M
mavirick
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As far as I know this wasn't changed, but my work was really focused on the cache. I know the logic for replacing textures had to be changed to some degree but Jema is dealing with some personal business that is keeping him away; I will take a look when I get the chance.Actually, now that I remember, if I detected that there was no match or an unresolvable collision, I ignored it and let d3d keep the original texture there. So if there are now colliding textures in previously pixelated spots, it might mean that 'ignore' was turned off and it is just placing the last thing in memory there. Again, sorry if I overlook stuff, it has been a while since I looked at the code.
I don't own the thread so I can't modify the first post, but to turn debug mode on, simply set debug_mode=yes in FFVIII\tonberry\prefs.txt. All debug folders then need to have the zero removed, so \tonberry\debug0 becomes \tonberry\debug, \tonberry\debug\replaced0 becomes \tonberry\debug\replaced, etc.Mavirick, as a continuation from what I have been PMing you and Mcindus, how do I use the Debug Mode in Tonberry so I can find what is randomly crashing my games? I feel like a proper write up of the Debug Mode should be included in the original post.
Edit: You guys were right--it looks like our new cache broke collision resolution. I believe I've found the problem and I've made a quick fix but it will need more testing before I release it. If you are experiencing a crash or texture problem that you can easily replicate and would like to help, send me a PM and I can provide the new d3d9Callback.dll for you to try. Otherwise hold tight and I'll get it released as soon as I can.
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