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A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...


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    ReflectionHLE (Reflection Keen)

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    ReflectionHLE (Reflection Keen) Empty ReflectionHLE (Reflection Keen)

    Post by NY00123 Sat Sep 26, 2020 2:23 pm

    [UPDATE: Oct 14 2022] Web page link for reading a bit about the project: https://reflectionhle.com/

    [UPDATE: Dec 31 2021] The project is titled ReflectionHLE as of writing this. Ignoring the URL, the rest of this post currently remains unedited by me.

    Hi all,

    Let me introduce you to the following source ports inspired by Chocolate Doom, now also covering Wolfenstein 3D: https://github.com/ReflectionHLE/ReflectionHLE/releases

    This is a 6 years anniversary release. On September 26 2014, I released a new port of Keen Dreams, initially titled "Chocolate Keen Dreams".
    Although Keen Dreams was released earlier in the same month, I actually started some work on it even earlier, after the Catacombs were open-sourced (in June 2014). Reason is that I already knew that a lot of the code was common.

    Following Keen Dreams, I added Catacomb Abyss, then Catacomb 3-D, and finally the rest of the Catacomb Adventure Series.

    Recently, I've been working on the source ports again. With the assistance of the gamesrc-ver-recreation/wolf3d tree, the last release introduces support for Wolfenstein 3D, Spear of Destiny (excluding the mission packs) and Super 3-D Noah's Ark (DOS version).

    For Wolfenstein 3D, this currently covers Apogee shareware versions 1.0, 1.1, 1.2 and 1.4 (the one with cheats), as well as 6-episodes Activision v1.4.
    For Spear of Destiny, this covers FormGen demo v1.0 and Activision v1.4.
    For Super 3-D Noah's Ark, this covers the one Wisdom Tree DOS version that I'm aware of.

    There are still some problems. In particular:
    - You can't save games or load saved games in Wolf3D and the games based on it.
    - These games have no support for the "modern" game controller scheme. I think that the other games should still have it, though.
    - For technical reasons, you can't load the Spear of Destiny mission packs.
    - More generally, you can't load TCs made to work with original EXEs from the 90s (as released by id and/or related publishers). I still haven't decided how to approach this.
    - In order to detect game data, you also need the original DOS exe (albeit the 2015 edition of Keen Dreams is an exception).
    - For Super 3-D Noah's Ark, this exe currently has to be named noah3dos.exe, as this is the way it arrives from Steam right now. Currently, there's no good way to support auto-detection of data with alternative file names.
    - The rate of palette updates in Wolfenstein 3D is at least somewhat imprecise.
    - VSync is disabled by default for now. There are other potential problems with timing in Wolfenstein 3D, which might partially be related to instances in which the game tries to render more often than the host display's refresh rate.
    - Stereo panning remains unimplemented.
    - For the Wolfenstein 3D based games, if you try to use a wall right after pushing it, the behaviors are essentially undefined.


    Last edited by NY00123 on Fri Oct 14, 2022 7:07 am; edited 2 times in total
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    ReflectionHLE (Reflection Keen) Empty Re: ReflectionHLE (Reflection Keen)

    Post by ossirot Sun Sep 27, 2020 4:25 pm

    This is great, just tried it out for a bit and it feels very solid. Looking forward to see more from this, great work so far.
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    ReflectionHLE (Reflection Keen) Empty Re: ReflectionHLE (Reflection Keen)

    Post by NY00123 Thu Oct 15, 2020 4:22 pm

    ossirot wrote:This is great, just tried it out for a bit and it feels very solid. Looking forward to see more from this, great work so far.

    Thanks for your interest and for checking this port out!

    A new release is now available. The most important update is probably the addition of support for the Spear of Destiny Mission Packs. There's more, like the detection of more possible locations for game installations, as well as support for more versions of Wolfenstein 3D.

    Code:
    Oct 16, 2020 (v0.31.0):

    * Support more than one possible filename for game data and EXE names.
    Following this, a file named "NOAH3D.EXE" can now be identified as
    a part of Super 3-D Noah's Ark, in addition to "NOAH3DOS.EXE".
    This refers just to the matching DOS executable.
    File integrity check is done using the size and crc32.
    * Additionally, again thanks to the above, support for the
    Spear of Destiny Mission Packs is now in. Reason it's related
    is that the file extension of the mission-specific game data can vary,
    depending on the game installation being in use and its current state.
    For all missions (including the original), .SOD and .SD4 are valid
    file extensions. Other allowed extensions: .SD1 for the base game,
    .SD2 for mission 2 and .SD3 for mission 3.
    * Note that as a side-effect, data integrity checks are now done for all
    game data (graphics, maps, sounds) read from the Wolfenstein 3D codebase.
    In addition to earlier uses of it, the hidden "manualgamevergame" setting
    can now be used to disable this, albeit this might make it impossible
    to properly start Super 3-D Noah's Ark or any of the Spear of Destiny
    missions, depending on the filenames.
    * Add support for more versions of Wolfenstein 3D, again by using code from
    gamesrc-ver-recreation. This covers Apogee 6-episodes versions 1.1, 1.2 and
    1.4, two GT Interactive releases, an id Software release, Apogee 3-episodes
    versions 1.2 and 1.4, an Imagineer version and the March '92 prototype.
    (Thanks to the wolf3denginepatches repository and Chris for assistance.)
    * Add detection of Wolfenstein 3D as it used to be offered via the
    last incarnation of 3drealms.com, either on its own or as a part
    of the 3D Realms Anthology. (Thanks Lunick.)
    * Add detection of Wolfenstein 3D, Spear of Destiny and Super 3-D Noah's Ark
    as currently available from GOG.com. (Thanks WayneCa and chungy.)
    * Improve detection of game installations which is done by inspecting
    the Windows Registry. Basically, this is now done by attempting to
    inspect data for 32-bit and 64-bit applications altogether, while
    additionally still trying to get data with SHGetValue as usual.
    * Wolf3D: The UPLOAD macro was replaced with an UPLOAD variable.
    * Internally rename the wl1ap12 namespace to wl6ap11, and do the same with
    other mentions of such strings. Most noticeable impact is probably
    that when separate Wolf3D EXEs are build, reflection-wl6ap11 is
    created instead of reflection-wl6ap12.
    * Typo fix: Do show "Wolfenstein 3D Shareware v1.4 (Local)" when referring
    to shareware v1.4, instead of mistakenly mentioning v1.2 in the string.
    * Use a bit shorter descriptions for certain Wolfenstein 3D and
    Spear of Destiny versions, so they can fit as launcher titles
    (BE_Launcher_Handler_SupportedGameVersionSelection).
    * Add high level XMS and EMS implementations, use them in Wolf3D's
    Page Manager, and also remove the REFKEEN_SIMPLIFIED/NOEMS/NOXMS
    implementations from Wolf3D. (Thanks Blzut3.)
    * Wolf3D: Following the removal of the REFKEEN_SIMPLIFIED-specific code
    from id_pm.c, pointers can now be appropriately converted in ShapeTest.
    * A small fix for using page up/down in the launcher while
    none of the menu items can be selected.
    * A couple of fixes for bugs introduced after the audio mixer refactoring,
    specific to runs without the audio subsystem.
    * Separate more audio and timing related code into more files, while reducing
    direct references to SDL (albeit it's still used in the same manner).
    * Generally, continue splitting the contents of be_cross_fs.c and
    making other restructurings and differing changes related to this code.
    * Wolf3D: Fix a possible buffer overflow in US_CheckParm, reproduced by
    passing an argument with no alphabetical character. A good example is
    the second argument in the following arguments string: "-tedlevel 1".
    * Make the codebase more usable with Visual Studio.
    * Launcher: Add a missing comment about the impact of the
    scale type setting on the border porches.
    * Bug fix: Conditionally hide or show the mouse cursor after
    toggling fullscreen, depending on game-specific setups.
    * Fix an instance in which the in-game contents don't get
    appropriately resized after toggling fullscreen.
    * Wolf3D: Make the mouse cursor usable while the game
    is paused, if a fullscreen isn't used.
    * Other misc. fixes/changes.
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    ReflectionHLE (Reflection Keen) Empty Re: ReflectionHLE (Reflection Keen)

    Post by Nexion Tue Oct 27, 2020 1:48 am

    Pretty good port, very close to the original. Save/load game is still missing and audio volume is bit low for me but very stable and accurate. Worth a try.
    Instead of a wall of text here is how it looks: 
    ReflectionHLE (Reflection Keen) Ref10
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    Post by NY00123 Fri Dec 04, 2020 6:59 am

    Nexion wrote:Pretty good port, very close to the original. Save/load game is still missing and audio volume is bit low for me but very stable and accurate. Worth a try.
    Thanks for checking the port out, as well as bringing your feedback!

    Game saving and loading is indeed still missing, and it's obviously important to get it implemented. I do hope that it can be done in a way which is mostly compatible with original saved games for the DOS versions.

    I've had a few investigations regarding the music volume, basically comparing the outputs of two OPL emulators: Nuke OPL3 and DBOPL. Since DBOPL was used before Wolf3D support was added, I locally added the code required for making it usable in the same manner.

    It does sound like DBOPL has a somewhat higher output. However, I also noticed that in the most recent Wolf4SDL revision (from last November), if DBOPL is used then the OPL emulator's output is scaled by a factor of 4, instead of 2 as it used to be in Reflection Keen. Maybe I did this on purpose as a way of balancing the output.

    The output of MAME's FMOPL in Wolf4SDL is clearly than the modified reflection-wolf3d's with DBOPL, though.
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    ReflectionHLE (Reflection Keen) Empty Re: ReflectionHLE (Reflection Keen)

    Post by NY00123 Fri Dec 25, 2020 1:15 am

    I'm ready to announce another release. It introduces saved games support to Wolf3D. They should be written in the same binary formats as the matching DOS versions. On the other hand, due to the nature of the implementation, there may still be bugs.

    I also fixed a bug which, unfortunately, may break (partial) compatibility with Keen Dreams and Catacombs saved games. Then again, such compatibility was probably already broken in the same manner with the matching DOS versions.

    Code:
    Dec 25, 2020 (v0.32.0):

    * KDreams, Catacombs (and Wolf3D): Make it possible
    to bind actions to a game controller's D-pad.
    * Wolf3D: Support game controllers, in a similar manner to
    what's already been covered for Keen Dreams and the Catacombs.
    Further add mappings for touch input.
    * Wolf3D: Support stereo panning. This might not be fully accurate,
    but hopefully, it's not that far.
    * Wolf3D: Support saved games. They should be read and written using the same
    formats as the original DOS versions. This may currently be buggy by nature.
    * SD_TimeCountWaitFromSrc/SD_TimeCountWaitForDest timing fix, applying to
    all games, but especially noticeable while playing back demos in Wolf3D.
    * Add support for Spear of Destiny FormGen version 1.0, as well as the
    variation of FormGen version 1.4 which is actually identified as "V1.4"
    in-game. Currently, the one mistakenly identified as "V1.0" won't be detected.
    The mission packs' data still needs to be the same as in the
    Activision version, thus e.g., including the UAC logs.
    * When game installations are shown in the launcher, don't print their
    locations for now. This might become more useful later, in case it will
    be possible to choose any of multiple game installations which otherwise
    match the same version (e.g., due to somewhat differing game data).
    It shouldn't matter as much for now.
    * A change that may potentially break saved games made
    with older versions of the KDreams and Catacombs ports:
    The macros COMPAT_OBJ_CONVERT_OBJ_PTR_TO_DOS_PTR and
    COMPAT_OBJ_CONVERT_DOS_PTR_TO_OBJ_PTR were fixed. The original sizes
    of the object structs, as present in the DOS executables from the 90s,
    are now used, instead of sizeof(objtype) from the source ports.
    * Other misc. fixes and modifications. Thanks to Blzut3 for
    assistance with a subset of the changes in this version.
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    Post by ossirot Mon Dec 28, 2020 2:13 pm

    Great, save/load is much appreciated
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    Post by Nexion Sun Jan 03, 2021 7:38 am

    Tested the save/load system quickly. Worked as intended and no issues. Should make this a nice alternative way to play wolf3d, spear or some mapsets.
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    Post by NY00123 Sun Jun 06, 2021 2:00 pm

    So, a maintenance release is now available. It should fix a few issues related to the use of game controllers, including a possible crash. If you're using SDL 2.0.14, you can also use the Xbox Elite controller's paddles.

    Additionally, thanks to Blzut3, you may now download macOS binaries.

    A change log is given later in this post.

    One question that may be asked is what's the status of Android support. After all, the last release for Android preceded support for Wolf3D, thus Keen Dreams and the 3D Catacombs are the only covered games.

    Thing is, the launcher and game controller support were a preparation for the Android port, at least partially. Later, it also involved adding general support for multi-touch input, preparing an Android project, and more. At the last, SDL2's Android port was already doing most of the important work, including a piece of Java code which is used in conjunction with Reflection Keen's and SDL2's C code. Still, work had to be done.

    As of now, with the priority being lower, the work required for bringing Android support back will greatly involve the build system. I already migrated from Ant to Gradle back in 2019. This broke again after I transitioned from custom makefiles to CMake for the other platforms. In theory, using CMake and SDL2 altogether might actually make it easier to build for Android. However, there's still the issue that I have not just one, but multiple Android apps / activities to build (Keen Dreams, Catacombs, Wolfenstein 3D). Also, the general preference of mine, if Android support is ever resurrected, is to build shared SDL2 and Java code just once if possible. I don't know if there's a good way to do so while going through build system changes, though.

    Code:
    Jun 06, 2021 (v0.32.1):

    * Redistributable application bundles can now be built for macOS with CMake.
    (Thanks to Blzut3 for this addition.)
    * Fix a possible crash, reproduced while binding an in-game action
    to a controller button in the launcher with SDL 2.0.14 (thanks chungy).
    This was a side-effect of an increase of SDL_CONTROLLER_BUTTON_MAX's value.
    * More generally, mentions of enumerated controller buttons and axes
    from SDL2 were replaced with equivalents defined in be_st.h. A few
    related range checks were further added.
    * The Xbox Elite controller's paddles can now be used as an additional
    alternative to buttons, in case SDL 2.0.14 or compatible is used.
    * Fix a significant usability problem with game controllers. When an
    axis' value changes sign, a proper "release" notification should now
    be sent for the original sign. Previously, the user could unexpectedly
    get stuck in a specific state, like a continuously rotating protagonist.
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    ReflectionHLE (Reflection Keen) Empty Re: ReflectionHLE (Reflection Keen)

    Post by NY00123 Mon Aug 02, 2021 1:12 pm

    Version 0.33.0 is now available. Among other things, it has changes and additions related to compatibility (including limited forms of Vanilla Bug emulations).

    Users of game controllers (via the "modern" controller scheme) should further pay attention, as other than one bug fix, there were technical changes related to internal game-specific key bindings.

    Code:
    Aug 02, 2021 (v0.33.0):

    * Additional restructurings of game-agnostic code.
    * Nuked OPL3 is updated to the last revision.
    * Keen Dreams: Try to fix memory allocation problems
    while using the data from the 2015 port.
    * Keen Dreams, 3D Catacombs: For an uncached map, if the map header offset
    being read is nonnegative but smaller than 8, just quit with an appropriate
    error message. This fixes behaviors which greatly depend on the memory layout,
    including a possible hang.
    * Catacomb Abyss: Make it possible to warp to map 19, at least in general.
    Also fix crashes upon attempts to load map 20 or 21 by
    outputting a new error message.
    * 3D Catacombs, Wolfenstein 3D: Add a "novert" toggle, letting the user
    limit in-game mouse movements for turning/moving left and right.
    * Wolfenstein 3D: Add a "lowfps" toggle, used for explicitly lowering the
    frame rate. The purpose of this is controlling, to an extent, how far can
    pushwalls move. Reason is, they were intended to move for 2 tiles, but
    it turned out that they could move for 3 tiles as computers were
    becoming faster. The Fake Hitler's fireballs also turned out
    to move slower while the frame rate was higher.
    * Wolfenstein 3D: Emulate, to an extent, the consequences of a
    buffer overflow that follows a press on a pushwall while it's moving.
    This is basically a Vanilla Bug, in which such walls are operated as if
    they were doors, and unintentional changes to static objects may occur.
    * Wolfenstein 3D: Upon trying to load a non-existent level
    (say, in the March 1992 prototype), just report that the map isn't 64*64.
    This is mostly similar to the outputs of the original executables,
    while skipping potential undefined behaviors.
    * Wolfenstein 3D: Fix menu navigation with the mouse while using a window.
    * Change the way controller buttons get mapped under
    the modern controller scheme. Basically, rather than parsing
    the game's own configuration of keys and then using it as a base
    for the mappings, just use the game's default bindings internally.
    For instance, if a button was previously configured to be mapped
    to "Jump" in Keen Dreams, it'll now map to the Ctrl key instead.
    * Note that such buttons may internally get mapped to mouse buttons
    instead of keyboard keys, in case "Motion emulation mode" is set to
    "Mouse". The behaviors should remain unmodified in such a case.
    * Further note that the above-mentioned changes impact
    touch input, albeit the UI remains as-is.
    * Amend controller usability fix from v0.32.1 to work better
    when the setting "Motion Emulation Mode" is set to "Mouse".
    * Add REFKEEN-NOTES.txt files to the source tree, describing technical changes
    from the original versions of games, including cases in which such changes
    exist for the purpose of emulating vanilla bugs. The information was
    collected by looking for mentions of the word REFKEEN in the sources.
    * Other miscellaneous fixes.
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    Post by NY00123 Wed Aug 25, 2021 12:03 pm

    Version 0.33.1 is now available. You may find it being called the "Loud Edition", if only due to default sound volumes being higher by default. This was a side-effect of a bug fix related to audio mixing.

    Additionally, hopefully more accurate emulation of stereo panning should be available, based on information from a VOGONS forums post of James-F. I also added per-device volume controls.

    Note that the volume controls are currently usable just before selecting a game to play (e.g., from the launcher), and not during gameplay. They're also done per-device, meaning, for instance, that you cannot separate the OPL music and sound volumes in Catacomb 3-D or Wolfenstein 3D.

    A good question is if this follows Chocolate Doom well. I think it's a bit difficult to make a comparison, as Doom already provided its own in-game volume controls.

    To explain why I think the added feature is acceptable for the Reflection Keen ports:
    - First of all, most chances are the PC Speaker was really a separate device in the 90s. At least in theory, it could also have its own volume control.
    - With the SB Pro and SB 16 (ISA) cards, you got a mixer in which you could control the volumes of OPL/FM/MIDI sounds/music and digitized sounds separately. If you asked Wolf3D to not detect an SB Pro, they would still be in effect.
    - Otherwise, Wolf3D would tamper with these, basically setting the FM/MIDI volume to the max and changing digitized sounds' volumes for stereo panning. But tests done by Blzut3 showed to me that for Win9x, you could temporarily leave to the mixer program on Windows, change the FM/MIDI volume and then return to the game. Of course, this may have unexpected consequences related to stability, but it's probably expected.
    - Even if the above weren't an option, someone probably used a sound card with volume controls independent of the ones that Wolf3D tampers with. Alternatively, maybe you could even use two separate cards: One for digitize sounds and another one for FM synthesis.

    Code:

    Aug 24, 2021 (v0.33.1):
    * Identified as "Loud Edition" in-game, since changes related to audio mixing
    increased the default sound volumes, at least outside of the PC Speaker.
    * Nuked OPL3 is now at git revision bb5c8d08a85779c42b75c79d7b84f365a1b93b66.
    * Introduce slider UI for a few launcher settings.
    * Add a new Sound Blaster emulation option, currently relevant just for Wolf3D.
    Use SB for mono output, and SB Pro or SB 16 for stereo panning of
    digitized sounds. Note that it's more significant after choosing SB 16.
    * Volumes for SB stereo panning, and internally also for OPL emulation
    with relation to the SB Pro/16, are based on tables of dB values
    posted here by James-F: https://www.vogons.org/viewtopic.php?t=54269
    * Add user-accessible per-device volume controls, independent of what was
    described earlier (e.g., Wolf3D's stereo panning). Note that these volumes
    are configurable per-device.
    * In particular, you cannot separate the OPL (AdLib) volumes
    of music and sound effects in Catacomb 3-D or Wolfenstein 3D.
    * Also, before playing Keen Dreams using the data from the 2015 port,
    you should use the digitized sound volume slider. Reason is that
    the sound effects were re-recorded into digitized forms.
    * Balance the default PC Speaker volume, following the changes.
    * Fix a sound mixing bug. Previously, the more sound sources were added to
    the mixer, the quieter each of them would be in the mixed output. Instead
    of taking the average of the sources, take the sum and clamp the result.
    * Other miscellaneous changes.
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    ReflectionHLE (Reflection Keen) Empty Re: ReflectionHLE (Reflection Keen)

    Post by NY00123 Thu Dec 30, 2021 3:54 pm

    Version 0.40.0 has been released. Since Keen Dreams isn't the only supported game, the project is being renamed as of this version. It's now titled "ReflectionHLE".

    A side-effect of this is that you'll have to manually migrate saved games and settings. Hopefully, it shouldn't be more than copying a directory or two. See the top of the change log for details.

    This version has the experimental addition of keyboard and mouse button overrides. They might not always work as expected. For instance, overridden keys may become unusable for cheat codes.

    There's also an APK for Android again. Audio resampling isn't included in it, and there might be other problems related to audio. Generally speaking, the Android builds should be considered less supported.

    Code:

    Dec 31, 2021 (v0.40.0):

    The project is renamed "ReflectionHLE" as of this version.
    As a side-effect, users of earlier Reflection Keen versions will have to
    manually migrate older settings and saved games. See paths given below.

    Windows: %APPDATA%\reflection-keen => %APPDATA%\reflectionhle

    macOS: ~/Library/Application Support/reflection-keen
    => ~/Library/Application Support/reflectionhle

    Linux - two paths (assuming $XDG_CONFIG_HOME and $XDG_DATA_HOME aren't set):
    ~/.config/reflection-keen => ~/.config/reflectionhle
    ~/.local/share/reflection-keen => ~/.local/share/reflectionhle

    * The project was renamed from "Reflection Keen" to "ReflectionHLE".
    * A single executable can now be used for running the supported games.
    It is identified as "ReflectionHLE".
    * Due to using one exe, the application icon had its game identifiers removed.
    * Additionally, the cfg file was split, with game-specific settings residing
    in their own separate cfg files. Some cfg key and value names were further
    renamed. Code was added for automatic migration of these from v0.33.1, but
    this does not cover the directories which store the cfg files and saved games.
    * The command-line options -skipintro and -showslides were removed. Instead,
    you can show the intro or slides with sub-gamever selection via -gamever.
    * Added the command-line option -listgamevers. It can be used for listing
    supported game versions, instead of -?, which doesn't do so anymore.
    * There's now experimental support for keyboard and mouse button overrides,
    applying to in-game actions during gameplay.
    * Note that these take a higher priority than in-game settings for the
    same keys. They also have a higher priority than hardcoded behaviors of them.
    For instance, it might be impossible to use a cheat code. You can still
    use a cheat code via the on-screen debug keys, though.
    * The on-screen keyboard with debug keys can now be displayed even
    if there's no use of touch input or any game controller.
    * Revert the impact of changes from v0.33.0 to the way controller buttons
    get mapped under the modern controller scheme. Instead of mapping to the
    default settings of a game, mapping is now done to the matching actions.
    For instance, in Keen Dreams, you can map a button to Jump instead
    of Ctrl (the default key for jumping in the original releases).
    This is still done in a different manner from versions preceding 0.33.0,
    as it's now less tied to the original games' keyboard settings.
    * As a side-effect, there are changes to the impacts of the analog motion
    toggles, even while using a D-pad. Additionally, the novert toggle should
    also impact vertical motion from a game controller or touch input.
    * Catacomb Abyss: Ensure it's possible to scroll through HELP.TXT using a game
    controller or touch input, even if movement keys were changed in config.abs.
    * General restructuring of the launcher's menus, following the support for
    multiple games from a single exe and the addition of key/button overrides.
    * Android builds are now possible again, albeit without audio resampling.
    Generally speaking, these builds should be considered less supported.
    * For technical reasons, sound output is done somewhat differently on Android.
    There may still be problems with audio, including delays.
    * Improvements to timing of sound playback during the intermission screen
    in Wolfenstein 3D, Spear of Destiny and Super 3-D Noah's Ark. This
    might be more noticeable while VSync is toggled on.
    * Launcher control bindings for Wolfenstein 3D and Super 3-D Noah's Ark:
    The weapons/feeders are now referred to by their numbers,
    instead of game-specific descriptions.
    * Emulation of mouse motion via game controllers was made
    less frame rate dependent.
    * Fix a typo impacting startup of Catacomb Apocalypse's hint book. The offset
    of a textual screen as present in the original exe was wrong. The bug was
    introduced during a refactor after the release of v0.30.1.
    This screen is actually used just in the electronic catalog of the supported
    shareware version of Catacomb Abyss, upon trying to print the catalog.
    * Catacombs, Wolf3D: Fix building in case "char" is an unsigned type.
    * Additional miscellaneous refactors, edits and fixes.
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    NY00123
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    Registration date : 2015-04-14

    ReflectionHLE (Reflection Keen) Empty Re: ReflectionHLE (Reflection Keen)

    Post by NY00123 Fri Oct 14, 2022 7:02 am

    Version 0.40.1 has been released. This update mostly consists of usability improvements. Also, for people less familiar with ReflectionHLE, a web page is now up: https://reflectionhle.com/

    This release will hopefully resolve usability problems with keyboard overrides, and possibly also with other input devices. But there are great chances that there's a new bug not found by me, so bug reports will be welcome. You can use the GitHub repository's issue tracker, or report in the forums if you prefer so; Albeit I might not necessarily check all forums in which I posted about ReflectionHLE.

    Code:
    If you are upgrading from a version preceding 0.40.0, please check
    migration notes for v0.40.0. The project was renamed to "ReflectionHLE"
    at the time, and as a side-effect, older settings and saved games
    have to be manually migrated.

    Oct 14, 2022 (v0.40.1):

    * Add a toggle for showing/hiding the ENDOOM screen on exit,
    currently identified in the launcher as "Wait for input on exit".
    Regardless of the toggle, it'll still appear in case of a nonzero exit code.
    Other screens specific to shareware versions of certain games might
    further keep appearing, or introduce their own delays.
    * Updated search paths for Wolfenstein 3D and Spear of Destiny game data.
    * Keyboard overrides don't fully replace the original uses of the keys
    as of this version. For instance, if the launcher is used to select
    the key W for moving forward in Catacomb 3-D, it can still be used
    as a part of debug keys for warping to another level.
    On the other hand, the familiar functionality of the key otherwise used
    for the same in-game action will be disabled. To clarify for the example
    of moving forward, the key generally used for this purpose from
    Catacomb 3-D's own control panel (the Up arrow by default)
    will not actually be used for moving forward.
    Note that mouse button overrides are still full overrides and there's
    no change in behaviors as describe above.
    * Miscellaneous internal changes related to user input, related in part to
    keyboard overrides. One example is a bug fix, where pressing on a key
    moving Keen left, followed by another key moving Keen right, and then
    releasing one of the keys, would make Keen stop moving altogether.
    Also, as of this version, the analog motion is explicitly reserved for analog
    controller axes; novert impacts these, as well as ordinary mouse movement.
    * Use more locks for the audio mixer. This particularly
    helped resolving unexpected slowdowns in Android builds
    with BE_ST_MANAGE_INT_CALLS_SEPARATELY_FROM_AUDIO=1,
    during playback of digitized sounds in Wolf3D.
    * BE_ST_MANAGE_INT_CALLS_SEPARATELY_FROM_AUDIO=1 is used for Android again.
    * Other updates related to Android builds.
    * Made a few changes removing dependencies on libgcc and C++ libraries
    as long as we don't actually need any of them.
    * Other miscellaneous edits.

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    ReflectionHLE (Reflection Keen) Empty Re: ReflectionHLE (Reflection Keen)

    Post by Sponsored content


      Current date/time is Fri Apr 26, 2024 11:28 pm