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Forza Motorsport: per-pixel W depth, ISO launcher, audio/D3D8 fixes (experimental) - #117
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saschawestbrock4-dev wants to merge 1 commit into
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saschawestbrock4-dev wants to merge 1 commit into
saschawestbrock4-dev wants to merge 1 commit into
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…e PC port work - Per-pixel W-buffer depth (RECOMP_D3D8_WDEPTH): the pixel stage writes the exact W, so coplanar billboards no longer z-fight - Push-buffer cull and polygon offset recorded by the title - Launcher: takes the game from the player's own disc image (ISO/xiso), checks the XBE against XBE_SHA1 - Stall watchdog (RECOMP_WATCHDOG_STALL), long-wait diagnostics - Register promotion for hot functions (tools/recomp/regpromote.py) - Many D3D8/texture/audio fixes (see diff) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ntfeax4UkEfQdPwptmpyEK
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Thanks! I'll take a look through and see what's worth pulling! I hope your Forza recomp goes well! I did do some widescreen work but it requires extensive UI reworks |
Author
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i did my best i am a beginner afterall |
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Changes from my Forza Motorsport (2005) PC port work, on top of title/forza (afc5ee8). Experimental: tested by playing on one Windows PC (D3D11, XAudio2), menus and races.
What's in it
) that dumps the presenting thread's guest stack; long kernel waits are logged.Notes
Known open issue: Arcade/Free Run can hang on a white screen.
Thanks for the toolkit and the Forza groundwork!
🤖 Generated with Claude Code