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Chess Titans
Chess Titans |
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Developer: Oberon Games This game has uncompiled source code. This game has a bugs page |
To do:
|
One of the new games included with Windows Vista and 7.
Contents
Sub-Pages
Bugs |
Debug Menu
To do: See if the Full Speed Render does anything. |
As with most other games shipped with Vista and 7, it has an internal g_debugEnabled variable. The options included in this menu are:
- Rotate Board - Rotates the board to the other side in the 3D view, but doesn't do anything in the 2D view.
- Self Play - View a game played by two computer players. If a game already began, the game will then start a new one.
- Toggle Top Down View - Goes to the top-down 2D view, but going back to the 3D view will cause the graphic setting to drop to the lowest-quality 3D setting.
- Toggle Full Speed Render - Supposedly would make the game run faster on slower computers.
XInput Support
An interesting feature that isn't documented anywhere (Help Menu-wise) is XInput (gamepad) support – if the game detects an Xbox 360 controller plugged into a USB port, the P1 corner on the controller will light up, signifying the controller can be used. Possibly undocumented because Oberon Games/Microsoft thought a gamepad would be odd to use. It's a neat little feature, nonetheless.
Controls
Button | Effect |
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Left analog stick/D-Pad/Shoulder Buttons/Triggers | Moves the cursor. Oddly, they can also be used to navigate the menu bar. |
B/Back | Undoes the previous move. |
A/X | Selects the square the cursor is on. Moving the cursor onto a piece and pressing A/X selects it. Pressing A/X on one of the highlighted squares moves the piece there. |
Y/Start | Opens the Game Menu. |
Shader Code
In Chess.dll, there are several portions of the shader code starting at 12B9358.
float4x4 World; float4x4 View; float4x4 Projection; texture DecalTexture; texture GradientTexture; sampler2D DecalSampler = sampler_state { Texture = (DecalTexture); MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Clamp; AddressV = Clamp; }; sampler2D DecalSamplerQuick = sampler_state { Texture = (DecalTexture); MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Clamp; AddressV = Clamp; }; sampler1D GradientSampler = sampler_state { Texture = (GradientTexture); MinFilter = Linear; MagFilter = Linear; MipFilter = None; // oh dear god. don't use mips because it'll sample from the lowest mip level when a triangle as the same texture coords for all 3 verts AddressU = Clamp; }; sampler2D ScreenSampler = sampler_state { Texture = (DecalTexture); MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Clamp; AddressV = Clamp; }; sampler2D ScreenSamplerPoint = sampler_state { Texture = (DecalTexture); MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Clamp; AddressV = Clamp; }; technique TWorldDecal { pass P0 { WorldTransform[0] = (World); ViewTransform = (View); ProjectionTransform = (Projection); Lighting = false; ZEnable = false; ZFunc = LessEqual; ZWriteEnable = false; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; Sampler[0] = (DecalSampler); Sampler[1] = (GradientSampler); ColorOp[0] = SelectArg1; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = SelectArg2; ColorArg1[1] = Texture; ColorArg2[1] = Current; ColorOp[2] = Disable; AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; AlphaArg2[0] = Current; AlphaOp[1] = Modulate; AlphaArg1[1] = Texture; AlphaArg2[1] = Current; AlphaOp[2] = Disable; VertexShader = null; PixelShader = null; } } technique TWorldDecalQuick { pass P0 { WorldTransform[0] = (World); ViewTransform = (View); ProjectionTransform = (Projection); Lighting = false; ZEnable = false; ZFunc = LessEqual; ZWriteEnable = false; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; Sampler[0] = (DecalSamplerQuick); ColorOp[0] = SelectArg1; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = Disable; AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; AlphaArg2[0] = Current; AlphaOp[1] = Disable; VertexShader = null; PixelShader = null; } } technique TScreenDecal { pass P0 { WorldTransform[0] = (World); ViewTransform = (World); ProjectionTransform = (World); Lighting = false; ZEnable = false; ZFunc = Always; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; Sampler[0] = (ScreenSampler); Sampler[1] = (GradientSampler); ColorOp[0] = SelectArg1; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = SelectArg2; ColorArg1[1] = Texture; ColorArg2[1] = Current; ColorOp[2] = Disable; AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; AlphaArg2[0] = Current; AlphaOp[1] = Modulate; AlphaArg1[1] = Texture; AlphaArg2[1] = Current; AlphaOp[2] = Disable; VertexShader = null; PixelShader = null; } } technique TScreenDecalPoint { pass P0 { WorldTransform[0] = (World); ViewTransform = (World); ProjectionTransform = (World); Lighting = false; ZEnable = false; ZFunc = Always; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; Sampler[0] = (ScreenSamplerPoint); Sampler[1] = (GradientSampler); ColorOp[0] = SelectArg1; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = SelectArg2; ColorArg1[1] = Texture; ColorArg2[1] = Current; ColorOp[2] = Disable; AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; AlphaArg2[0] = Current; AlphaOp[1] = Modulate; AlphaArg1[1] = Texture; AlphaArg2[1] = Current; AlphaOp[2] = Disable; VertexShader = null; PixelShader = null; } } technique TScreenDecalImmediate { pass P0 { WorldTransform[0] = (World); ViewTransform = (World); ProjectionTransform = (World); Lighting = false; ZEnable = false; ZFunc = Always; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = One; DestBlend = InvSrcAlpha; Sampler[0] = (ScreenSampler); Sampler[1] = (GradientSampler); ColorOp[0] = SelectArg1; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = SelectArg2; ColorArg1[1] = Texture; ColorArg2[1] = Current; ColorOp[1] = Disable; AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; AlphaArg2[0] = Current; AlphaOp[1] = Modulate; AlphaArg1[1] = Texture; AlphaArg2[1] = Current; AlphaOp[1] = Disable; VertexShader = null; PixelShader = null; } }
float4x4 WorldViewProjection; float4x4 WorldView; float4x4 World; float4x4 View; float4x4 ViewInv; float4x4 Projection; texture AlbedoTexture; texture ReflTexture; texture EnvTexture; float Alpha; float EnvironmentContribution = 0.25; float ReflectionStrength = 0.25; float TrimReflectionStrength = 0.45; //----------------------------------------------------------------------------- sampler2D AlbedoSampler = sampler_state { Texture = (AlbedoTexture); MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; sampler2D ReflSampler = sampler_state { Texture = (ReflTexture); MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; }; samplerCUBE EnvSampler = sampler_state { Texture = (EnvTexture); MipFilter = Point; MinFilter = Linear; MagFilter = Linear; }; //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; // position of the vertex float3 Diffuse : COLOR0; // diffuse color of the vertex float2 TexCoord : TEXCOORD0; float4 ReflCoord : TEXCOORD1; float3 EnvCoord : TEXCOORD2; }; //----------------------------------------------------------------------------- VS_OUTPUT PieceVS( uniform float3 ka, uniform float3 kd, uniform bool bEnvironment, uniform bool bReflections, float4 Pos : POSITION, float2 TexCoord : TEXCOORD0, float3 Normal : NORMAL0 ) { VS_OUTPUT Output; // Output the vetrex position in projection space Output.Position = mul( Pos, WorldViewProjection ); float3 viewNormal = normalize( mul( Normal, (float3x3) WorldView ) ); float3 L = mul( worldLight, (float3x3) View ); float3 N = viewNormal; float NdotL = saturate( dot( N, L ) ); float3 ambient = ka; float3 diffuse = kd * NdotL; Output.Diffuse = ambient + diffuse; Output.TexCoord = TexCoord; // note: bReflections does nothing Output.ReflCoord = float4( 0, 0, 0, 1 ); if ( bEnvironment ) { float3 viewPos = normalize( mul( Pos, WorldView ) ); float3 viewReflect = reflect( viewPos, viewNormal ); float3 worldReflect = mul( viewReflect, (float3x3) ViewInv ); Output.EnvCoord = worldReflect; } else { Output.EnvCoord = float3( 0, 1, 0 ); } return Output; } //----------------------------------------------------------------------------- VS_OUTPUT StandardVS( uniform bool bEnvironment, uniform bool bReflections, float4 Pos : POSITION, float2 TexCoord : TEXCOORD0, float3 Normal : NORMAL0 ) { VS_OUTPUT Output; // Output the vetrex position in projection space Output.Position = mul( Pos, WorldViewProjection ); // note: diffuse unused Output.Diffuse = float3( 1, 1, 1 ); Output.TexCoord = TexCoord; if ( bReflections ) { Output.ReflCoord.x = Output.Position.x * 0.5 + Output.Position.w * 0.5; Output.ReflCoord.y = Output.Position.w * 0.5 - Output.Position.y * 0.5; Output.ReflCoord.z = Output.Position.w; Output.ReflCoord.w = Output.Position.w; } else { Output.ReflCoord = float4( 0, 0, 0, 1 ); } if ( bEnvironment ) { float3 viewNormal = normalize( mul( Normal, (float3x3) WorldView ) ); float3 viewPos = normalize( mul( Pos, WorldView ) ); float3 viewReflect = reflect( viewPos, viewNormal ); float3 worldReflect = mul( viewReflect, (float3x3) ViewInv ); Output.EnvCoord = worldReflect; } else { Output.EnvCoord = float3( 0, 1, 0 ); } return Output; } //----------------------------------------------------------------------------- float4 PiecePS( VS_OUTPUT In, uniform bool bAlbedo, uniform bool bEnvironment, uniform bool bReflections, uniform float reflAmount ) : COLOR0 { // note: bReflections does nothing if ( bAlbedo ) { float3 Albedo = tex2D( AlbedoSampler, In.TexCoord ); if ( bEnvironment ) { float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * reflAmount; Albedo = Albedo * environmentTextureAmount; return float4( In.Diffuse * Albedo + Environment, Alpha ); } else { return float4( In.Diffuse * Albedo, Alpha ); } } else { if ( bEnvironment ) { float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * reflAmount; return float4( In.Diffuse + Environment, Alpha ); } else { return float4( In.Diffuse, Alpha ); } } } //----------------------------------------------------------------------------- float4 BoardPS( VS_OUTPUT In, uniform bool bEnvironment, uniform bool bReflections ) : COLOR0 { float3 Albedo = tex2D( AlbedoSampler, In.TexCoord ); if ( bEnvironment ) { float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * EnvironmentContribution; if ( bReflections ) { float4 Reflections = tex2Dproj( ReflSampler, In.ReflCoord ); float3 c = lerp( Albedo, Reflections.xyz, Reflections.w * ReflectionStrength ); return float4( c + Environment, 1 ); } else { return float4( Albedo + Environment, 1 ); } } else { if ( bReflections ) { float4 Reflections = tex2Dproj( ReflSampler, In.ReflCoord ); float3 c = lerp( Albedo, Reflections.xyz, Reflections.w * ReflectionStrength ); return float4( c, 1 ); } else { return float4( Albedo, 1 ); } } } //----------------------------------------------------------------------------- float4 TablePS( VS_OUTPUT In, uniform bool bEnvironment, uniform bool bReflections ) : COLOR0 { // note: bReflections does nothing float3 Albedo = tex2D( AlbedoSampler, In.TexCoord ); if ( bEnvironment ) { float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * 0.0325; return float4( Albedo + Environment, 1 ); } else { return float4( Albedo, 1 ); } } //----------------------------------------------------------------------------- float4 TrimPS( VS_OUTPUT In, uniform bool bEnvironment, uniform bool bReflections ) : COLOR0 { float3 Albedo = trimColor; if ( bEnvironment ) { float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * EnvironmentContribution; if ( bReflections ) { float4 Reflections = tex2Dproj( ReflSampler, In.ReflCoord ); float3 c = lerp( Albedo, Reflections.xyz, Reflections.w * TrimReflectionStrength ); return float4( c + Environment, 1 ); } else { return float4( Albedo + Environment, 1 ); } } else { if ( bReflections ) { float4 Reflections = tex2Dproj( ReflSampler, In.ReflCoord ); float3 c = lerp( Albedo, Reflections.xyz, Reflections.w * TrimReflectionStrength ); return float4( c, 1 ); } else { return float4( Albedo, 1 ); } } } //----------------------------------------------------------------------------- technique TWhite_EnvironmentReflections { pass P0 { AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_1_1 PieceVS( kaWhite, kdWhite, true, true ); PixelShader = compile ps_1_4 PiecePS( pieceAlbedo, true, true, reflWhite ); } } technique TBlack_EnvironmentReflections { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_1_1 PieceVS( kaBlack, kdBlack, true, true ); PixelShader = compile ps_1_4 PiecePS( pieceAlbedo, true, true, reflBlack ); } } technique TBoard_EnvironmentReflections { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( true, true ); PixelShader = compile ps_1_4 BoardPS( true, true ); } } technique TTable_EnvironmentReflections { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( true, true ); PixelShader = compile ps_1_1 TablePS( true, true ); } } technique TTrim_EnvironmentReflections { pass P0 { AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( true, true ); PixelShader = compile ps_1_4 TrimPS( true, true ); } } //----------------------------------------------------------------------------- technique TWhite_Reflections { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_1_1 PieceVS( kaWhite, kdWhite, false, true ); PixelShader = compile ps_1_1 PiecePS( pieceAlbedo, false, true, reflWhite ); } } technique TBlack_Reflections { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_1_1 PieceVS( kaBlack, kdBlack, false, true ); PixelShader = compile ps_1_1 PiecePS( pieceAlbedo, false, true, reflBlack ); } } technique TBoard_Reflections { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( false, true ); PixelShader = compile ps_1_4 BoardPS( false, true ); } } technique TTable_Reflections { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( false, true ); PixelShader = compile ps_1_4 TablePS( false, true ); } } technique TTrim_Reflections { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( false, true ); PixelShader = compile ps_1_4 TrimPS( false, true ); } } //----------------------------------------------------------------------------- technique TWhite_Environment { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_1_1 PieceVS( kaWhite, kdWhite, true, false ); PixelShader = compile ps_1_4 PiecePS( pieceAlbedo, true, false, reflWhite ); } } technique TBlack_Environment { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_1_1 PieceVS( kaBlack, kdBlack, true, false ); PixelShader = compile ps_1_4 PiecePS( pieceAlbedo, true, false, reflBlack ); } } technique TBoard_Environment { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( true, false ); PixelShader = compile ps_1_1 BoardPS( true, false ); } } technique TTable_Environment { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( true, false ); PixelShader = compile ps_1_1 TablePS( true, false ); } } technique TTrim_Environment { pass P0 { ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; VertexShader = compile vs_1_1 StandardVS( true, false ); PixelShader = compile ps_1_1 TrimPS( true, false ); } } //----------------------------------------------------------------------------- technique TWhite { pass P0 { WorldTransform[0] = (World); ViewTransform = (View); ProjectionTransform = (Projection); Lighting = true; LightEnable[0] = true; LightType[0] = Directional; LightDirection[0] = (-worldLight); LightAmbient[0] = float4( 0, 0, 0, 0 ); LightDiffuse[0] = float4( 1, 1, 1, 1 ); LightSpecular[0] = float4( 1, 1, 1, 1 ); LightEnable[1] = false; Ambient = float4( 1, 1, 1, 1 ); SpecularEnable = true; MaterialAmbient = float4( kaWhite, 1 ); MaterialDiffuse = float4( kdWhite, 1 ); MaterialSpecular = float4( 0.15, 0.15, 0.15, 1 ); MaterialPower = 20.0; MaterialEmissive = float4( 0, 0, 0, 0 ); // AmbientMaterialSource = Material; // DiffuseMaterialSource = Material; // EmissiveMaterialSource = Material; // SpecularMaterialSource = Material; ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; Sampler[0] = (AlbedoSampler); TextureFactor = (Alpha.xxxx); ColorOp[0] = COLOROP0; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = Disable; AlphaOp[0] = SelectArg1; AlphaArg1[0] = TFactor; AlphaArg2[0] = Current; AlphaOp[1] = Disable; VertexShader = null; PixelShader = null; } } technique TBlack { pass P0 { WorldTransform[0] = (World); ViewTransform = (View); ProjectionTransform = (Projection); Lighting = true; LightEnable[0] = true; LightType[0] = Directional; LightDirection[0] = (-worldLight); LightAmbient[0] = float4( 0, 0, 0, 0 ); LightDiffuse[0] = float4( 1, 1, 1, 1 ); LightSpecular[0] = float4( 1, 1, 1, 1 ); LightEnable[1] = false; Ambient = float4( 1, 1, 1, 1 ); SpecularEnable = true; MaterialAmbient = float4( kaBlack, 1 ); MaterialDiffuse = float4( kdBlack, 1 ); MaterialSpecular = float4( 0.25, 0.25, 0.25, 1 ); MaterialPower = 20.0; MaterialEmissive = float4( 0, 0, 0, 0 ); // AmbientMaterialSource = Material; // DiffuseMaterialSource = Material; // EmissiveMaterialSource = Material; // SpecularMaterialSource = Material; ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; Sampler[0] = (AlbedoSampler); TextureFactor = (Alpha.xxxx); ColorOp[0] = COLOROP0; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = Disable; AlphaOp[0] = SelectArg1; AlphaArg1[0] = TFactor; AlphaArg2[0] = Current; AlphaOp[1] = Disable; VertexShader = null; PixelShader = null; } } technique TBoard { pass P0 { WorldTransform[0] = (World); ViewTransform = (View); ProjectionTransform = (Projection); ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; Sampler[0] = (AlbedoSampler); ColorOp[0] = SelectArg1; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = Disable; AlphaOp[0] = Disable; AlphaOp[1] = Disable; VertexShader = null; PixelShader = null; } } technique TTable { pass P0 { WorldTransform[0] = (World); ViewTransform = (View); ProjectionTransform = (Projection); ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; Sampler[0] = (AlbedoSampler); ColorOp[0] = SelectArg1; ColorArg1[0] = Texture; ColorArg2[0] = Current; ColorOp[1] = Disable; AlphaOp[0] = Disable; AlphaOp[1] = Disable; VertexShader = null; PixelShader = null; } } technique TTrim { pass P0 { WorldTransform[0] = (World); ViewTransform = (View); ProjectionTransform = (Projection); ZEnable = true; ZFunc = LessEqual; ZWriteEnable = true; AlphaBlendEnable = false; TextureFactor = (trimColor.xyzz); ColorOp[0] = SelectArg1; ColorArg1[0] = TFactor; ColorArg2[0] = Current; ColorOp[1] = Disable; AlphaOp[0] = Disable; AlphaOp[1] = Disable; VertexShader = null; PixelShader = null; } }
float3 kaWhite = float3( 0.260, 0.260, 0.290 ); float3 kdWhite = float3( 0.820, 0.820, 0.850 ); float reflWhite = 0.33; float3 kaBlack = float3( 0.200, 0.200, 0.200 ); float3 kdBlack = float3( 0.450, 0.450, 0.450 ); float reflBlack = 0.14; float environmentTextureAmount = 0.6; float3 worldLight = float3( 0.259, 0.966, 0 ); // 15 degrees over float3 trimColor = float3( 0.600, 0.580, 0.500 ); bool pieceAlbedo = true; #define COLOROP0 Modulate #include "Media\Shaders\MeshCommon.fx"
float3 kaWhite = float3( 0.317, 0.317, 0.317 ); float3 kdWhite = float3( 0.651, 0.651, 0.651 ); float reflWhite = 0.08; float3 kaBlack = float3( 0.035, 0.045, 0.055 ); float3 kdBlack = float3( 0.165, 0.165, 0.165 ); float reflBlack = 0.17; float environmentTextureAmount = 1.0; float3 worldLight = float3( 0.259, 0.966, 0 ); // 15 degrees over float3 trimColor = float3( 0.600, 0.580, 0.500 ); bool pieceAlbedo = false; #define COLOROP0 SelectArg2 #include "Media\Shaders\MeshCommon.fx"
float3 kaWhite = float3( 0.317, 0.317, 0.317 ); float3 kdWhite = float3( 0.800, 0.800, 0.800 ); float reflWhite = 0.10; float3 kaBlack = float3( 0.320, 0.250, 0.220 ); float3 kdBlack = float3( 1.000, 1.000, 1.000 ); float reflBlack = 0.14; float environmentTextureAmount = 1.0; float3 worldLight = float3( 0.259, 0.966, 0 ); // 15 degrees over float3 trimColor = float3( 0.600, 0.580, 0.500 ); bool pieceAlbedo = true; #define COLOROP0 Modulate #include "Media\Shaders\MeshCommon.fx"
float4x4 WorldViewProjInv; texture SkyBoxTexture; samplerCUBE SkyBoxSampler = sampler_state { Texture = (SkyBoxTexture); MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; struct VS_OUTPUT { float4 Position : POSITION; float3 TexCoord : TEXCOORD0; }; VS_OUTPUT SkyBoxVS( float4 Pos : POSITION ) { VS_OUTPUT Output; Output.Position = Pos; Output.TexCoord = normalize( mul( Pos, WorldViewProjInv ) ); return Output; } float4 SkyBoxPS( VS_OUTPUT Input ) : COLOR { float3 c = texCUBE( SkyBoxSampler, Input.TexCoord ); return float4( c, 1 ); } technique TSkyBox { pass P0 { ZEnable = false; AlphaBlendEnable = false; VertexShader = compile vs_1_1 SkyBoxVS(); PixelShader = compile ps_1_1 SkyBoxPS(); } }
Unused Textures
To do: See if there's more to find. |
There are some unused textures in the game files.
Environments
These images were likely intended to be backgrounds before being replaced with simple gradients.
DXUT Controls
An unused texture for what seems to be a development menu.
Introduced in Windows 1.0 | Reversi (1985) |
---|---|
Introduced in Windows 3.x | Hearts (1993) (Prototypes) • Minesweeper (1990) (Prototypes) • Solitaire (1990) (Prototypes) |
Introduced in Windows 95 | FreeCell (1991) • Hover! (1995) (Prototypes) |
Introduced in Windows 2000 | 3D Pinball: Space Cadet (Prototypes) • Spider Solitaire (1998) (Prototype) |
Introduced in Windows XP | InkBall |
Introduced in Windows Vista | Chess Titans • FreeCell (2007) • Hearts (2007) • Minesweeper (2007) • Purble Place (Prototypes) • Solitaire (2007) • Spider Solitaire (2007) |
Introduced in Windows 8 Developer Preview | 5 in a Row • Labyrinth • Treehouse Stampede! • Zero Gravity |
Introduced in Windows 10 | Microsoft Solitaire Collection |
Other | GeoSafari for Bob |
See also | |
Microsoft Entertainment Pack |
- Pages missing developer references
- Games developed by Oberon Games
- Pages missing publisher references
- Games published by Microsoft
- Windows games
- Pages missing date references
- Games released in 2007
- Games released in January
- Games released on January 30
- Games with uncompiled source code
- Games with hidden development-related text
- Games with unused graphics
- Games with debugging functions
- To do
- Bundled Windows Games
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Oberon Media > Games developed by Oberon Games
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Microsoft
Games > Games by release date > Games released in 2007
Games > Games by release date > Games released in January
Games > Games by release date > Games released in January > Games released on January 30
Games > Games by series > Bundled Windows Games