speed 1.72 down from 1.8
Core Kendo T2 Skirmish/Antisub Hover
Health 2010 down from 2180
Speed 1.68 down from 1.7
Arm Hippo T2 Heavy Hovertank
Health 3230 down from 3346
Core Crusher T2 Heavy Hovertank
Health 3620 down from 3775
Arm Moose T2 Rapid Artillery Hover
Energy 5589 Metal 428, up from 5389/418
Build time 10272 up from 10032
Damage 63 reload 0.75s 84 DPS down from 70/0.72s 97.2 DPS
Health 1150 up from 1038
Core Viceroy T2 Artillery Hover
Energy 5962 Metal 441, up from 5562/431
Build time 10584 up from 10344
Damage/shot 96 reload 1.25s 76.8 DPS up from 105/1.45s 72.4 DPS
Laser Damage 40 reload 0.8s 50 DPS down from 44/0.8 55 DPS
Health 1360 (unchanged)
Arm Wombat T2 Vlaunch Rocket Hover
Metal 455 up from 435
Buildtime 13650 up from 13050
Health 905 down from 925
Core Nixer T2 Vlaunch Rocket Hover
Metal 450 up from 445
Buildtime 13500 up from 13350
Health 950 down from 990
Arm Hovercraft Platform
Metal 755 up from 715
Build Time 7550 up from 7150
Arm Floating Hovercraft Platform
Metal 787 up from 747
Build Time 7870 up from 7470
Core Hovercraft Platform
Metal 750M up from 710
Build Time 7500 up from 7100
Core Floating Hovercraft Platform
Metal 780 up from 740
Build Time 7800 up from 7400
**T2 Updates**
Arm Panther
Health 1320 down from 1400
Core Leveler
Health 1440 down from 1560
Arm Triton
Metal 342 down from 349
Build time 6156 up from 5520
Health 2030 down from 2142
Core Crock
Metal 339M down from 342
Build time 6048 up from 5472
Health 2120 down from 2230
Arm Luger
Metal 276 down from 284
Buildtime 4416 down from 4544
Health 1040 up from 930
Damage 216 down from 240
Reload 3s (unchanged)
DPS 72 down from 80
OTA/ProTA: 130/2.75s 47.3 DPS
Core Pillager
Metal 284 down from 296
Build time 4544 down from 4736
Health 1130 up from 1010
Damage 245 down from 280
Reload 3.5s (unchanged)
DPS 70 down from 80
OTA/ProTA: 140/2.95s 47.46 DPS
Arm Cipher Fast Stealth Tank
Energy 8020 down from 8620
Health 1780 down from 1880
Speed 1.72 (unchanged)
Core Cremator
- changed description to "Flame Assault Tank"
Energy 7200 up from 6400
Metal 528 down from 548
Buildtime 12672 up from 10960
Health 2100 down from 2400
Speed 1.68 up from 1.64
Turnrate 390 up from 350
Core Replenisher Mobile Air Repair pad
Health 1100 down from 1150
Speed 0.92 up from 0.78
Arm Warrior
Changed description to "Heavy Infantry Kbot"
(was "Medium Infantry Kbot)
Health 1400 down from 1480
Speed 1.45 down from 1.54
turnrate 850 up from 750
Core Pyro - Assault Kbot (was "Fast Assault Kbot")
Health 1280 down from 1350
Speed 1.6 down from 1.65
Arm Zeus
changed description to "Armored Infantry Kbot"
(was "Heavy Assault Kbot")
Health 2560 up from 2500
Speed 1.02 down from 1.05
Core The Can - Armored Assault Kbot
Health 2940 (unchanged)
Speed 0.88 up from 0.85
Core Gimp
Changed description to "Underwater Amphib Kbot"
Health 1540 down from 1660
Removed ballistic cannon, added torpedo launcher
Changed laser to 2-barrel
Laser Damage 120 reload 1.3s DPS 92.3 (was 128/1.6s 80 DPS)
Torpedo range 320 damage 116 reload 3.2s DPS 36.25
Arm Maverick
Health 1750 down from 1900
Speed 1.4 (unchanged)
Range 330 up from 320
Core Reiver T2 Riot Kbot
Energy 10295 up from 9695
Metal 639 up from 599
Build time 19170 up from 17970
Health 2200 down from 2250
Speed 1.3 up from 1.25
Range 320 up from 310
Arm Fido Burst Artillery Kbot
Energy 3950 down from 4250
Speed 1.35 down from 1.45
Turnrate 720 down from 800
Acceleration 0.06 down from 0.1
Range 720 down from 750
Damage 45 down from 48 (burst 4)
Sprayangle 720 down from 800
DPS 72 down from 76.8
Core Morty
Energy 3700 up from 3500
Speed 1.2 (unchanged)
Damage 96 down from 105
DPS 66 down from 72.4
Range 800 (unchanged)
Improved script:
- maximum time to fire while walking 0.2s (was 1.23s)
Arm Kodiak Ballistic Rocket Kbot
Health 1290 up from 1120
Core Dominator Ballistic Rocket Kbot
Health 1380 up from 1180
Arm Odin - Fast Assault Kbot
Energy 9800 up from 8800
Metal 770 up from 730
Buildtime 18480 up from 17520
Health 2300 down from 2700
Speed 1.7 up from 1.65
Bertha and Intimidator: Made descriptions only show the energy/shot
Same for Vulcan, Buzzsaw, Dora, Terminator
**T3 Updates**
Arm Indra Amphibious crawler
Metal 4210M up from 3910
Build time 84200 down from 93840
Health 11000 up from 9400
Damage 320 (unchanged)
Reload 0.56s down from 0.7
DPS 571 up from 457
AOE 24 (unchanged)
Core Boss Amphibious kbot
Metal 4120 up from 3820
Build time 82400 down from 91680
Health 12000 up from 10200
Damage 640 up from 450
Reload 1.22s up from 1.1s
DPS 525 up from 409
AOE 108 (unchanged)
Arm Razorback Heavy Assault Kbot
Energy 95000 up from 89000
Metal 6650 up from 6350
Build time 159600 up from 152400
Main weapon:
Range 400 down from 420
Noexplode weapon:
Range 560 down from 640
Damage 540+ up from 480+
Reload 6.5s up from 6s
DPS 83+ up from 80
vlaunch AA missile (new):
Range 800, DPS: 56 to ground 300 to air, AOE 64
Core Ketzer Heavy Assault Kbot
Energy 93600 up from 85600
Metal 6740M up from 6240
Build time 161760 up from 149760
Main weapon:
Range 408 down from 428
noexplode weapon (new):
Range 560, Damage 480+, Reload 5.8s, DPS 82.8+, AOE 48
Arm Zephyr AA kbot
Health 10560 up from 10000
Core Jupiter AA kbot
Health 11200 up from 10760
Max speed 0.95 up from 0.9
Arm Wolf - Amphibious Sniper doggo Kbot
Health 15000 up from 13500
Core Krab - Amphibious Energy Weapon (noexplode) Kbot
Health 17200 up from 16000
Arm Tiger - Heavy Assault Tank (with flak)
Health 20800 up from 20200
Core Rattlesnake - Rapid Laser Assault Tank
Health 21600 up from 21200
Arm Impala - Energy weapon (noexplode) Tank
Health 14000 up from 13200
Core War Machine - Energy Weapon Tank
Health 15900 up from 14900
Arm G2 - Rapid Artillery Tank
149000E down from 156000E
Health 23600 up from 21800
Core Smasher - Heavy Artillery Tank
144000E down from 150000E
Health 24800 up from 23000
Arm Scudd - Mobile Tactical Nuke Launcher
Health 4250 down from 4800
Turnrate 200 down from 210
Core Precluder - Mobile Tactical Nuke Launcher
Health 4500 down from 5400
Turnrate 215 down from 230
Arm Invincible
Gauss weapon Damage 450 down from 480
Reload 0.45s down from 0.55s
DPS 1000 up from 872.7
Range 820 (unchanged)
AOE 32 (unchanged)
Ballistic Rocket:
Core Excelsior - Battlecruiser
Riot weapon Damage 640 up from 450
Reload 0.7s up from 0.5s
DPS 914 up from 900
Range 800 (unchanged)
AOE 108 (unchanged)
Arm Samurai - Dreadnaught Hovercraft
499100E, 22500M, 540000 BT up from 459100E 21200M 508800 BT
Health 42000 up from 37000
Damage 450 reload 0.35 1286DPS up from 480/0.4 1200 DPS
Core Broadsword - Dreadnaught Hovercraft
520600E, 23100M, 554400 BT up from 480600E 21800M 523200 BT
Health 45000 up from 40000
Damage 1000 reload 0.8 1250DPS up from 1000/0.92 1087 DPS
**Eco Updates**
Moho Metal makers: reduced costs, big reduction in build time
Reduced production, and slightly reduced energy to metal conversion efficiency
Arm Moho Metal Maker
Energy 16360 down from 19635
Metal 50 down from 55
Buildtime 30000 down from 44000
Energy use 800 down from 900
Metal production 14 down from 16
(Efficiency 57.2E/1M, was 56.25)
OTA/ProTA: -800E/+16M, efficiency 50E/1M
Death Explosion ESTOR_BUILDINGEX (900 damage 220 AOE) was ESTOR_BUILDING (1900 damage 420 AOE)
Self-D explosion ESTOR_BUILDING (unchanged)
Core Moho Metal Maker
Energy 15845 down from 17680
Metal 46 down from 50
Buildtime 27600 down from 40000
Energy use 700 down from 800
Metal production 12 down from 14
(efficiency 58.3E/1M, was 57.2E/1M)
OTA/ProTA: -625E/12M, efficiency 52.1E/1M
Death Explosion ESTOR_BUILDINGEX (900 damage 220 AOE) was LARGE_BUILDING (1800 damage 400 AOE)
Self-D explosion LARGE_BUILDING (unchanged)
Arm Underwater Moho Metal Maker
Energy 18200 down from 21051
Metal 85 down from 120
Buildtime 34000 down from 48000
Energy use 916 down from 1020
Metal production 16 down from 18
(efficiency 57.25E/1M, was 56.67)
Death and self-d explosion same as land version (was LARGE_BUILDING/LARGE_BUILDING)
Core Underwater Moho Metal Maker
Energy 17800 down from 18077
Metal 80 down from 108
Buildtime 32000 down from 43200
Energy Use 860 up from 850
Metal production 15 (unchanged)
(efficiency 57.33E/1M, was 56.67)
Death and self-d explosion same as land version (was LARGE_BUILDING/LARGE_BUILDING)
Arm Cloaking Fusion
Energy 73816 up from 72816
Metal 6275 down from 6845
Build Time 150600 up from 136900
Energy Production 1500 down from 1600
Cloak Cost 300 down from 320
Core Cloaking Fusion
Energy 79850 (unchanged)
Metal 6784 down from 7582
Build time 162816 up from 151640
Energy Production 1700 down from 1900
Cloak Cost 350 down from 400
Arm Underwater Fusion
Energy 56787 down from 63787
Metal 7085 up from 6785
Build time 141700 up from 135700
Energy production 1400 down from 1500
Core Underwater Fusion
Energy 62849 down from 69849
Metal 7520 up from 7460
Buildtime 150400 up from 149200
Energy Production 1600 down from 1800
Arm Metal Making Super Fusion
Energy 629900 up from 599900
Metal 43800 up from 40800
Build time 876000 up from 816000
Makes 10500 energy up from 10k
turned on trades -5k for +90 metal down from +96
Cloaks for 1000E (unchanged)
Core Metal Making Uber Fusion
Energy 699800 up from 679800
Metal 47700M u from 45200
Build time 954000 up from 904000
Makes 12k energy (unchanged)
turned on trades -6k for +108 metal down from +115
Cloaks for 1100E (unchanged)

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Version 11.3 changelog (from 11.2)
- fixed crashing on water maps due to sfx issue
- fixed shipyard buildpic on some core cons units
- fixed swapped shipyard and airplant build buttons on some arm cons units
- updated buildpics for Arm Assassin, Arm Samurai and Core Adonis T3 hovers
- more tweaked/improved sounds
- small increase in metal cost and buildtime for T3 fusions
Version 11.2 changelog (from 10.92)
- included new dplayx/tplayx setup from FunkyFr3sh
- included new tdraw.dll with many fixes and features by Axle1975
**Engine Updates** thanks to Axle1975
- Set start positions based on teams (or alliances) set in battleroom
- Repair battleroom team icons so they can be used to create teams before launching
- Add +autoteam battleroom and in-game commands (host only) to automatically assign teams (in battleroom: by skill level. Ingame: by map position.)
- Add +randomteam battleroom command (host only) to automatically assign random teams
- Add gui buttons for common commands on H sharing dialog: +shootall, +noshake, .ready
- Add gui button for .autopause in battleroom (active for host only)
- ClickSnap to snap to nearest mex, geo or reclaimable feature (mayhem default/maximum: mex 3, reclaim 1)
- add clicksnap settings to ctrl-F2 ingame dialog
- Show clock and weather report (wind and tidal strength) on top resource panel (no need for +clock)
- Sync wind speed across all players
- Add .exereport, .tdreport, .tpreport, .gp3report, .crcreport battleroom commands to report CRC32 of each player's totala.exe, tdraw.dll, tplayx.dll, mayhem.gp3 or all of them respectively
- Add ability to move queued orders
- Con units patrol behaviour - hold position: reclaim only
- Enable start button in multiplayer lobby if only one player + AI are present
- Fix Allied victory if more than 2 players on a team still ingame
- Fix the "ghost commander" bug (remote commanders appear in top left of map during first 50sec of game)
- Fix the "units exploding in factories" bug by holding back recycling of deceased units' IDs for 5 seconds
- Option to render DTs and fortwalls that belong to the map (not built by a player)
- Supress "qqqqqq" whiteboard marker lables when "q" is used as the whiteboard key
- Set default resolution on new installs to 1024x768
- Disable relay of F11 chatmacro text to other players (watchers can no longer exploit this to chat to players)
- Prevent +logo commands from affecting other players - changes colour for local only
- Change whiteboard, mappos and resource indicator colours in response to +logo commands
- Ctrl-B selects only construction units, not mobile repair pads or carriers
- Ctrl-F centres view on idle factory, selects only factories not silos etc
- Set +lostype as a cheatcode (not available unless cheats enabled)
- Increase megamap FPS. Add FPS counter to megamap (in F10 dev mode with cheats enabled)
- Grey background on mega map to distinguish from unmapped area
- Prevent Ctrl-F2 dialog and allies resource bar from moving off screen
- Improve responsiveness of whiteboard marker movements sent to remote players
- Render cursor while in megamap
- Fix crash when removing markers
- Fix crash on simultaneous whiteboard marker move and delete
- Fix rare crash on TA Hook line drawing
- Radar and sonar jammers no longer jam your own radar and sonar in >3 player multiplayer
**Highlights and Bugfixes**
- fixed sfx issues on water maps - hovers, subs, ships, amphib units
- reduced commander animation at game start to 5 seconds from 52 seconds (because ghost commander bug is fixed!)
- Arm and Core Construction Kbot faster open/close
- fixes to all mobile constructor building logic, no random interruption with rapid-building (eg nanoblocking with dts etc)
...this makes them more consistent but actually means nanoframes may not hang around for as long, because the construction unit will get out its nanolathe faster and start building - a nanoframe that hasn't been started on lasts longer than one that has.
- changed self-destruct countdown on solars, wind generators and tidal generators (basic ones) to 3 secs instead of 5. - Changed self-d explosion to much smaller weapon that doesn't damage neighbouring units (small_unitex instead of small_building).
- reduced durability of most corpses, especially T3 ones
- fixed footprint sizes of of many corpses to match the unit - to avoid overlapping when resurrected
- reduced health of corpses back to OTA levels - in some case lower than OTA.
- drastically reduced health of T3 corpses
- added more team colour to all hovercraft platforms at all tech levels
- fixed core antinuke cloak button
- fixed Core Mammoth torp and missing sonar
- changed Gimp to 2-barrel laser, removed ballistic cannon, added small torpedo launcher, add short-range sonar
- Updated Arm Huntsman and Core Slingshot models, both now pop down turret(s) when not firing
- improved Arm Bulldog model
- added basic build menus to Decoy Commanders (just resource/storage, radar/sonar)
- improved Ranger model, improved Ranger and Hydra firing animation
- reverted Hawk and Vamp to have 2 missile launchers (this was supposed to happen long ago)...
- increased build distances for T2 constructors from 120-150 to 150-180
- increased build distances for T3 constructors from 160-200 to 224-270
- increased build speeds for T3 constructors
- changed all T3 constructor names to say construction unit instead of giving them individual unit names. Updated all translations also
- fixed intermittent crash bug with Orca/Proteus
- updated buildpics: Arm Boa, Huntsman, Odin, Pike, Banisher, G2, Impala, Invincible, Mofo, Orca, T3 Metal-making fusion; Core Raider, Slingshot, Harbinger, Neptune, Proteus, Smasher
- improved walking/aiming script for Razorback and Ketzer so they are ready to fire immediately instead of waiting for the current walk cycle to complete (~2.5 seconds)
- fixed non-functional Damascus nuke bomber bomb (was dropping way too early)
- adjusted accuracy of Arm Orion nuke bomber so it doesn't overshoot its target (still does slightly, but within its area of effect)
- increased Shiva cannon animation speed to keep up with fire rate
- changed Arm Impala to 3-barrel gattling style, faster reload
- changed Arm MoFo to 2-barrel main weapon, faster reload
- changed Arm Wolf to 2-barrel annihilator weapon, faster reload
- changed Arm Orca to 2-barrel main weapon, faster reload
- changed Core Harbinger to 3-barrel main weapon, faster reload
- changed Orca to 3-barrel main weapon, faster reload
- changed Core Walking Construction Ship to a Walking Construction Sub (walks on land)
- reduced footprint of T3 super fusions
- Updated Arm Samurai model to 8-barrel main weapon (2x4-barrel gattling) from 6 barrels (2x3)
- Updated Core Broadsword model (thanks M1Garland)
- Updated Arm T3 Construction Kbot model and script for increased readability
- updated bomb drop sounds
- added new sound schemes for most T3 land units
- added new cannon sounds for many units
- Arm Ghost T3 Amphibious Jammer added shootme=1
**T1 updates**
Rocko
Damage 110 down from 115
Reload 3.8s up from 3.7s
DPS 28.9 down from 31.1
OTA for reference: 105/4s 26.25 DPS
Storm
Damage 100 (unchanged)
Reload 3.4s up from 3.2s
DPS 29.3 down from 31.25
OTA for reference: 100/3.7s 27 DPS
Stumpy
Health 1140 down from 1200
OTA: 992 ProTA: 1200
Speed 1.64 up from 1.6
OTA: 1.7 ProTA: 1.65
Raider
Health 1200 health down from 1260
OTA: 1058 ProTA: 1250
Speed 1.58 up from 1.55
OTA: 1.6 ProTA: 1.55
**Defence Updates**
Shark's Teeth: increased height of core one, was only 19 and arm's was 26. Both 26 now (both also waterline 3)
Light Laser Towers:
Arm
Health 810 down from 860
Core Health 840 down from 890
OTA for reference: Health 700 and 710
Floating Light Laser Towers:
Arm Shrimp
Energy 1740 down from 1840
Metal 178 down from 195
Build time 3660 down from 3900
Health 695 down from 700
Core Floater
Energy 1750 down from 1850
Metal 176 down from 190
Build time 3620 down from 3800
Health 710 down from 720
Arm Sunspot (EMG Tower)
Health 1050 down from 1100
Core Immolator
Health 1100 down from 1150
Arm Radical short-range plasma cannon
Health 2010 down from 2109
Core Blocker short-range plasma cannon
Health 2060 down from 2160
Arm Sentinel
Health 1550 down from 1630
OTA: 1230 ProTA: 1250
Core GAAT gun
Health 1600 down from 1680
OTA: 1200 ProTA: 1280
Arm Stingray (Floating HLT)
Health 1480 down from 1530
OTA: 1325
Core Thunderbolt (Floating HLT)
Health 1540 down from 1590
OTA: 1385
Arm Guardian
Health 2848 down from 3017
OTA: 2477
Damage 384 up from 380
Reload 3s up from 2.9s
DPS 128 down from 131
Core Punisher
Health 2921 down from 3080
OTA: 2540
Reload 2.8s up from 2.7s
DPS 121.43 down from 125.9
Arm Ambusher
new gun sound
Health 2940 down from 3540
Double health when closed (was 2.5x)
OTA: 1658 ProTA: 2477
Range 1350 (unchanged) ProTA: 1350
Damage 520 up from 460
Reload 3.65s up from 3.2s
DPS 142.5 down from 143.75 ProTA: 120
AOE 96 (unchanged) ProTA: 100
Core Toaster
new gun sound
Health 3020 down from 3592
Double health when closed (was 2.5x)
OTA: 1877 ProTA: 2540
Range 1350 (unchanged) ProTA: 1350
Damage 465 down from 490
Reload 3.4s down from 3.5s
DPS 136.8 down from 140 ProTA: 114.29
AOE: 108 (unchanged) ProTA: 100
Rapid fire medium range plasma cannons:
Arm Archgun
new gun sound
Metal 3036 down from 3136
Build time 30360 up from 25088
Health 2423 down from 2723
Range 1480 (unchanged)
Damage 260 (was 270)
Reload 0.591s (was 0.55s)
DPS 440 (was 540)
AOE 64 (unchanged)
Core Chainsaw
new gun sound
Metal 3112 down from 3212
Build time 31120 up from 25696
Health 2482 down from 2782
Range 1450 (unchanged)
Damage 310 (unchanged)
Reload 0.72s (was 0.66s)
DPS 430.6 (was 469.7)
AOE 80 (unchanged)
Arm Annihilator
Health 3520 down from 3620
Core Doomsday Machine
Health 3800 down from 3925
T2 pop-up missile towers:
Arm Warden
Energy 3430 down from 3830
Metal 330 up from 320
Build Time 6600 down from 7680
Armored state when closed 50% (1800 health) instead of 40% (2250)
DPS 59.72 to ground/323.6 to air, was 53.75/293.75
Core Smiter
Energy 3405 down from 3905
Metal 322 up from 312
Buildtime 6440 down from 7488
Armored state when closed 50% (1840 health) instead of 40% (2300)
DPS 60 to ground/324 to air, was 40.54/218.9
T2 Submersible missile towers:
Arm Pantheon
Energy 3687 down from 4287
Metal 358 (unchanged)
buildtime 7160 down from 8592
Health 840 down from 860
DPS 59.72 to ground/323.6 to air, was 53.75/293.75
Core Duster
Energy 3624 down from 4324
Metal 348 (unchanged)
buildtime 6960 down from 8352
Health 850 down from 870
DPS 60 to ground/324 to air, was 48.93/264.3
Arm Moho Mine Health 1440 down from 1572
Upgrade Health 3600 down from 3930
Core Moho Mine health 1460 down from 1536
Upgrade health 3650 down from 3840
**Hover updates**
Arm Anaconda
Metal 199 up from 195
Buildtime 3980 up from 3900
Health 1040 down from 1110
Core Snapper
Metal 195 up from 192
Buildtime 3900 up from 3840
Health 1080 down from 1150
Arm Mongoose T1 Assault Hover
Metal 154 up from 150
Buildtime 3696 up from 3600
Core Gharial T1 Assault Hover
Metal 158 up from 155
Buildtime 3792 up from 3700
Arm Grizzly T2 Skirmish/Antisub Hover
Health 1920 down from 1960
Speed 1.72 down from 1.8
Gauss weapon reload 1.7s up from 1.5s
Damage 220 up from 210
DPS 129.4 down from 140
Core Kendo T2 Skirmish/Antisub Hover
Health 2010 down from 2180
Speed 1.68 down from 1.7
Script error fixed - reload was 0.85s, 211.8 DPS should have been 1.3s, 138.5 DPS
New reload 1.44s, 125 DPS
new laser weapon sound
Arm Hippo T2 Heavy Hovertank
New cannon sound
Health 3230 down from 3346
Core Crusher T2 Heavy Hovertank
New cannon sound
Health 3620 down from 3775
Arm Moose T2 Rapid Artillery Hover
Energy 5589 Metal 428, up from 5389/418
Build time 10272 up from 10032
Damage 63 reload 0.75s 84 DPS down from 70/0.72s 97.2 DPS
Health 1150 up from 1038
Core Viceroy T2 Artillery Hover
Energy 5962 Metal 441, up from 5562/431
Build time 10584 up from 10344
Damage/shot 96 reload 1.25s 76.8 DPS up from 105/1.45s 72.4 DPS
Laser Damage 40 reload 0.8s 50 DPS down from 44/0.8 55 DPS
Health 1360 (unchanged)
Arm Wombat T2 Vlaunch Rocket Hover
Metal 455 up from 435
Buildtime 13650 up from 13050
Health 905 down from 925
Core Nixer T2 Vlaunch Rocket Hover
Metal 450 up from 445
Buildtime 13500 up from 13350
Health 950 down from 990
Arm Hovercraft Platform
Metal 755 up from 715
Build Time 7550 up from 7150
Arm Floating Hovercraft Platform
Metal 787 up from 747
Build Time 7870 up from 7470
Core Hovercraft Platform
Metal 750M up from 710
Build Time 7500 up from 7100
Core Floating Hovercraft Platform
Metal 780 up from 740
Build Time 7800 up from 7400
**T2 Updates**
Arm Panther
Health 1320 down from 1400
Core Leveler
Health 1440 down from 1560
Arm Triton
Metal 342 down from 349
Build time 6156 up from 5520
Health 2030 down from 2142
Core Crock
New cannon sound
Metal 339M down from 342
Build time 6048 up from 5472
Health 2120 down from 2230
Arm Luger
New cannon sound
Health 1040 up from 930
Damage 225 down from 240
Reload 3s (unchanged)
DPS 75 down from 80
OTA/ProTA: 130/2.75s 47.3 DPS
Core Pillager
New cannon sound
Health 1130 up from 1010
Damage 262 down from 280
Reload 3.5s (unchanged)
DPS 74.9 down from 80
OTA/ProTA: 140/2.95s 47.46 DPS
Arm Cipher Fast Stealth Tank
Energy 8020 down from 8620
Health 1780 down from 1880
Speed 1.72 (unchanged)
Core Cremator
- changed description to "Flame Assault Tank"
Energy 7200 up from 6400
Metal 528 down from 548
Buildtime 12672 up from 10960
Health 2100 down from 2400
Speed 1.68 up from 1.64
Turnrate 390 up from 350
Core Replenisher Mobile Air Repair pad
Health 1100 down from 1150
Speed 0.92 up from 0.78
Arm Warrior
Changed description to "Heavy Infantry Kbot"
(was "Medium Infantry Kbot)
Health 1400 down from 1480
Speed 1.45 down from 1.54
turnrate 850 up from 750
Core Pyro - Assault Kbot (was "Fast Assault Kbot")
Health 1280 down from 1350
Speed 1.6 down from 1.65
Arm Zeus
changed description to "Armored Infantry Kbot"
(was "Heavy Assault Kbot")
Health 2560 up from 2500
Speed 1.02 down from 1.05
Core The Can - Armored Assault Kbot
Health 2940 (unchanged)
Speed 0.88 up from 0.85
Core Gimp
Changed description to "Underwater Amphib Kbot"
New laser sound
Health 1540 down from 1660
Removed ballistic cannon, added torpedo launcher
Changed laser to 2-barrel
Laser Damage 120 reload 1.3s DPS 92.3 (was 128/1.6s 80 DPS)
Torpedo range 320 damage 116 reload 3.2s DPS 36.25
Arm Maverick
Health 1750 down from 1900
Speed 1.4 (unchanged)
Range 330 up from 320
Core Reiver T2 Riot Kbot
Energy 10295 up from 9695
Metal 639 up from 599
Build time 19170 up from 17970
Health 2200 down from 2250
Speed 1.3 up from 1.25
Range 320 up from 310
Arm Fido Burst Artillery Kbot
New cannon sound
Energy 3950 down from 4250
Speed 1.35 down from 1.45
Turnrate 720 down from 800
Acceleration 0.06 down from 0.1
Range 720 down from 750
Damage 45 down from 48 (burst 4)
Sprayangle 720 down from 800
DPS 72 down from 76.8
Core Morty
New cannon sound
Energy 3600 up from 3500
Speed 1.2 (unchanged)
Damage 96 down from 105
DPS 66 down from 72.4
Range 800 (unchanged)
Improved script:
- maximum time to fire while walking 0.2s (was 1.23s)
Arm Kodiak Ballistic Rocket Kbot
Health 1290 up from 1120
Core Dominator Ballistic Rocket Kbot
Health 1380 up from 1180
Arm Odin - Fast Assault Kbot
Energy 9800 up from 8800
Metal 770 up from 730
Buildtime 18480 up from 17520
Health 2300 down from 2700
Weapon range 260 down from 284
T2 AA Kbots
- both have pop-up turrets now
Arm Huntsman
Energy 3700 up from 3500
Metal 360 up from 340
Buildtime 7200 up from 6800
Added armored state: takes 75% damage (1520 health) when closed.
1140 health when opened to fire (unchanged)
Reload 0.85s down from 1s
DPS 50.6 vs ground 274 vs air, up from 42/235
Core Slingshot
Energy 3800 up from 3600
Metal 370 up from 350
Buildtime 7400 up from 7000
Added armored state: takes 75% damage (1760 health) when closed.
1320 health when opened to fire (unchanged)
Reload 1.5s down from 1.8s
DPS 50 vs ground 270 vs air, up from 41.67/225
Arm Hawk, Core Vamp
Reverted back to 2 missile launchers instead of 1 with half the reload
Arm Brawler, Core Rapier
Death Explosion SMALL_UNITEX (was BIG_UNITEX)
- less chain reaction from multiple aircraft deaths close together
Arm Millenium
New cannon sound
Increased delay between cannon salvos to 4.5 seconds (was 4s)
260 per shot (was 270)
3 shots per 5.5 secs, 141.8 DPS (was 270*3/5s 162 DPS)
Core Warlord
New cannon sound
Increased delay between cannon salvos to 4.95 seconds (was 4.3s)
310 per shot (unchanged)
3 shots per 6.6 secs, 140.9 DPS (was 310*3/5.6 166.1 DPS)
Bertha and Intimidator: Made descriptions only show the energy/shot
Same for Vulcan, Buzzsaw, Dora, Terminator
**T3 Updates**
T3 Construction Kbots:
build speed 480 up from 420
build range 224 up from 160
T3 Construction Vehicles:
build speed 600 up from 480
Build range 270 up from 180
T3 Construction Subs:
build speed 720 up from 540
Build range 300 up from 200
T3 Construction Hovercraft:
Build speed 540 up from 420
Build range 256 up from 190
T3 Construction Aircraft:
Build speed 360 up from 270
Build range 200 up from 120
T3 Resurrection Kbots (Kali, Dante)
Build speed 600 up from 480
(also applies to resurrect speed)
Build range 256 up from 180
- also reduced footprint to 2x2 (same as commander, construction kbots)
Arm Indra Amphibious crawler
Metal 4210M up from 3910
Build time 84200 down from 93840
Health 11000 up from 9400
Damage 320 (unchanged)
Reload 0.6s down from 0.7
DPS 533.3 up from 457
AOE 24 (unchanged)
Core Boss Amphibious kbot
Metal 4120 up from 3820
Build time 82400 down from 91680
Health 12000 up from 10200
Damage 640 up from 450
Reload 1.22s up from 1.1s
DPS 525 up from 409
AOE 108 (unchanged)
Arm Razorback Heavy Assault Kbot
Energy 95000 up from 89000
Metal 6650 up from 6350
Build time 159600 up from 152400
Main weapon:
Range 400 down from 420
Noexplode weapon:
Range 560 down from 640
Damage 540+ up from 480+
Reload 6.5s up from 6s
DPS 83+ up from 80
vlaunch AA missile (new):
Range 800, DPS: 56 to ground 300 to air, AOE 64
Core Ketzer Heavy Assault Kbot
Energy 93600 up from 85600
Metal 6740M up from 6240
Build time 161760 up from 149760
Main weapon:
Range 408 down from 428
noexplode weapon (new):
Range 560, Damage 480+, Reload 5.8s, DPS 82.8+, AOE 48
Arm Zephyr AA kbot
Health 10560 up from 10000
Core Jupiter AA kbot
Health 11200 up from 10760
Max speed 0.95 up from 0.9
Arm Wolf - Amphibious Sniper doggo Kbot
Health 15000 up from 13500
Core Krab - Amphibious Energy Weapon (noexplode) Kbot
Health 17200 up from 16000
Arm Tiger - Heavy Assault Tank (with flak)
Health 20800 up from 20200
Core Rattlesnake - Rapid Laser Assault Tank
Health 21600 up from 21200
Arm Impala - Energy weapon (noexplode) Tank
Health 14000 up from 13200
Core War Machine - Energy Weapon Tank
Health 15900 up from 14900
Arm G2 - Rapid Artillery Tank
149000E down from 156000E
Health 23600 up from 21800
Core Smasher - Heavy Artillery Tank
144000E down from 150000E
Health 24800 up from 23000
Arm Scudd - Mobile Tactical Nuke Launcher
Health 4250 down from 4800
Turnrate 200 down from 210
Core Precluder - Mobile Tactical Nuke Launcher
Health 4500 down from 5400
Turnrate 215 down from 230
Arm Invincible
Gauss weapon Damage 450 down from 480
Reload 0.45s down from 0.55s
DPS 1000 up from 872.7
Range 820 (unchanged)
AOE 32 (unchanged)
Core Excelsior - Battlecruiser
Riot weapon Damage 640 up from 450
Reload 0.7s up from 0.5s
DPS 914 up from 900
Range 800 (unchanged)
AOE 108 (unchanged)
T3 Aircraft carriers - changed description to "Aircraft Repair and Antinuke with Radar and Sonar"
Arm Longreach
Metal 7220 up from 7020
Buildtime 144400 up from 140400
Energy production 1250 up from 800
Core Fulcrum
Metal 7400 up from 7200
Buildtime 148000 up from 144000
Energy production 1320 up from 900
Arm Prophet - Capital Ship
Radar range 2800 down from 3000 (to match main gun range)
Energy production 1500 up from 450
Energy storage 2500 (unchanged)
Long range cannon range 2800 (unchanged)
Faster reload between shots, longer delay between salvos
- reload 0.4s from 0.54s
damage 1080 down from 1140
delay between 8-shot salvos 3.463s up from 2.928s
8 shots per 6.263s down from 6.708s
DPS 1379.5 up from 1359.6
Energy per shot 1200 up from 1000
Energy/sec average 1532.8
Core Omen - Capital Ship
Radar range 2980 down from 3100 (to match main gun range)
Energy production 1600 up from 480
Energy storage 3000 up from 2500
Long range cannon Range 2980 (unchanged)
Faster reload between shots, longer delay between salvos
- reload 0.56s from 0.72s
damage 1440 (unchanged)
delay between 6-shot salvos 3.483s up from 2.65s
6 shots per 6.283s down from 6.4s
DPS 1375 up from 1350
Energy per shot 1600 up from 1250
Energy/sec average 1528
Arm Samurai - Dreadnaught Hovercraft
499100E, 22500M, 540000 BT up from 459100E 21200M 508800 BT
Health 42000 up from 37000
Main weapon range 820 (unchanged)
Damage 450 reload 0.32 1406 DPS up from 480/0.4 1200 DPS
Core Broadsword - Dreadnaught Hovercraft
520600E, 23100M, 554400 BT up from 480600E 21800M 523200 BT
Health 45000 up from 40000
Main weapon range 820 (up from 810)
Damage 1000 reload 0.75 1333 DPS up from 1000/0.92 1087 DPS
**T3 Defence updates**
Arm Vulcan
reload 0.3 (was 0.32)
4 second delay between 8-shot salvos (was 5.2s)
DPS 1521.3 up from 1288.9
Energy to fire: 3000/shot, average 3934/sec
Core Buzzsaw
4.7 second delay between 6-shot salvos (was 6 seconds)
DPS 1500 up from 1270.6
Energy to fire: 5000/shot, average 4167/sec
Note: with veterancy, energy/sec will increase
Arm RAAMS T3 AA missile tower
Reload 0.45 (was 0.5) - 2209 DPS vs air, was 1988
Startvelocity 740 up from 540
Added edgeeffectiveness=0.9 same as flak (was 0) - big effective damage area increase
Smokedelay 0.01 from 0.1 (more smoketrail)
removed unitsonly tag
Core Screamer T3 AA missile tower
Reload 1.4 (was 1.6) - 2164 DPS vs air, was 1894
Startvelocity 700 up from 500
Added edgeeffectiveness=0.9 same as flak (was 0) - big effective damage area increase
Smokedelay 0.01 from 0.1 (more smoketrail)
removed unitsonly tag
**Eco Updates**
Moho Metal makers: reduced costs, big reduction in build time
Reduced production, and slightly reduced energy to metal conversion efficiency (still better than T1 60E/1M)
Arm Moho Metal Maker
Energy 16360 down from 19635
Metal 50 down from 55
Buildtime 30000 down from 44000
Energy use 800 down from 900
Metal production 14 down from 16
Efficiency 57.2E/1M, was 56.25
OTA/ProTA: -800E/+16M, efficiency 50E/1M
Death Explosion ESTOR_BUILDINGEX (900 damage 220 AOE) was ESTOR_BUILDING (1900 damage 420 AOE)
Self-D explosion ESTOR_BUILDING (unchanged)
Core Moho Metal Maker
Energy 15845 down from 17680
Metal 46 down from 50
Buildtime 27600 down from 40000
Energy use 690 down from 800
Metal production 12 down from 14
Efficiency 57.5E/1M, was 57.2
OTA/ProTA: -625E/12M, efficiency 52.1E/1M
Death Explosion ESTOR_BUILDINGEX (900 damage 220 AOE) was LARGE_BUILDING (1800 damage 400 AOE)
Self-D explosion LARGE_BUILDING (unchanged)
Arm Underwater Moho Metal Maker
Energy 18200 down from 21051
Metal 85 down from 120
Buildtime 34000 down from 48000
Energy use 912 down from 1020
Metal production 16 down from 18
(efficiency 57.0E/1M, was 56.67)
Death and self-d explosion same as land version (was LARGE_BUILDING/LARGE_BUILDING)
Core Underwater Moho Metal Maker
Energy 17800 down from 18077
Metal 80 down from 108
Buildtime 32000 down from 43200
Energy Use 860 up from 850
Metal production 15 (unchanged)
(efficiency 57.33E/1M, was 56.67)
Death and self-d explosion same as land version (was LARGE_BUILDING/LARGE_BUILDING)
Arm Fusion
Energy 39865 down from 42865
Metal 5180 (unchanged)
Build time 102600 (unchanged)
Energy production 1050 (up from 1000)
Core Fusion
Energy 43725 down from 48225
Metal 5592 down from 5804
Buildtime 111840 down from 116080
Energy production 1200 (unchanged)
Arm Cloaking Fusion
Energy 67816 down from 72816
Metal 6575 down from 6845
Build Time 157800 up from 136900
Energy Production 1500 down from 1600
Cloak Cost 280 down from 320
Core Cloaking Fusion
Energy 73850 down from 79850
Metal 7074 down from 7582
Build time 169776 up from 151640
Energy Production 1700 down from 1900
Cloak Cost 300 down from 400
Arm Underwater Fusion
Energy 54787 down from 63787
Metal 6885 up from 6785
Build time 137700 up from 135700
Energy production 1400 down from 1500
Core Underwater Fusion
Energy 60849 down from 69849
Metal 7480 up from 7460
Buildtime 149600 up from 149200
Energy Production 1600 down from 1800
Arm Metal Making Super Fusion
Makes 10500 energy up from 10k
turned on trades -5k E for +90 metal down from +96
Metal conversion efficiency: 55.6E/1M (was 52.1)
Cloaks for 1000E (unchanged)
Reduced footprint to 12x7 from 14x8
Metal cost 42800 up from 40800
Buildtime 856000 up from 816000
Core Metal Making Uber Fusion
Makes 12k energy (unchanged)
turned on trades -6K E for +107 metal down from +115
Metal conversion efficiency: 56.1E/1m (was 52.2)
Cloaks for 1100E (unchanged)
Reduced footprint to 10x10 from 12x12
Metal cost 46200 up from 44200
Buildtime 924000 up from 884000

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@ -0,0 +1,23 @@
; Megamap Icon Settings
[Option] ; General Settings
FillColor=245; ; The color that will be replaced by the player color
TransparentColor=9; ; The color that will be replaced by transparency
SelectedColor=255; ; The color that will be shown only when the unit is selected
HoverColor=84; ; The color that will show when the icon is hovered on
UseCircleHover=FALSE; ; Enable or disable a drawn ring when hovered on, disabled by default
UseDefaultIcon=TRUE; ; Enable to use default icons, disable to use custom icons
[ICON] ; Custom Icons
Unknow=UNKNOWN.PCX;
Nothing=NONE.pcx;
NukeIcon=NUKEICON.pcx;
; When custom icons are enabled, set them below using the category tags from unit fbi files
; You can use your own custom icon files, they must be in the TA color palette and PCX format
; A disabled example of the syntax is provided below
; In the example, any unit with KBOT as a category will use KBOT.pcx as the icon (not provided)
;KBOT=KBOT.pcx

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@ -0,0 +1,79 @@
# TA Demo Recorder and Community Patch
## LICENSE
### TA Community Patch (original filename: tdraw.dll; source directory: src/DDRaw)
The MIT License (MIT)
Copyright (c) 2023 Axle1975, FunkyFr3sh
Copyright (c) 2019 Xpoy
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Recorder (original filename: tplayx.dll; source directory: src/Recorder)
The MIT License (MIT)
Copyright (c) 2015 Rime
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Replayer (original filename: SERVER.EXE, source directory: src/Server)
The MIT License (MIT)
Copyright (c) 2015 Chaos
Copyright (c) 2003 Fnordia
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

@ -0,0 +1,701 @@
//_____________________________/\_______________________________
//==============================================================
//
//
// [CRTS] PUBLIC DOMAIN CRT-STYLED SCALAR - 20180120b
//
// by Timothy Lottes
// https://www.shadertoy.com/view/MtSfRK
// adapted for RetroArch by hunterk
//
//
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// WHAT'S NEW
//
//--------------------------------------------------------------
// Evolution of prior shadertoy example
//--------------------------------------------------------------
// This one is semi-optimized
// - Less texture fetches
// - Didn't get to instruction level optimization
// - Could likely use texture fetch to generate phosphor mask
//--------------------------------------------------------------
// Added options to disable unused features
//--------------------------------------------------------------
// Added in exposure matching
// - Given scan-line effect and mask always darkens image
// - Uses generalized tonemapper to boost mid-level
// - Note this can compress highlights
// - And won't get back peak brightness
// - But best option if one doesn't want as much darkening
//--------------------------------------------------------------
// Includes option saturation and contrast controls
//--------------------------------------------------------------
// Added in subtractive aperture grille
// - This is a bit brighter than prior
//--------------------------------------------------------------
// Make sure input to this filter is already low-resolution
// - This is not designed to work on titles doing the following
// - Rendering to hi-res with nearest sampling
//--------------------------------------------------------------
// Added a fast and more pixely option for 2 tap/pixel
//--------------------------------------------------------------
// Improved the vignette when WARP is enabled
//--------------------------------------------------------------
// Didn't test HLSL or CPU options
// - Will incorportate patches if they are broken
// - But out of time to try them myself
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// LICENSE = UNLICENSE (aka PUBLIC DOMAIN)
//
//--------------------------------------------------------------
// This is free and unencumbered software released into the
// public domain.
//--------------------------------------------------------------
// Anyone is free to copy, modify, publish, use, compile, sell,
// or distribute this software, either in source code form or as
// a compiled binary, for any purpose, commercial or
// non-commercial, and by any means.
//--------------------------------------------------------------
// In jurisdictions that recognize copyright laws, the author or
// authors of this software dedicate any and all copyright
// interest in the software to the public domain. We make this
// dedication for the benefit of the public at large and to the
// detriment of our heirs and successors. We intend this
// dedication to be an overt act of relinquishment in perpetuity
// of all present and future rights to this software under
// copyright law.
//--------------------------------------------------------------
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT
// OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//--------------------------------------------------------------
// For more information, please refer to
// <http://unlicense.org/>
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
#pragma parameter MASK "Mask Type" 1.0 0.0 3.0 1.0
#pragma parameter MASK_INTENSITY "Mask Intensity" 0.5 0.0 1.0 0.05
#pragma parameter SCANLINE_THINNESS "Scanline Intensity" 0.5 0.0 1.0 0.1
#pragma parameter SCAN_BLUR "Sharpness" 2.5 1.0 3.0 0.1
#pragma parameter CURVATURE "Curvature" 0.02 0.0 0.25 0.01
#pragma parameter TRINITRON_CURVE "Trinitron-style Curve" 0.0 0.0 1.0 1.0
#pragma parameter CORNER "Corner Round" 3.0 0.0 11.0 1.0
#pragma parameter CRT_GAMMA "CRT Gamma" 2.4 0.0 51.0 0.1
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CRT_GAMMA;
uniform COMPAT_PRECISION float SCANLINE_THINNESS;
uniform COMPAT_PRECISION float SCAN_BLUR;
uniform COMPAT_PRECISION float MASK_INTENSITY;
uniform COMPAT_PRECISION float CURVATURE;
uniform COMPAT_PRECISION float CORNER;
uniform COMPAT_PRECISION float MASK;
uniform COMPAT_PRECISION float TRINITRON_CURVE;
#else
#define CRT_GAMMA 2.4
#define SCANLINE_THINNESS 0.5
#define SCAN_BLUR 2.5
#define MASK_INTENSITY 0.54
#define CURVATURE 0.00
#define CORNER 3.0
#define MASK 1.0
#define TRINITRON_CURVE 0.0
#endif
//_____________________________/\_______________________________
//==============================================================
//
// GAMMA FUNCTIONS
//
//--------------------------------------------------------------
//--------------------------------------------------------------
// Since shadertoy doesn't have sRGB textures
// And we need linear input into shader
// Don't do this in your code
float FromSrgb1(float c){
return (c<=0.04045)?c*(1.0/12.92):
pow(c*(1.0/1.055)+(0.055/1.055),CRT_GAMMA);}
//--------------------------------------------------------------
vec3 FromSrgb(vec3 c){return vec3(
FromSrgb1(c.r),FromSrgb1(c.g),FromSrgb1(c.b));}
// Convert from linear to sRGB
// Since shader toy output is not linear
float ToSrgb1(float c){
return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
//--------------------------------------------------------------
vec3 ToSrgb(vec3 c){return vec3(
ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
//--------------------------------------------------------------
//_____________________________/\_______________________________
//==============================================================
//
// DEFINES
//
//--------------------------------------------------------------
// CRTS_CPU - CPU code
// CRTS_GPU - GPU code
//--------------------------------------------------------------
// CRTS_GLSL - GLSL
// CRTS_HLSL - HLSL (not tested yet)
//--------------------------------------------------------------
// CRTS_DEBUG - Define to see on/off split screen
//--------------------------------------------------------------
// CRTS_WARP - Apply screen warp
//--------------------------------------------------------------
// CRTS_2_TAP - Faster very pixely 2-tap filter (off is 8)
//--------------------------------------------------------------
// CRTS_MASK_GRILLE - Aperture grille (aka Trinitron)
// CRTS_MASK_GRILLE_LITE - Brighter (subtractive channels)
// CRTS_MASK_NONE - No mask
// CRTS_MASK_SHADOW - Horizontally stretched shadow mask
//--------------------------------------------------------------
// CRTS_TONE - Normalize mid-level and process color
// CRTS_CONTRAST - Process color - enable contrast control
// CRTS_SATURATION - Process color - enable saturation control
//--------------------------------------------------------------
#define CRTS_STATIC
#define CrtsPow
#define CRTS_RESTRICT
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//==============================================================
// SETUP FOR CRTS
//--------------------------------------------------------------
//==============================================================
//#define CRTS_DEBUG 1
#define CRTS_GPU 1
#define CRTS_GLSL 1
//--------------------------------------------------------------
//#define CRTS_2_TAP 1
//--------------------------------------------------------------
#define CRTS_TONE 1
#define CRTS_CONTRAST 0
#define CRTS_SATURATION 0
//--------------------------------------------------------------
#define CRTS_WARP 1
//--------------------------------------------------------------
// Try different masks -> moved to runtime parameters
//#define CRTS_MASK_GRILLE 1
//#define CRTS_MASK_GRILLE_LITE 1
//#define CRTS_MASK_NONE 1
//#define CRTS_MASK_SHADOW 1
//--------------------------------------------------------------
// Scanline thinness
// 0.50 = fused scanlines
// 0.70 = recommended default
// 1.00 = thinner scanlines (too thin)
#define INPUT_THIN 0.5 + (0.5 * SCANLINE_THINNESS)
//--------------------------------------------------------------
// Horizonal scan blur
// -3.0 = pixely
// -2.5 = default
// -2.0 = smooth
// -1.0 = too blurry
#define INPUT_BLUR -1.0 * SCAN_BLUR
//--------------------------------------------------------------
// Shadow mask effect, ranges from,
// 0.25 = large amount of mask (not recommended, too dark)
// 0.50 = recommended default
// 1.00 = no shadow mask
#define INPUT_MASK 1.0 - MASK_INTENSITY
//--------------------------------------------------------------
#define INPUT_X InputSize.x
#define INPUT_Y InputSize.y
//--------------------------------------------------------------
// Setup the function which returns input image color
vec3 CrtsFetch(vec2 uv){
// For shadertoy, scale to get native texels in the image
uv*=vec2(INPUT_X,INPUT_Y)/TextureSize.xy;
// Move towards intersting parts
// uv+=vec2(0.5,0.5);
// Non-shadertoy case would not have the color conversion
return FromSrgb(COMPAT_TEXTURE(Texture,uv.xy,-16.0).rgb);}
#endif
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// GPU CODE
//
//==============================================================
#ifdef CRTS_GPU
//_____________________________/\_______________________________
//==============================================================
// PORTABILITY
//==============================================================
#ifdef CRTS_GLSL
#define CrtsF1 float
#define CrtsF2 vec2
#define CrtsF3 vec3
#define CrtsF4 vec4
#define CrtsFractF1 fract
#define CrtsRcpF1(x) (1.0/(x))
#define CrtsSatF1(x) clamp((x),0.0,1.0)
//--------------------------------------------------------------
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
return max(a,max(b,c));}
#endif
//==============================================================
#ifdef CRTS_HLSL
#define CrtsF1 float
#define CrtsF2 float2
#define CrtsF3 float3
#define CrtsF4 float4
#define CrtsFractF1 frac
#define CrtsRcpF1(x) (1.0/(x))
#define CrtsSatF1(x) saturate(x)
//--------------------------------------------------------------
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
return max(a,max(b,c));}
#endif
//_____________________________/\_______________________________
//==============================================================
// TONAL CONTROL CONSTANT GENERATION
//--------------------------------------------------------------
// This is in here for rapid prototyping
// Please use the CPU code and pass in as constants
//==============================================================
CrtsF4 CrtsTone(
CrtsF1 contrast,
CrtsF1 saturation,
CrtsF1 thin,
CrtsF1 mask){
//--------------------------------------------------------------
if(MASK == 0.0) mask=1.0;
//--------------------------------------------------------------
if(MASK == 1.0){
// Normal R mask is {1.0,mask,mask}
// LITE R mask is {mask,1.0,1.0}
mask=0.5+mask*0.5;
}
//--------------------------------------------------------------
CrtsF4 ret;
CrtsF1 midOut=0.18/((1.5-thin)*(0.5*mask+0.5));
CrtsF1 pMidIn=pow(0.18,contrast);
ret.x=contrast;
ret.y=((-pMidIn)+midOut)/((1.0-pMidIn)*midOut);
ret.z=((-pMidIn)*midOut+pMidIn)/(midOut*(-pMidIn)+midOut);
ret.w=contrast+saturation;
return ret;}
//_____________________________/\_______________________________
//==============================================================
// MASK
//--------------------------------------------------------------
// Letting LCD/OLED pixel elements function like CRT phosphors
// So "phosphor" resolution scales with display resolution
//--------------------------------------------------------------
// Not applying any warp to the mask (want high frequency)
// Real aperture grille has a mask which gets wider on ends
// Not attempting to be "real" but instead look the best
//--------------------------------------------------------------
// Shadow mask is stretched horizontally
// RRGGBB
// GBBRRG
// RRGGBB
// This tends to look better on LCDs than vertical
// Also 2 pixel width is required to get triad centered
//--------------------------------------------------------------
// The LITE version of the Aperture Grille is brighter
// Uses {dark,1.0,1.0} for R channel
// Non LITE version uses {1.0,dark,dark}
//--------------------------------------------------------------
// 'pos' - This is 'fragCoord.xy'
// Pixel {0,0} should be {0.5,0.5}
// Pixel {1,1} should be {1.5,1.5}
//--------------------------------------------------------------
// 'dark' - Exposure of of masked channel
// 0.0=fully off, 1.0=no effect
//==============================================================
CrtsF3 CrtsMask(CrtsF2 pos,CrtsF1 dark){
if(MASK == 2.0){
CrtsF3 m=CrtsF3(dark,dark,dark);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
if(x<(1.0/3.0))m.r=1.0;
else if(x<(2.0/3.0))m.g=1.0;
else m.b=1.0;
return m;
}
//--------------------------------------------------------------
if(MASK == 1.0){
CrtsF3 m=CrtsF3(1.0,1.0,1.0);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
if(x<(1.0/3.0))m.r=dark;
else if(x<(2.0/3.0))m.g=dark;
else m.b=dark;
return m;
}
//--------------------------------------------------------------
if(MASK == 0.0){
return CrtsF3(1.0,1.0,1.0);
}
//--------------------------------------------------------------
if(MASK == 3.0){
pos.x+=pos.y*2.9999;
CrtsF3 m=CrtsF3(dark,dark,dark);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/6.0));
if(x<(1.0/3.0))m.r=1.0;
else if(x<(2.0/3.0))m.g=1.0;
else m.b=1.0;
return m;
}
}
//_____________________________/\_______________________________
//==============================================================
// FILTER ENTRY
//--------------------------------------------------------------
// Input must be linear
// Output color is linear
//--------------------------------------------------------------
// Must have fetch function setup: CrtsF3 CrtsFetch(CrtsF2 uv)
// - The 'uv' range is {0.0 to 1.0} for input texture
// - Output of this must be linear color
//--------------------------------------------------------------
// SCANLINE MATH & AUTO-EXPOSURE NOTES
// ===================================
// Each output line has contribution from at most 2 scanlines
// Scanlines are shaped by a windowed cosine function
// This shape blends together well with only 2 lines of overlap
//--------------------------------------------------------------
// Base scanline intensity is as follows
// which leaves output intensity range from {0 to 1.0}
// --------
// thin := range {thick 0.5 to thin 1.0}
// off := range {0.0 to <1.0},
// sub-pixel offset between two scanlines
// --------
// a0=cos(min(0.5, off *thin)*2pi)*0.5+0.5;
// a1=cos(min(0.5,(1.0-off)*thin)*2pi)*0.5+0.5;
//--------------------------------------------------------------
// This leads to a image darkening factor of roughly:
// {(1.5-thin)/1.0}
// This is further reduced by the mask:
// {1.0/2.0+mask*1.0/2.0}
// Reciprocal of combined effect is used for auto-exposure
// to scale up the mid-level in the tonemapper
//==============================================================
CrtsF3 CrtsFilter(
//--------------------------------------------------------------
// SV_POSITION, fragCoord.xy
CrtsF2 ipos,
//--------------------------------------------------------------
// inputSize / outputSize (in pixels)
CrtsF2 inputSizeDivOutputSize,
//--------------------------------------------------------------
// 0.5 * inputSize (in pixels)
CrtsF2 halfInputSize,
//--------------------------------------------------------------
// 1.0 / inputSize (in pixels)
CrtsF2 rcpInputSize,
//--------------------------------------------------------------
// 1.0 / outputSize (in pixels)
CrtsF2 rcpOutputSize,
//--------------------------------------------------------------
// 2.0 / outputSize (in pixels)
CrtsF2 twoDivOutputSize,
//--------------------------------------------------------------
// inputSize.y
CrtsF1 inputHeight,
//--------------------------------------------------------------
// Warp scanlines but not phosphor mask
// 0.0 = no warp
// 1.0/64.0 = light warping
// 1.0/32.0 = more warping
// Want x and y warping to be different (based on aspect)
CrtsF2 warp,
//--------------------------------------------------------------
// Scanline thinness
// 0.50 = fused scanlines
// 0.70 = recommended default
// 1.00 = thinner scanlines (too thin)
// Shared with CrtsTone() function
CrtsF1 thin,
//--------------------------------------------------------------
// Horizonal scan blur
// -3.0 = pixely
// -2.5 = default
// -2.0 = smooth
// -1.0 = too blurry
CrtsF1 blur,
//--------------------------------------------------------------
// Shadow mask effect, ranges from,
// 0.25 = large amount of mask (not recommended, too dark)
// 0.50 = recommended default
// 1.00 = no shadow mask
// Shared with CrtsTone() function
CrtsF1 mask,
//--------------------------------------------------------------
// Tonal curve parameters generated by CrtsTone()
CrtsF4 tone
//--------------------------------------------------------------
){
//--------------------------------------------------------------
#ifdef CRTS_DEBUG
CrtsF2 uv=ipos*rcpOutputSize;
// Show second half processed, and first half un-processed
if(uv.x<0.5){
// Force nearest to get squares
uv*=1.0/rcpInputSize;
uv=floor(uv)+CrtsF2(0.5,0.5);
uv*=rcpInputSize;
CrtsF3 color=CrtsFetch(uv);
return color;}
#endif
//--------------------------------------------------------------
// Optional apply warp
CrtsF2 pos;
#ifdef CRTS_WARP
// Convert to {-1 to 1} range
pos=ipos*twoDivOutputSize-CrtsF2(1.0,1.0);
// Distort pushes image outside {-1 to 1} range
pos*=CrtsF2(
1.0+(pos.y*pos.y)*warp.x,
1.0+(pos.x*pos.x)*warp.y);
// TODO: Vignette needs optimization
CrtsF1 vin=(1.0-(
(1.0-CrtsSatF1(pos.x*pos.x))*(1.0-CrtsSatF1(pos.y*pos.y)))) * (0.998 + (0.001 * CORNER));
vin=CrtsSatF1((-vin)*inputHeight+inputHeight);
// Leave in {0 to inputSize}
pos=pos*halfInputSize+halfInputSize;
#else
pos=ipos*inputSizeDivOutputSize;
#endif
//--------------------------------------------------------------
// Snap to center of first scanline
CrtsF1 y0=floor(pos.y-0.5)+0.5;
#ifdef CRTS_2_TAP
// Using Inigo's "Improved Texture Interpolation"
// http://iquilezles.org/www/articles/texture/texture.htm
pos.x+=0.5;
CrtsF1 xi=floor(pos.x);
CrtsF1 xf=pos.x-xi;
xf=xf*xf*xf*(xf*(xf*6.0-15.0)+10.0);
CrtsF1 x0=xi+xf-0.5;
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
// Coordinate adjusted bilinear fetch from 2 nearest scanlines
CrtsF3 colA=CrtsFetch(p);
p.y+=rcpInputSize.y;
CrtsF3 colB=CrtsFetch(p);
#else
// Snap to center of one of four pixels
CrtsF1 x0=floor(pos.x-1.5)+0.5;
// Inital UV position
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
// Fetch 4 nearest texels from 2 nearest scanlines
CrtsF3 colA0=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA1=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA2=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA3=CrtsFetch(p);
p.y+=rcpInputSize.y;
CrtsF3 colB3=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB2=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB1=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB0=CrtsFetch(p);
#endif
//--------------------------------------------------------------
// Vertical filter
// Scanline intensity is using sine wave
// Easy filter window and integral used later in exposure
CrtsF1 off=pos.y-y0;
CrtsF1 pi2=6.28318530717958;
CrtsF1 hlf=0.5;
CrtsF1 scanA=cos(min(0.5, off *thin )*pi2)*hlf+hlf;
CrtsF1 scanB=cos(min(0.5,(-off)*thin+thin)*pi2)*hlf+hlf;
//--------------------------------------------------------------
#ifdef CRTS_2_TAP
#ifdef CRTS_WARP
// Get rid of wrong pixels on edge
scanA*=vin;
scanB*=vin;
#endif
// Apply vertical filter
CrtsF3 color=(colA*scanA)+(colB*scanB);
#else
// Horizontal kernel is simple gaussian filter
CrtsF1 off0=pos.x-x0;
CrtsF1 off1=off0-1.0;
CrtsF1 off2=off0-2.0;
CrtsF1 off3=off0-3.0;
CrtsF1 pix0=exp2(blur*off0*off0);
CrtsF1 pix1=exp2(blur*off1*off1);
CrtsF1 pix2=exp2(blur*off2*off2);
CrtsF1 pix3=exp2(blur*off3*off3);
CrtsF1 pixT=CrtsRcpF1(pix0+pix1+pix2+pix3);
#ifdef CRTS_WARP
// Get rid of wrong pixels on edge
pixT*=vin;
#endif
scanA*=pixT;
scanB*=pixT;
// Apply horizontal and vertical filters
CrtsF3 color=
(colA0*pix0+colA1*pix1+colA2*pix2+colA3*pix3)*scanA +
(colB0*pix0+colB1*pix1+colB2*pix2+colB3*pix3)*scanB;
#endif
//--------------------------------------------------------------
// Apply phosphor mask
color*=CrtsMask(ipos,mask);
//--------------------------------------------------------------
// Optional color processing
#ifdef CRTS_TONE
// Tonal control, start by protecting from /0
CrtsF1 peak=max(1.0/(256.0*65536.0),
CrtsMax3F1(color.r,color.g,color.b));
// Compute the ratios of {R,G,B}
CrtsF3 ratio=color*CrtsRcpF1(peak);
// Apply tonal curve to peak value
#ifdef CRTS_CONTRAST
peak=pow(peak,tone.x);
#endif
peak=peak*CrtsRcpF1(peak*tone.y+tone.z);
// Apply saturation
#ifdef CRTS_SATURATION
ratio=pow(ratio,CrtsF3(tone.w,tone.w,tone.w));
#endif
// Reconstruct color
return ratio*peak;
#else
return color;
#endif
//--------------------------------------------------------------
}
void main()
{
vec2 warp_factor;
warp_factor.x = CURVATURE;
warp_factor.y = (3.0 / 4.0) * warp_factor.x; // assume 4:3 aspect
warp_factor.x *= (1.0 - TRINITRON_CURVE);
FragColor.rgb = CrtsFilter(vTexCoord.xy * OutputSize.xy*(TextureSize.xy / InputSize.xy),
InputSize.xy / OutputSize.xy,
InputSize.xy * vec2(0.5,0.5),
1.0/InputSize.xy,
1.0/OutputSize.xy,
2.0/OutputSize.xy,
InputSize.y,
warp_factor,
INPUT_THIN,
INPUT_BLUR,
INPUT_MASK,
CrtsTone(1.0,0.0,INPUT_THIN,INPUT_MASK));
// Shadertoy outputs non-linear color
FragColor.rgb=ToSrgb(FragColor.rgb);
}
#endif

@ -0,0 +1,137 @@
/*
The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
Modified to use 5 texture fetches
*/
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out mediump vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 samplePos = vTexCoord * SourceSize.xy;
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the Catmull-Rom spline function to get our filter weights.
vec2 f = samplePos - texPos1;
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// which lets us avoid having to evaluate a piece-wise function.
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
vec2 w3 = f * f * (-0.5 + 0.5 * f);
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
vec2 w12 = w1 + w2;
vec2 offset12 = w2 / (w1 + w2);
// Compute the final UV coordinates we'll use for sampling the texture
vec2 texPos0 = texPos1 - 1.;
vec2 texPos3 = texPos1 + 2.;
vec2 texPos12 = texPos1 + offset12;
texPos0 *= SourceSize.zw;
texPos3 *= SourceSize.zw;
texPos12 *= SourceSize.zw;
float wtm = w12.x * w0.y;
float wml = w0.x * w12.y;
float wmm = w12.x * w12.y;
float wmr = w3.x * w12.y;
float wbm = w12.x * w3.y;
vec3 result = vec3(0.0f);
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;
result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;
result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;
FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0);
}
#endif

@ -0,0 +1,73 @@
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
void main()
{
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
}
#endif

@ -0,0 +1,73 @@
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
void main()
{
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
}
#endif

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This is a package of pixel shaders intended for old school emulators.
Copyrights are held by the respective authors.
https://github.com/libretro/glsl-shaders
Note: Filename must end with "bilinear.glsl" to enable bilinear hardware filtering (GL_LINEAR)
Extract shader-package.zip to unlock 100+ additional shaders

@ -0,0 +1,106 @@
// Parameter lines go here:
#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
#define pi 3.141592654
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 omega;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
omega = vec2(pi * OutputSize.x, 2.0 * pi * TextureSize.y);
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 omega;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float SCANLINE_BASE_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_SINE_COMP_A;
uniform COMPAT_PRECISION float SCANLINE_SINE_COMP_B;
#else
#define SCANLINE_BASE_BRIGHTNESS 0.95
#define SCANLINE_SINE_COMP_A 0.0
#define SCANLINE_SINE_COMP_B 0.15
#endif
void main()
{
vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
vec3 res = COMPAT_TEXTURE(Source, vTexCoord).xyz;
vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
}
#endif

BIN
Shaders/shader-package.zip (Stored with Git LFS)

Binary file not shown.

@ -0,0 +1,148 @@
/*
Fast Sharpen Shader
Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05
#pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01
#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
COMPAT_VARYING vec2 g10;
COMPAT_VARYING vec2 g01;
COMPAT_VARYING vec2 g12;
COMPAT_VARYING vec2 g21;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy * 1.00001;
g10 = vec2( 0.3333,-1.0)*SourceSize.zw;
g01 = vec2(-1.0,-0.3333)*SourceSize.zw;
g12 = vec2(-0.3333, 1.0)*SourceSize.zw;
g21 = vec2( 1.0, 0.3333)*SourceSize.zw;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 g10;
COMPAT_VARYING vec2 g01;
COMPAT_VARYING vec2 g12;
COMPAT_VARYING vec2 g21;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float SHARPEN;
uniform COMPAT_PRECISION float CONTR;
uniform COMPAT_PRECISION float DETAILS;
#else
#define SHARPEN 1.2
#define CONTR 0.08
#define DETAILS 1.0
#endif
void main()
{
vec3 c10 = COMPAT_TEXTURE(Source, vTexCoord + g10).rgb;
vec3 c01 = COMPAT_TEXTURE(Source, vTexCoord + g01).rgb;
vec3 c21 = COMPAT_TEXTURE(Source, vTexCoord + g21).rgb;
vec3 c12 = COMPAT_TEXTURE(Source, vTexCoord + g12).rgb;
vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).rgb;
vec3 b11 = (c10+c01+c12+c21)*0.25;
float contrast = max(max(c11.r,c11.g),c11.b);
contrast = mix(2.0*CONTR, CONTR, contrast);
vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast));
vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast));
vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif);
c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
FragColor = vec4(c11,1.0);
}
#endif

@ -0,0 +1,205 @@
/*
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define JINC2_WINDOW_SINC 0.5
#define JINC2_SINC 1.0
#define JINC2_AR_STRENGTH 0.8
#define texCoord TEX0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 texCoord;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
texCoord = TexCoord;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D s_p;
IN vec2 texCoord;
const float halfpi = 1.5707963267948966192313216916398;
const float pi = 3.1415926535897932384626433832795;
const float wa = JINC2_WINDOW_SINC*pi;
const float wb = JINC2_SINC*pi;
// Calculates the distance between two points
float d(vec2 pt1, vec2 pt2)
{
vec2 v = pt2 - pt1;
return sqrt(dot(v,v));
}
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return min(a, min(b, min(c, d)));
}
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return max(a, max(b, max(c, d)));
}
vec4 resampler(vec4 x)
{
vec4 res;
res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
return res;
}
void main()
{
vec3 color;
vec4 weights[4];
vec2 dx = vec2(1.0, 0.0);
vec2 dy = vec2(0.0, 1.0);
vec2 pc = texCoord*TextureSize;
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
dx = dx/TextureSize;
dy = dy/TextureSize;
tc = tc/TextureSize;
vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
vec3 c10 = tex2D(s_p, tc -dy).xyz;
vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
vec3 c01 = tex2D(s_p, tc -dx ).xyz;
vec3 c11 = tex2D(s_p, tc ).xyz;
vec3 c21 = tex2D(s_p, tc +dx ).xyz;
vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
vec3 c12 = tex2D(s_p, tc +dy).xyz;
vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
color = tex2D(s_p, texCoord).xyz;
// Get min/max samples
vec3 min_sample = min4(c11, c21, c12, c22);
vec3 max_sample = max4(c11, c21, c12, c22);
/*
color = mat4x3(c00, c10, c20, c30) * weights[0];
color+= mat4x3(c01, c11, c21, c31) * weights[1];
color+= mat4x3(c02, c12, c22, c32) * weights[2];
color+= mat4x3(c03, c13, c23, c33) * weights[3];
mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
*/
color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
// Anti-ringing
vec3 aux = color;
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, JINC2_AR_STRENGTH);
// final sum and weight normalization
FragColor.xyz = color;
}
#endif

@ -0,0 +1,300 @@
#version 130
/*
Hyllian's xBR-lv2-noblend Shader
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/
#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 0.6 0.0 2.0 0.1
#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1
#define mul(a,b) (b*a)
// Uncomment just one of the three params below to choose the corner detection
#define CORNER_A
//#define CORNER_B
//#define CORNER_C
//#define CORNER_D
#define lv2_cf XBR_LV2_COEFFICIENT
#define texCoord TEX0
#define t1 TEX1
#define t2 TEX2
#define t3 TEX3
#define t4 TEX4
#define t5 TEX5
#define t6 TEX6
#define t7 TEX7
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define PRECISION mediump
#else
#define PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 texCoord;
OUT vec4 t1;
OUT vec4 t2;
OUT vec4 t3;
OUT vec4 t4;
OUT vec4 t5;
OUT vec4 t6;
OUT vec4 t7;
uniform mat4 MVPMatrix;
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
float dx = (1.0/TextureSize.x);
float dy = (1.0/TextureSize.y);
texCoord = TexCoord;
texCoord.x *= 1.00000001;
t1 = TexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
t2 = TexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
t3 = TexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
t4 = TexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
t5 = TexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
t6 = TexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
t7 = TexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define PRECISION mediump
#else
#define PRECISION
#endif
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
uniform sampler2D decal;
IN vec2 texCoord;
IN vec4 t1;
IN vec4 t2;
IN vec4 t3;
IN vec4 t4;
IN vec4 t5;
IN vec4 t6;
IN vec4 t7;
#ifdef PARAMETER_UNIFORM
uniform PRECISION float XBR_EQ_THRESHOLD;
uniform PRECISION float XBR_LV2_COEFFICIENT;
#else
#define XBR_EQ_THRESHOLD 0.6
#define XBR_LV2_COEFFICIENT 2.0
#endif
// END PARAMETERS //
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
// Difference between vector components.
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A-B));
}
// Compare two vectors and return their components are different.
vec4 diff(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
// Determine if two vector components are equal based on a threshold.
vec4 eq(vec4 A, vec4 B)
{
return (step(df(A, B), vec4(XBR_EQ_THRESHOLD)));
}
// Determine if two vector components are NOT equal based on a threshold.
vec4 neq(vec4 A, vec4 B)
{
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
}
// Weighted distance.
vec4 wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h, vec4 i, vec4 j, vec4 k, vec4 l)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + df(i,j) + df(k,l) + 2.0*df(g,h));
}
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
void main()
{
vec4 edri, edr, edr_l, edr_u; // px = pixel, edr = edge detection rule
vec4 irlv1, irlv2l, irlv2u, block_3d;
bvec4 nc, px;
vec4 fx, fx_l, fx_u; // inequations of straight lines.
vec2 fp = fract(texCoord*TextureSize);
vec3 A1 = tex2D(decal, t1.xw ).xyz;
vec3 B1 = tex2D(decal, t1.yw ).xyz;
vec3 C1 = tex2D(decal, t1.zw ).xyz;
vec3 A = tex2D(decal, t2.xw ).xyz;
vec3 B = tex2D(decal, t2.yw ).xyz;
vec3 C = tex2D(decal, t2.zw ).xyz;
vec3 D = tex2D(decal, t3.xw ).xyz;
vec3 E = tex2D(decal, t3.yw ).xyz;
vec3 F = tex2D(decal, t3.zw ).xyz;
vec3 G = tex2D(decal, t4.xw ).xyz;
vec3 H = tex2D(decal, t4.yw ).xyz;
vec3 I = tex2D(decal, t4.zw ).xyz;
vec3 G5 = tex2D(decal, t5.xw ).xyz;
vec3 H5 = tex2D(decal, t5.yw ).xyz;
vec3 I5 = tex2D(decal, t5.zw ).xyz;
vec3 A0 = tex2D(decal, t6.xy ).xyz;
vec3 D0 = tex2D(decal, t6.xz ).xyz;
vec3 G0 = tex2D(decal, t6.xw ).xyz;
vec3 C4 = tex2D(decal, t7.xy ).xyz;
vec3 F4 = tex2D(decal, t7.xz ).xyz;
vec3 I4 = tex2D(decal, t7.xw ).xyz;
vec4 b = mul( mat4x3(B, D, H, F), Y );
vec4 c = mul( mat4x3(C, A, G, I), Y );
vec4 e = mul( mat4x3(E, E, E, E), Y );
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), Y );
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), Y );
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), Y );
vec4 f4 = h5.yzwx;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
// These inequations define the line below which interpolation occurs.
fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
fx_l = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
fx_u = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
#ifdef CORNER_A
irlv1 = diff(e,f) * diff(e,h);
#endif
#ifdef CORNER_B
irlv1 = (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c));
#endif
#ifdef CORNER_D
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
irlv1 = (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (diff(f,f4) * diff(f,i) + diff(h,h5) * diff(h,i) + diff(h,g) + diff(f,c) + eq(b,c1) * eq(d,g0));
#endif
#ifdef CORNER_C
irlv1 = (neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c));
#endif
irlv2l = diff(e,g) * diff(d,g);
irlv2u = diff(e,c) * diff(b,c);
vec4 wd1 = wd( e, c, g, i, h5, f4, h, f);
vec4 wd2 = wd( h, d, i5, f, i4, b, e, i);
edri = step(wd1, wd2) * irlv1;
edr = step(wd1 + vec4(0.1, 0.1, 0.1, 0.1), wd2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1);
edr_l = step( lv2_cf*df(f,g), df(h,c) ) * irlv2l * edr;
edr_u = step( lv2_cf*df(h,c), df(f,g) ) * irlv2u * edr;
nc = bvec4( edr * ( fx + edr_l * (fx_l)) + edr_u * fx_u);
px = lessThanEqual(df(e, f), df(e, h));
vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : E;
vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : E;
vec2 df12 = abs( mul( mat2x3(res1, res2), Y ) - e.xy);
vec3 res = mix(res1, res2, step(df12.x, df12.y));
FragColor.xyz = res;
}
#endif

@ -0,0 +1,375 @@
/*
Hyllian's xBR-vertex code and texel mapping
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
// This shader also uses code and/or concepts from xBRZ as it appears
// in the Desmume source code. The license for which is as follows:
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float WHATEVER;
#else
#define WHATEVER 0.0
#endif
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy * 1.0001;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#define BLEND_NONE 0
#define BLEND_NORMAL 1
#define BLEND_DOMINANT 2
#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6
float DistYCbCr(vec3 pixA, vec3 pixB)
{
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
vec3 diff = pixA - pixB;
float Y = dot(diff.rgb, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
}
bool IsPixEqual(const vec3 pixA, const vec3 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}
float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
{
vec2 P0 = center - origin;
vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
vec2 distv = P0 - proj;
vec2 orth = vec2(-direction.y, direction.x);
float side = sign(dot(P0, orth));
float v = side * length(distv * scale);
// return step(0, v);
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
}
#define eq(a,b) (a == b)
#define neq(a,b) (a != b)
#define P(x,y) COMPAT_TEXTURE(Source, coord + SourceSize.zw * vec2(x, y)).rgb
void main()
{
//---------------------------------------
// Input Pixel Mapping: -|x|x|x|-
// x|A|B|C|x
// x|D|E|F|x
// x|G|H|I|x
// -|x|x|x|-
vec2 scale = OutputSize.xy * SourceSize.zw;
vec2 pos = fract(vTexCoord * SourceSize.xy) - vec2(0.5, 0.5);
vec2 coord = vTexCoord - pos * SourceSize.zw;
vec3 A = P(-1.,-1.);
vec3 B = P( 0.,-1.);
vec3 C = P( 1.,-1.);
vec3 D = P(-1., 0.);
vec3 E = P( 0., 0.);
vec3 F = P( 1., 0.);
vec3 G = P(-1., 1.);
vec3 H = P( 0., 1.);
vec3 I = P( 1., 1.);
// blendResult Mapping: x|y|
// w|z|
ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
// Preprocess corners
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
{
float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2.,0.)) + (4.0 * DistYCbCr(H, F));
float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2.,1.)) + (4.0 * DistYCbCr(E, I));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
{
float dist_G_E = DistYCbCr(P(-2.,1.) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1.,2.), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
float dist_D_H = DistYCbCr(P(-2.,0.) , G) + DistYCbCr(G, P(0.,2.)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
{
float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1.,-2.)) + DistYCbCr(H, F) + DistYCbCr(F, P(2.,-1.)) + (4.0 * DistYCbCr(E, C));
float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0.,-2.), C) + DistYCbCr(C, P(2.,0.)) + (4.0 * DistYCbCr(B, F));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
{
float dist_D_B = DistYCbCr(P(-2.,0.), A) + DistYCbCr(A, P(0.,-2.)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
float dist_A_E = DistYCbCr(P(-2.,-1.), D) + DistYCbCr(D, H) + DistYCbCr(P(-1.,-2.), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
vec3 res = E;
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if(blendResult.z != BLEND_NONE)
{
float dist_F_G = DistYCbCr(F, G);
float dist_H_C = DistYCbCr(H, C);
bool doLineBlend = (blendResult.z == BLEND_DOMINANT ||
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I))));
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
vec2 direction = vec2(1.0, -1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C);
origin = haveShallowLine? vec2(0.0, 0.25) : vec2(0.0, 0.5);
direction.x += haveShallowLine? 1.0: 0.0;
direction.y -= haveSteepLine? 1.0: 0.0;
}
vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if(blendResult.w != BLEND_NONE)
{
float dist_H_A = DistYCbCr(H, A);
float dist_D_I = DistYCbCr(D, I);
bool doLineBlend = (blendResult.w == BLEND_DOMINANT ||
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G))));
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(1.0, 1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I);
origin = haveShallowLine? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
direction.y += haveShallowLine? 1.0: 0.0;
direction.x += haveSteepLine? 1.0: 0.0;
}
origin = origin;
direction = direction;
vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if(blendResult.y != BLEND_NONE)
{
float dist_B_I = DistYCbCr(B, I);
float dist_F_A = DistYCbCr(F, A);
bool doLineBlend = (blendResult.y == BLEND_DOMINANT ||
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C))));
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(-1.0, -1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A);
origin = haveShallowLine? vec2(0.25, 0.0) : vec2(0.5, 0.0);
direction.y -= haveShallowLine? 1.0: 0.0;
direction.x -= haveSteepLine? 1.0: 0.0;
}
vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if(blendResult.x != BLEND_NONE)
{
float dist_D_C = DistYCbCr(D, C);
float dist_B_G = DistYCbCr(B, G);
bool doLineBlend = (blendResult.x == BLEND_DOMINANT ||
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A))));
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
vec2 direction = vec2(-1.0, 1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G);
origin = haveShallowLine? vec2(0.0, -0.25) : vec2(0.0, -0.5);
direction.x -= haveShallowLine? 1.0: 0.0;
direction.y += haveSteepLine? 1.0: 0.0;
}
vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
FragColor = vec4(res, 1.0);
}
#endif

@ -0,0 +1,67 @@
;
; Default list of maps that the Random Map Selector (tm) will chose from, with weightings.
; Thanks to Xeno for making the list of mapnames!
;
; Structure of this file (quite simple)
;
; +Group_name
; <weight> <mapname>
; <weight> <mapname>
; ...
; +Group_name
; ...
;
; NOTE: If you want to disable a group, just remove the + since all lines that doesn't start with either an
; integer or a + will be considered as groups to ignore. (and no +10 won't count as an integer). If you want
; to disable a specific map, just delete the line or perhaps set the weight to 0.
;
; About the weightings: They are an INTEGER, and the chance for getting a certain map is proportional to
; <map_weighting> / <sum_of_all>.
+ORIGINAL TA MAPS
100 Brilliant Cut Lake
100 Cluster Freak
100 Comet Catcher
100 Gasplant Plain
100 [V] Aelston
100 [V] Anarky
100 [V] Apache Canyon
100 [V] Aramon Shores
100 [V] Astral Arena
100 [V] Back to War
100 [V] Brain Coral
100 [V] Bullet Holes
100 [V] Burnt Hills
100 [V] Capacitor
100 [V] Cappa
100 [V] Celestial
100 [V] Death Valley
100 [V] Duel - Acid
100 [V] Duel - Aramon
100 [V] Duel - Crystal
100 [V] Duel - Green
100 [V] Flasheller
100 [V] Gods of War 2
100 [V] Gods of Adaman
100 [V] Great Divide x2
100 [V] Green Ace Extended
100 [V] Irish Desert
100 [V] Island Stretch
100 [V] King of the Hill
100 [V] Matty's Clutch
100 [V] Matty's Pass
100 [V] Mesopotania
100 [V] Molten Floods
100 [V] Nuggenland
100 [V] Plains of Salt 2
100 [V] Sail Here
100 [V] Slate Meltdown
100 [V] Slated Hatred
100 [V] This Type of Thinking
100 [V] Utopia
100 [V] Volcano
100 [V] Water Corridor

BIN
TADemo/SERVER.EXE (Stored with Git LFS)

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@ -0,0 +1,99 @@
;
; TA Demo Recoder 0.90ß.
;
; This file describes different groups of units.
; You can therefore add 3rd party units etc to this list if you feel like.
;
; The hex-number <unitid> is the same number that is saved in a unit restrictions file. Don't know
; how that is related to the unit, or if it can be found in the unit's file somewhere. So if
; you know, feel free to enlighten me.
;
; If you add stuff to the file, you could always send it to me so that future releases of TA Demo can
; recognize what 3rd-party units was used. (If there should happen to be a nice easy way to get the unit
; names from those id numbers, this file might become obsolete)
;
; Edited by Fnordia 990220
; 991027
; 000219
; 010318
;
;
; Syntax: (very simple)
;
; = <group name / unit name>
; <unitid>
; <unitid>
; <...>
;
; = <group name>
;
; etc..
;
; update: only units in one of the +-groups will show. with the group furthest down takes presedence.
; however, the units before the first +-group will be tested for all groups
; I just added one unit to CC cuz I'm lazy. Btw, it's inclusive, so if any unit in the groups list were
; enabled in the game, this group's name will be listed under used units.
=BAI
6da73737
=Queller
; albatross
62cc5579
=Counterstrike
; fluxor
9a34465c
+regular ta
=Core Contingency
; it's the nixter btw. :)
848ebee6
=ARM Flea
371d264a
=ARM Scarab
6b81b8be
=CORE Hedgehog
763476f4
=CORE Immolator
3fcf5935
=ARM Fast Attack-Repair Kbot
d6d867f3
=CORE Necro
f4c81832
+uberhack 1.0
=UberHack 1.0 TAEC
; The anemone
b9f36d39
+uberhack 1.1
=Uberhack 1.1
; the gimp
16b40f07
=TAEC units
; the thumper hehe
a89cec32
+uberhack 3.0
=Uberhack 3.0
;centurion
3b978743
+xta 0.8
=XTA 0.8
f804eafe
+xta betas
=XTA pre1.0
; fortwall
6d197dcf

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TADemoM.ufo (Stored with Git LFS)

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BIN
TotalA.exe (Stored with Git LFS)

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BIN
bass.dll (Stored with Git LFS)

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BIN
basscd.dll (Stored with Git LFS)

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BIN
bassflac.dll (Stored with Git LFS)

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BIN
bassmix.dll (Stored with Git LFS)

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BIN
basswasapi.dll (Stored with Git LFS)

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BIN
cnc-ddraw config.exe (Stored with Git LFS)

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ddraw.dll (Stored with Git LFS)

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@ -0,0 +1,899 @@
; cnc-ddraw - https://github.com/FunkyFr3sh/cnc-ddraw
[ddraw]
; ### Optional settings ###
; Use the following settings to adjust the look and feel to your liking
; Stretch to custom resolution, 0 = defaults to the size game requests
width=0
height=0
; Override the width/height settings shown above and always stretch to fullscreen
; Note: Can be combined with 'windowed=true' to get windowed-fullscreen aka borderless mode
fullscreen=true
; Run in windowed mode rather than going fullscreen
windowed=true
; Maintain aspect ratio
maintas=false
; Windowboxing / Integer Scaling
boxing=false
; Real rendering rate, -1 = screen rate, 0 = unlimited, n = cap
; Note: Does not have an impact on the game speed, to limit your game speed use 'maxgameticks='
maxfps=-1
; Vertical synchronization, enable if you get tearing - (Requires 'renderer=auto/opengl*/direct3d9*')
; Note: vsync=true can fix tearing but it will cause input lag
vsync=false
; Automatic mouse sensitivity scaling
; Note: Only works if stretching is enabled. Sensitivity will be adjusted according to the size of the window
adjmouse=false
; Preliminary libretro shader support - (Requires 'renderer=opengl*') https://github.com/libretro/glsl-shaders
; 2x scaling example: https://imgur.com/a/kxsM1oY - 4x scaling example: https://imgur.com/a/wjrhpFV
; You can specify a full path to a .glsl shader file here or use one of the values listed below
; Possible values: Nearest neighbor, Bilinear, Bicubic, Lanczos, xBR-lv2
shader=Shaders\cubic\catmull-rom-bilinear.glsl
; Window position, -32000 = center to screen
posX=-32000
posY=-32000
; Renderer, possible values: auto, opengl, openglcore, gdi, direct3d9, direct3d9on12 (auto = try direct3d9/opengl, fallback = gdi)
renderer=opengl
; Developer mode (don't lock the cursor)
devmode=false
; Show window borders in windowed mode
border=true
; Save window position/size/state on game exit and restore it automatically on next game start
; Possible values: 0 = disabled, 1 = save to global 'ddraw' section, 2 = save to game specific section
savesettings=1
; Should the window be resizable by the user in windowed mode?
resizable=true
; Upscaling filter for the direct3d9* renderers
; Possible values: 0 = nearest-neighbor, 1 = bilinear, 2 = bicubic, 3 = lanczos (bicubic/lanczos only support 16/32bit color depth games)
d3d9_filter=2
; Enable upscale hack for high resolution patches (Supports C&C1, Red Alert 1 and KKND Xtreme)
vhack=false
; Where should screenshots be saved
screenshotdir=.\Screenshots\
; Switch between windowed/borderless modes with alt+enter rather than windowed/fullscreen modes
toggle_borderless=true
; Switch between windowed/fullscreen upscaled modes with alt+enter rather than windowed/fullscreen modes
toggle_upscaled=false
; ### Compatibility settings ###
; Use the following settings in case there are any issues with the game
; Hide WM_ACTIVATEAPP and WM_NCACTIVATE messages to prevent problems on alt+tab
noactivateapp=false
; Max game ticks per second, possible values: -1 = disabled, -2 = refresh rate, 0 = emulate 60hz vblank, 1-1000 = custom game speed
; Note: Can be used to slow down a too fast running game, fix flickering or too fast animations
; Note: Usually one of the following values will work: 60 / 30 / 25 / 20 / 15 (lower value = slower game speed)
maxgameticks=0
; Force minimum FPS, possible values: 0 = disabled, -1 = use 'maxfps=' value, -2 = same as -1 but force full redraw, 1-1000 = custom FPS
; Note: Set this to a low value such as 5 or 10 if some parts of the game are not being displayed (e.g. menus or loading screens)
minfps=0
; Disable fullscreen-exclusive mode for the direct3d9*/opengl* renderers
; Note: Can be used in case some GUI elements like buttons/textboxes/videos/etc.. are invisible
nonexclusive=false
; Force CPU0 affinity, avoids crashes/freezing, *might* have a performance impact
; Note: Disable this if the game is not running smooth or there are sound issues
singlecpu=false
; Available resolutions, possible values: 0 = Small list, 1 = Very small list, 2 = Full list
; Note: Set this to 2 if your chosen resolution is not working or does not show up in the list
; Note: Set this to 1 if the game is crashing on startup
resolutions=0
; Child window handling, possible values: 0 = Disabled, 1 = Display top left, 2 = Display top left + repaint, 3 = Hide
; Note: Disables upscaling if a child window was detected (to ensure the game is fully playable, may look weird though)
fixchilds=2
; Enable one of the following settings if your cursor doesn't work properly when upscaling is enabled
hook_peekmessage=false
hook_getmessage=false
; Undocumented settings - You may or may not change these (You should rather focus on the settings above)
releasealt=false
game_handles_close=true
fixnotresponding=false
hook=4
guard_lines=200
max_resolutions=32
limit_bltfast=false
lock_surfaces=true
allow_wmactivate=false
flipclear=false
fixmousehook=false
rgb555=false
no_dinput_hook=false
refresh_rate=0
anti_aliased_fonts_min_size=13
custom_width=0
custom_height=0
min_font_size=0
direct3d_passthrough=false
; ### Hotkeys ###
; Use the following settings to configure your hotkeys, 0x00 = disabled
; Virtual-Key Codes: https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
; Switch between windowed and fullscreen mode = [Alt] + ???
keytogglefullscreen=0x0D
; Maximize window = [Alt] + ???
keytogglemaximize=0x22
; Unlock cursor 1 = [Ctrl] + ???
keyunlockcursor1=0x09
; Unlock cursor 2 = [Right Alt] + ???
keyunlockcursor2=0xA3
; Screenshot
keyscreenshot=0x2C
; ### Config program settings ###
; The following settings are for cnc-ddraw config.exe
; cnc-ddraw config program language, possible values: auto, english, chinese, german, spanish, russian, hungarian, french, italian
configlang=auto
; cnc-ddraw config program theme, possible values: Windows10, Cobalt XEMedia
configtheme=Windows10
; Hide the 'Compatibility Settings' tab in cnc-ddraw config
hide_compat_tab=false
; Allow the users to 'Restore default settings' via cnc-ddraw config
allow_reset=true
; ### Game specific settings ###
; The following settings override all settings shown above, section name = executable name
; Atrox
[Atrox]
fixchilds=0
allow_wmactivate=true
; Atomic Bomberman
[BM]
maxgameticks=60
; Age of Empires
[empires]
nonexclusive=true
adjmouse=true
resolutions=2
; Age of Empires: The Rise of Rome
[empiresx]
nonexclusive=true
adjmouse=true
resolutions=2
; Age of Empires II
[EMPIRES2]
nonexclusive=true
adjmouse=true
; Age of Empires II: The Conquerors
[age2_x1]
nonexclusive=true
adjmouse=true
; American Conquest / Cossacks
[DMCR]
resolutions=2
guard_lines=300
minfps=-2
; Age of Wonders 2
[AoW2]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders 2
[AoW2Compat]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders 2 Config Tool
[aow2Setup]
resolutions=2
; Age of Wonders: Shadow Magic
[AoWSM]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders: Shadow Magic
[AoWSMCompat]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders: Shadow Magic Config Tool
[AoWSMSetup]
resolutions=2
; Anstoss 3
[anstoss3]
renderer=gdi
adjmouse=true
; Anno 1602
[1602]
adjmouse=true
; Alien Nations
[AN]
adjmouse=true
; Atlantis
[ATLANTIS]
renderer=opengl
maxgameticks=60
; Airline Tycoon Deluxe
[AT]
fixchilds=0
; Baldur's Gate II
; Note: 'Use 3D Acceleration' must be disabled and 'Full Screen' must be enabled in BGConfig.exe
[BGMain]
resolutions=2
; BALDR FORCE EXE
[BaldrForce]
noactivateapp=true
; Blade & Sword
[comeon]
maxgameticks=60
fixchilds=3
; Blood II - The Chosen / Shogo - Mobile Armor Division
[Client]
checkfile=.\SOUND.REZ
noactivateapp=true
; Carmageddon
[CARMA95]
noactivateapp=true
flipclear=true
; Carmageddon
[CARM95]
noactivateapp=true
flipclear=true
; Carmageddon 2
[Carma2_SW]
noactivateapp=true
; Captain Claw
[claw]
adjmouse=true
noactivateapp=true
nonexclusive=true
; Command & Conquer: Sole Survivor
[SOLE]
maxgameticks=120
maxfps=60
minfps=-1
; Command & Conquer Gold - CnCNet
[cnc95]
maxfps=125
; Command & Conquer Gold
[C&C95]
maxgameticks=120
maxfps=60
minfps=-1
; Command & Conquer: Red Alert - CnCNet
[ra95-spawn]
maxfps=125
; Command & Conquer: Red Alert
[ra95]
maxgameticks=120
maxfps=60
minfps=-1
; Command & Conquer: Red Alert
[ra95_Mod-Launcher]
maxgameticks=120
maxfps=60
minfps=-1
; Command & Conquer: Red Alert
[ra95p]
maxfps=60
minfps=-1
; Command & Conquer: Tiberian Sun / Command & Conquer: Red Alert 2
[game]
checkfile=.\blowfish.dll
tshack=true
noactivateapp=true
adjmouse=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Tiberian Sun Demo
[SUN]
noactivateapp=true
tshack=true
adjmouse=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Tiberian Sun - CnCNet
[ts-spawn]
noactivateapp=true
tshack=true
adjmouse=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2 - XWIS
[ra2]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2 - XWIS
[Red Alert 2]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2: Yuri's Revenge
[gamemd]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2: Yuri's Revenge - ?ModExe?
[ra2md]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2: Yuri's Revenge - CnCNet
[gamemd-spawn]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2: Yuri's Revenge - XWIS
[Yuri's Revenge]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Commandos
[comandos]
maxgameticks=-1
; Commandos
[comandos_w10]
maxgameticks=-1
; Caesar III
[c3]
nonexclusive=true
adjmouse=true
; Chris Sawyer's Locomotion
[LOCO]
adjmouse=true
; Cultures 2
[Cultures2]
adjmouse=true
; Cultures 2 MP
[Cultures2MP]
adjmouse=true
; Close Combat 2: A Bridge Too Far
[cc2]
adjmouse=true
nonexclusive=true
; Close Combat 3: The Russian Front
[cc3]
adjmouse=true
nonexclusive=true
; Close Combat 4: The Battle of the Bulge
[cc4]
adjmouse=true
nonexclusive=true
; Close Combat 5: Invasion: Normandy
[cc5]
adjmouse=true
nonexclusive=true
; Call To Power 2
[ctp2]
maintas=false
boxing=false
; Corsairs Gold
[corsairs]
adjmouse=true
; Divine Divinity
[div]
resolutions=2
singlecpu=false
; Dragon Throne: Battle of Red Cliffs
[AdSanguo]
maxgameticks=60
noactivateapp=true
limit_bltfast=true
; Dark Reign: The Future of War
[DKReign]
maxgameticks=60
; Dungeon Keeper 2
[DKII]
maxgameticks=60
noactivateapp=true
; Deadlock 2
[DEADLOCK]
fixchilds=0
adjmouse=false
maintas=false
boxing=false
; Diablo
[Diablo]
devmode=true
; Diablo: Hellfire
[hellfire]
devmode=true
; Escape Velocity Nova
[EV Nova]
hook_peekmessage=true
rgb555=true
keytogglefullscreen=0x46
adjmouse=true
; Economic War
[EcoW]
maxgameticks=60
fixnotresponding=true
; Enemy Infestation
[EI]
hook_getmessage=true
; Fairy Tale About Father Frost, Ivan and Nastya
[mrazik]
guard_lines=0
; Future Cop - L.A.P.D.
[FCopLAPD]
nonexclusive=true
adjmouse=true
; G-Police
[GPOLICE]
maxgameticks=60
; Gangsters: Organized Crime
[gangsters]
adjmouse=true
nonexclusive=true
; Grand Theft Auto
[Grand Theft Auto]
singlecpu=false
; Grand Theft Auto: London 1969
[gta_uk]
singlecpu=false
; Grand Theft Auto: London 1961
[Gta_61]
singlecpu=false
; Gruntz
[GRUNTZ]
adjmouse=true
noactivateapp=true
nonexclusive=true
; Heroes of Might and Magic II: The Succession Wars
[HEROES2W]
adjmouse=true
; Heroes of Might and Magic III
[Heroes3]
game_handles_close=true
; Heroes of Might and Magic III HD Mod
[Heroes3 HD]
game_handles_close=true
; Hard Truck: Road to Victory
[htruck]
maxgameticks=25
renderer=opengl
noactivateapp=true
; Icewind Dale 2
; Note: 'Full Screen' must be enabled in Config.exe
; Note: 1070x602 is the lowest possible 16:9 resolution for the Widescreen patch (600/601 height will crash)
[iwd2]
resolutions=2
custom_width=1070
custom_height=602
; Invictus
[Invictus]
adjmouse=true
renderer=opengl
; Interstate 76
[i76]
adjmouse=true
; Infantry Online
[infantry]
devmode=true
resolutions=2
infantryhack=true
max_resolutions=90
; Jagged Alliance 2
[ja2]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2: Unfinished Business
[JA2UB]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2: Wildfire
[WF6]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2 - UC mod
[JA2_UC]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2 - Vengeance Reloaded mod
[JA2_Vengeance]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jedi Knight Dark Forces 2
[JK]
direct3d_passthrough=true
; Kings Quest 8
[Mask]
renderer=opengl
; Konung
[konung]
fixchilds=0
; Konung 2
[Konung2]
fixchilds=0
; KKND Xtreme (With high resolution patch)
[KKNDgame]
vhack=true
; KKND2: Krossfire
[KKND2]
noactivateapp=true
; Lionheart
[Lionheart]
hook_peekmessage=true
; Majesty Gold
[Majesty]
minfps=-2
; Majesty Gold HD
[MajestyHD]
adjmouse=true
; Majesty Gold HD
[MajestyHD - Old]
adjmouse=true
; Mech Warrior 3
[Mech3]
nonexclusive=true
; Moorhuhn 2
[Moorhuhn2]
releasealt=true
; New Robinson
[ROBY]
adjmouse=true
hook_peekmessage=true
; Nox
[NOX]
checkfile=.\NOX.ICD
renderer=direct3d9
nonexclusive=false
windowed=false
maxgameticks=125
; Nox Reloaded
[NoxReloaded]
maxgameticks=125
; Nox GOG
[Game/2]
checkfile=.\nox.cfg
maxgameticks=125
; Outlaws
[olwin]
noactivateapp=true
maxgameticks=60
adjmouse=true
renderer=gdi
; Pharaoh
[Pharaoh]
adjmouse=true
; Pax Imperia
[Pax Imperia]
nonexclusive=true
; Railroad Tycoon II
[RT2]
adjmouse=true
; ROAD RASH
[RoadRash]
adjmouse=true
fixchilds=1
; Sim Copter
[SimCopter]
nonexclusive=true
; Settlers 3
[s3]
nonexclusive=true
; Star Trek - Armada
[Armada]
armadahack=true
nonexclusive=true
adjmouse=true
maintas=false
boxing=false
; Star Wars: Galactic Battlegrounds
[battlegrounds]
nonexclusive=true
adjmouse=true
; Star Wars: Galactic Battlegrounds: Clone Campaigns
[battlegrounds_x1]
nonexclusive=true
adjmouse=true
; Starcraft
[StarCraft]
game_handles_close=true
; Space Rangers
[Rangers]
hook_peekmessage=true
; Stronghold Crusader HD
[Stronghold Crusader]
resolutions=2
stronghold_hack=true
adjmouse=true
; Stronghold Crusader Extreme HD
[Stronghold_Crusader_Extreme]
resolutions=2
stronghold_hack=true
adjmouse=true
; Stronghold HD
[Stronghold]
resolutions=2
stronghold_hack=true
adjmouse=true
; Sim City 3000
[SC3]
minfps=-2
; Shadow Watch
[sw]
adjmouse=true
; Shadow Flare
[ShadowFlare]
nonexclusive=true
adjmouse=true
maintas=false
boxing=false
; Total Annihilation (Unofficial Beta Patch v3.9.02)
[TotalA]
max_resolutions=32
lock_surfaces=true
singlecpu=false
; Total Annihilation Replay Viewer (Unofficial Beta Patch v3.9.02)
[Viewer]
max_resolutions=32
lock_surfaces=true
singlecpu=false
; Total Annihilation: Kingdoms
[Kingdoms]
game_handles_close=true
max_resolutions=32
; Three Kingdoms: Fate of the Dragon
[sanguo]
maxgameticks=60
noactivateapp=true
limit_bltfast=true
; RollerCoaster Tycoon
[rct]
no_dinput_hook=true
singlecpu=false
maxfps=0
adjmouse=true
; Twisted Metal
[TWISTED]
nonexclusive=true
maxgameticks=25
minfps=5
; Twisted Metal 2
[Tm2]
nonexclusive=true
maxgameticks=60
adjmouse=true
fixchilds=1
maintas=false
boxing=false
; Tzar: The Burden of the Crown
; Note: Must set 'DIRECTXDEVICE=0' in 'Tzar.ini'
[Tzar]
adjmouse=true
; Uprising
[uprising]
adjmouse=true
; Uprising 2
[Uprising 2]
renderer=opengl
adjmouse=true
; Vermeer
[vermeer]
adjmouse=true
vermeer_hack=true
; Wizardry 8
[Wiz8]
fixmousehook=true
noactivateapp=true
releasealt=true
; Worms Armageddon
[WA]
adjmouse=true
width=0
height=0
resizable=false
; War Wind
[WW]
minfps=-1
; Zeus and Poseidon
[Zeus]
adjmouse=true

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dplayx.dll (Stored with Git LFS)

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dsound.dll (Stored with Git LFS)

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[Settings]
OptimizeDTEnabled=1
FullRingsEnabled=1
WhiteboardKey=220
MegaMapKey=115
BuildLinesRingsKey=88
MegaMapEmptyRegionColor=92
IncomePosX=1587
IncomePosY=32
IncomeBackgroundEnabled=1
IncomeBackgroundColor=0
IncomeTextBackgroundEnabled=0
IncomeTextBackgroundColor=0
; Total Mayhem advanced settings
; Windowed mode will disable many Total Mayhem features (including some of these) and is not recommended
[Preferences] ; custom settings, if any entry is disabled the "Total Mayhem default" values will be used
; Display minimum resolution
DisplayModeMinHeight768=TRUE;
; This is a setting for the hotfix to fix performance on certain GPUs
; If you weren't affected by the crash and downloaded the fix anyway and it broke your game...
; ...you should set this to FALSE and everything should be fine
;UseVideoMemory=TRUE; Disabled in mdraw.dll
; Unit limit per player
; Set from 20 - 6553 (setting higher than 1500 may cause instability)
; TA v3.1 default is 250
; Total Mayhem default is 1500
UnitLimit = 1500;
; Pathfinding cycles
; Setting too low (such as TA v3.1 default) ruins pathfinding but setting extremely high lowers fps
; TA v3.1 default is 1333
; Total Mayhem default is 66650
AISearchMapEntries = 66650;
; Special effects limit (smoke, etc.)
; Setting too low (such as TA v3.1 default) will degrade visual quality
; This setting is still experimental, if you experience visual issues set to 400
; TA v3.1 default is 400
; Total Mayhem default is 20480
SfxLimit = 20480;
; Unit model size limit
; Set max width and height for unit model drawing buffer
; TA v3.1 default is 600x600
; Total Mayhem default is 1280x1280
X_CompositeBuf = 1280;
Y_CompositeBuf = 1280;
; Unit ID limit
; Set the maximum number of unique unit IDs
; TA v3.1 default is 512
; Total Mayhem default is 16000
UnitType = 16000;
; Weapon ID limit
; Set the maximum number of unique weapon IDs
; TA v3.1 default is 256
; Total Mayhem default is 16000
WeaponType = 16000;
; Weapon ID multiplayer patch
; Set to TRUE to enable increased Weapon ID limit in multiplayer
; Set to FALSE to allow increased Weapon ID limit only in single player
; TA v3.1 default is FALSE
; Total Mayhem default is FALSE (Weapon ID limit increase not yet compatible with Replayer)
MultiGameWeapon = FALSE;
; Double-click selection
; Enable or disable the new "double-click to select all units of the same type on screen" feature
; TA v3.1 default is FALSE
; Total Mayhem default is TRUE
DoubleClick = TRUE;
; Expanded Multiplayer Sharing Menu
; Enable or disable the new expanded multiplayer sharing menu
; TA v3.1 default is FALSE
; Total Mayhem default is TRUE
ShareDialogExpand = TRUE;
; Main menu resolution adjuster
; Set to FALSE to keep main menu resolution at the default 640x480
; Set to TRUE to match main menu resolution to the in-game resolution set via options menu
; If TRUE, the main menu will not be upscaled to fit increased output resolution
; If resolution is not valid, the game will not start (use resolution overrider below to fix)
; TA v3.1 default is FALSE
; Total Mayhem default is FALSE
MenuResolution = FALSE;
; Megamap
; Enable or disable the new megamap
; TA v3.1 default is FALSE
; Total Mayhem default is TRUE
FullScreenMinimap = TRUE;
; Megamap FPS Limit
MegamapFpsLimit = 1000;
; Megamap Icon Configuration File
; Set the location of the megamap's icon configuration file
; Total Mayhem default is .\Icon\iconcfg.ini
MegaMapConfig = .\Icon\iconcfg.ini;
; Megamap Configuration Settings
; Use the fields below to customize the megamap
; Megamap Mouse Wheel Zooming
; Enable or disable ability to zoom in and out of the megamap with the mouse wheel
; Total Mayhem default is TRUE;
WheelZoom = TRUE;
; Megamap Mouse Wheel Zoom In Mode
; Set to TRUE to zoom to the cursor location when rolling the wheel up from the megamap
; Set to FALSE to zoom to the previous camera location when rolling the wheel up from the megamap
; Total Mayhem default is TRUE;
WheelMoveMegaMap = TRUE;
; Megamap Double-Click to Zoom Option
; Enable or disable the option to zoom to the cursor location...
; ...when double-clicking terrain on the megamap
; Total Mayhem default is FALSE;
DoubleClickMoveMegamap = FALSE;
; Megamap Unit Icon Flashing When Under Attack
; Enable or disable megamap unit icon flashing when under attack
UnderAttackFlash=TRUE;
; Megamap Minimum Sensor Range Ring Distances
; Set the minimum sensor values required to display range rings on the megamap
; These settings could be helpful if you want to eliminate clutter from short-ranged rings
; Total Mayhem default is 0 for all sensors
MegamapRadarMinimum = 128;
MegamapSonarMinimum = 128;
MegamapSonarJamMinimum = 64;
MegamapRadarJamMinimum = 64;
MegamapAntiNukeMinimum = 512;
; Player Icon and Line Marker Colors
; Customize the colors of the player minimap/megamap icons and line markers
; Set from 0 to 255 to select colors from the TA indexed color palette
; These settings are disabled by default (remove the semicolons to enable)
Player1DotColors=227; ;Blue
Player2DotColors=202; ;Red
Player3DotColors=251; ;Yellow
Player4DotColors=233; ;Green
Player5DotColors=36; ;Teal
Player6DotColors=253; ;Purple/Magenta
Player7DotColors=81; ;White
Player8DotColors=94; ;Black
Player9DotColors=210; ;Orange
Player10DotColors=67; ;Tan
; Player Dot Marker Colors
; Customize the colors of player dot markers by setting a custom icon file
; Edit the example smallcircle.pcx file or create a new icon file
; The icon file must contain all 10 player markers from left to right
; The icon width and height settings must match the dimensions of your icons
; These settings are disabled by default (remove the semicolons to enable)
; Player Dot Marker Colors
; Customize the colors of player dot markers by setting a custom icon file
; Edit the example smallcircle.pcx file or create a new icon file
; The icon file must contain all 10 player markers from left to right
; The icon width and height settings must match the dimensions of your icons
; These settings are disabled by default (remove the semicolons to enable)
PerPlayerMarkerWidth=10;
PerPlayerMarkerHeight=10;
PlayerMarkerPcx=Icon\smallcircle.pcx;
[REG] ; registry override settings, if any entry is disabled the last value used will be remembered
; Sound mode
; Set to 0 for no sound, 1 for mono sound, and 2 for 3D positional sound
; When set to 3D, the speaker layout is read from the Windows control panel
; All speaker layouts are supported by the 3D sound engine (stereo, 5.1, 7.1, etc.)
; TA v3.1 default is Mono (dword:1)
; Total Mayhem default is 3D (dword:2)
"Sound Mode" = dword:2
; Max number of simultaneous sounds before sounds are cut off
; Set from 2 - 32 for specific limits or 33 or higher for unlimited
; TA v3.1 default is 8 (dword:8)
; Total Mayhem default is 128 / unlimited (dword:128)
"MixingBuffers" = dword:128
; Default game speed
; Set from 0 - 20 (corresponding to game speed -10 to +10)
; Use plus and minus keys to adjust while playing
; TA and Total Mayhem default is 10 which is equivalent to Normal game speed (dword:10)
"GameSpeed" = dword:10
; Group selection hotkey modifier
; Set to 1 to select unit groups with number key and build menus with ALT + number key
; Set to 0 to select build menus with number key and unit groups with ALT + number key
; TA v3.1 default is 0 (dword:0)
; Total Mayhem default is 1 (dword:1)
"SwitchAlt" = dword:1
; Max number of players in skirmish mode
; Set from 2 - 10
; TA v3.1 default is 4 (dword:4)
; Total Mayhem default is 10 (dword:10)
"NumSkirmishPlayers" = dword:10
; Default setting for display of chat messages from other players
; Set to 1 to enable and 0 to disable
; Use "+screenchat" command in-game to toggle setting for the current game
; TA and Total Mayhem default is 1
"ScreenChat" = dword:1
; Music playback mode
; Set to 1 for Play All, 2 for Random, 3 for Repeat, and 4 for Custom.
; When set to Custom, the game will attempt to use the dynamic build/battle system...
; ...however this mode is buggy and almost never works correctly on modern systems...
; ...resulting in only a single track being played, either stopping thereafter (CD version)...
; ...or looping forever (MP3 version), therefore Random is best for most people
; TA v3.1 default is Custom (dword:4)
; Total Mayhem default is Random (dword:2)
"CDMode" = dword:2
; Resolution overrider (disabled by default)
; Use this to override the resolution set in the options menu (remove semicolons to enable)
; All resolutions and aspect ratios supported by your setup are supported by the game...
; ...as long as they are available in 8-bit color depth (if not, create a custom resolution)
; If you set a resolution not supported by your setup (driver or display) the game will crash
; The override is set at game launch, using options menu will defeat override until next launch
; Example: dword:1920 x dword:1080 (1920x1080)
;"DisplayModeWidth" = dword:1920
;"DisplayModeHeight" = dword:1080

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mplayx.dll (Stored with Git LFS)

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tdraw.dll (Stored with Git LFS)

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tmusi.dll (Stored with Git LFS)

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[Settings]
;Accepted file formats
;0 wav
;1 mp3
;2 ogg
;3 flac
;4 aiff
FileFormat=1
;Accepted music playback modes
;0 CD
;1 Folder
PlaybackMode=1
MusicFolder=tamus

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win32.dll (Stored with Git LFS)

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