While Windows' compat layer uncap the refresh rate, dgVoodoo fulfills the requirements so the game runs at ~30Hz. This game requires halved refresh rate from D3D8, for some reason. Set the following options in the GeneralExt section of the config like this: EnableGDIHooking = true Upscale it with a Lanczos or bicubic filter instead if you want. Also, this is a fully software rendered game, do not force the resolution. You need to enable GDI hooking for dgVoodoo video playback. Lilo & Stitch Trouble in Paradise patchĬolor depth is fixed for modern systems and a message loop handler is added to get the videos and Alt-Enter working with dgVoodoo.This patch fixes all of them.Ĭurrently the following versions are included: English, Italian This game has various problems on modern system: texturing bug for the loading screens, potential movie playback and Alt-Tab crash. This patch is to fix it in a general way. This game runs with a serious graphics glitch in any environment newer than Win7 native DX: landscape is rendered deficiently. Frank Herbert's Dune texture format patch.This game was broken on arrive because its texture format enumerator misunderstands various formats, causing missing or rainbow-colored polygons. Time Machine patch (for game version patched to 1.23).Arthur's Knights - The Secrect Of Merlin CPU patch (for executable of version 4.54).Arthur's Knights - Tales Of Chivalry CPU patch (for executable of version 4.54).So, thanks to the unknown guy, they now work. It not only helped but in addition with that knowledge, I could patch all of the games. However when Marian told me on Vogons that a caring person from a Russian company created a patch for the translated version,Īnd also shared that with me, I checked out the same points in the patched file and ported the solution into the executables I had. I found all the points in the code but handling the capability flags is a bit subtle in the game, I struggled with it a lot. Hmmm, first, when dealing with Arthur's Knights, I thought CPUID instructions must be coded badly in the game somewhere, so I decided to explore it. Those games crash on modern hardware because they run onto code paths using 3DNow! instruction set. The only issue is that I don't have sound during the intro but otherwise it is ok during the game.Ĭryo Games (Arthur's Knights series, The New Adventures of the Time Machine and Odyssey: The Search for Ulysses) Some bug must have slipped into the emulation that's why Croc crashes.Īnyway, I cut off the code causing the crash and now Croc works. Sound API's like DirectSound and MCI WaveIn/Out to the internal of the new system. Win Vista, they introduced a system software mixer, ditched hardware accelerated sound and wrapped all old Ahha, Microsoft changed it completely starting with Operating systems, right when the game is about entering the menu screen.Īs I was debugging to trace down the cause of the crash I found that it has something to do I don't know if it's only for me but I always got a crash with this game on Windows 7 or newer Seems to work both through dgVoodoo and natively on Win10:Ĭroc: Legend of The Gobbos - crash before menu screen I don't know why it is but I patched the executable. Wants to create textures with size of 0x0 and crashes because of failed factoring. This patch increases the size of the stack segments this game uses to avoid this problem. This one fixes the crash that occurs when a resolution with more than 1000 lines is tried to be used.Įxactly like Zero Divide, running this game through dgVoodoo2 causes internal "stack segment" overflow and the game crashes. This game demo works with dgVoodoo but crashes at startup because division by zero. Here you can find some patches I made for some games.
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