Time stretching by keyboard control (Alt F5/F6) and/or Time Slider dialog
v2.02.05:
hooked winmm timeGetTime() API: makes time stretching work for Age of Empires series
changed time stretching grain: now it's not the coarse grained 2x, 4x,... series in 9 possible values but the fine grained series 1.5x, 2x, 3x,.... in 17 possible values
revised GetDC handling with 8BPP paletized surfaces: avoided need to emulate reverse-blitting and got an impressive speed improvement for games such as Age of Empires I & II and Hyperblade.
fixed some errors in the main directdraw palette descriptor. That gives better compatibility and less complicated source code.
added Fake Version feature: now Dungeon Keeper II (original version, not GOG hack) can detect a fake Win2000 / WinXP environment on Win7 and newer. Tested and working on Win7. Many thanks to Maxim for pushing me hard to win my lazyness and implement this new feature.
Fixed some proxy log messages (missing \n line terminator)
Fixed Trace "DirectX" flag.
improved GetDC handling in 8BPP palette mode: AddPalette called on demand, and on any surface (including backbuffers): makes Emergency work with no "Handle DC" flag set. Beware: this may affect the "Map GDI HDC on Primary DC" flag causing surface locks.
Fixed limit FPS timing issues: now the max possible FPS is 1000/delay.
Fixed EndPaint bug causing HDC lock in "Map GDI HDC to Primary DC" mode.
v2.02.10:
Added "Full RECT Blit" mode: may be useful to handle problematic situations (e.g. "Urban Assault" intro movies)
Fixed ClientToScreen and ScreenToClient hookers to properly handle scaled windows. This makes "Postal" working.
Fixed global palette reference count (??) in DirectDraw::Release hook
Fixed Window messages handling for SWP_NOMOVE, SWP_NOSIZE modes.
v2.02.11:
Added debug messages for GetSystemMetrics() modes, MapWindowPoints() points, DirectDrawEnumerate/Ex() devices.
ompiled with #define _WIN32_WINNT 0x0600 -> handles Vista modes
Added NOPALETTEUPDATE ("Palette update don't Blit" flag) to eliminate flickering when ddraw and GDI methods conflict
Hooked all LoadLibraryA/W
and LoadLibraryExA/W calls
Hooked
extDirectDrawEnumerate/Ex ddraw calls to handle Hide multi-monitor option.
Detected directshow activation through CoCreateInstance and hooked quartz.dll segment: now Urban Assault movies don't require "Full RECT Blit" option to be set.
Fixed clipping handling of primary/backbuffer surfaces
Added option to set AERO compatibility for Vista/Win7/Win8 platforms. Need to call a undocumented ddraw API. Thanks to Vovchik that discovered it. Use at your own risk!
Fixed "Remap client rect" option for Diablo's windows and Premier Manager 98 mouse movements
Added "Highlight blit to primary" option to draw a yellow bounding box around blits to primary surface
Fixed some exception conditions when closing the programs
Fixed CreateSurface handling to allow Premier Manager 98 start in emulated mode
Fixed ONEPIXELFIX handling
Fixed BIG WIN handling for Diablo's windows
Fixed FillRect hook to prevent filling outside virtual desktop
Disabled hooking of system libraries
Fixed a nasty bug that caused your desktop to freeze until shutdown !!!
Fixed GetWindowRect handling for windows not created by the task: Diablo queries the explorer window size! Now the retrieved RECT can't be larger than the virtual desktop
Fixed "disable setting gamma ramp" flag to intercept both GDI and D3D calls
Fixed client workarea setting to occupy the whole client area even when preserving aspect ratio (it draws black rectangles to the left/right or top/bottom side)
Completely revised CreateSurface hook: emulated and direct code are merged as much as possible, and reference counter are kept accurate. Now most games can work both in emulated and direct mode.
Fixed surface capabilities for "Vangers", "The Sims" (now working in emulated mode again)
Updated "Fixed aspect ratio" option: now uses the x,y size declared in the configuration instead of the fixed 800 x 600 standard one.
Added virtual fullscreen "Desktop" mode.
Completely revised the Peek/GetMessage handling: now it uses the standard SetWindowHook API instead of the address redirection, making the handling more reliable and accurate: now "Age of Empires III" works at last!
GUI:
Added virtual fullscreen "Desktop" mode.
Added "Fix buffered IO after Win98" flag: this is meant to fix an incompatibility in the ReadFile kernel32 API that must read from block boundaries, where a block was smaller up to Win98 and bigger after it.
As a result, games like "Dylan Dog Horror Luna Park" show IO errors while reading data from the CD. Unfortunately, this is not the only problem of this game, so Dylan Dog fans will have to wait further.
Maybe some other programs suffer of this problem, and I will strongly appreciate if anyone finds some.
fixed BACKBUFFER surface attributes in direct (not emulated) mode: Rayman 2 playable again
added FILTERMESSAGES flag ("filter offending messages") to eliminate some problems to games not developed to work windowized (Rayman 2, Mirror's Edge ...)
fixed bug crashing the program when "keep aspect ratio" is selected with window size set to 0
Added "suppress child process creation"flag. This flag is introduced to manage games such as "Heart of Iron 2" that start intro movie by means of a separate process. HoI2 is starting the binkplay.exe program in the game's avi subfolder. This way you don't get a windowed movie, but completely suppress it.
v2.02.42
added hook to kernel32.dll QueryPerformanceCounter API to enable time stretching to Rayman 2
handled GetAttachedSurface emulation for FLIP capability on primary surface - that makes the intro movies of Empire Earth visible.
fixed virtual screen size showing into status panel
hooked SetPixelFormat, GetPixelFormat, ChoosePixelFormat and DescribePixelFormat to redirect desktop hwnd and make wglCreateContext work (needed for Civ III)
fixed log message for TextOut parameters
hooked DisableD3DSpy (invoked by The Bard's Tale)
fixed extglViewport coordinate remapping when invoked with CW_USEDEFAULT values (Civ III)
fixed bug in DirectDarawCreate/Ex hooking with wrong module handle
Handling of ddraw screen color depth 15BPP - in "Hesperian Wars"
fixed IAT scanning: now function addresses for remapping are searched in possibly multiple instances of dll text segment - in "Aaron Hall's Dungeon Odissey"
hooked SystemParametersInfo call
fixed window size logic to check for window menu bar, considering also the WS_CHILD case.
fixed window move/resize when message processing is enabled: coordinates outside the child area or within ENTER/EXITSIZEMOVE must NOT be altered.
expanded timer processing to include user32 Set/KillTimer - in "Aaron Hall's Dungeon Odissey"
fixed possible recursion while hooking child window procedure identical to parent's one
fixed gdi emulation on top of ddraw surface, enough to play "Sid Meyer's Civilization III".
Added Automatic DirectX mode: not workink always, but should make it much easier to guess a proper surface setting.
Automatic mode allows dynamic mode change depending on the situation: it is necessary for Populous 3 D3D version.
fixed BltFast operation with SRC color key (often used to draw cursor from texures) directly to primary surface: this makes the cursor visible in Populous 3.
added directx "Compensate Flip emulation" flag: used primarily to get rid of mouse artifacts due to emulated Flip rpocedure in windowed mode. Fixes Gruntz issues and some other games...
fixed d3d hooking for Reset and GetDirect3D methods: now Jumpgate works at any available resolution, and the "Add proxy libs" option is no longer necessary
fixed "Compensate Flip emulation" option for non emulated surface mode: fixes mouse artifacts for "Rogue Spear Black Thorn"
added preliminary handling for "Disable Textures" option
fixed a ddraw session reference count error that prevented "Jet Moto" to start
fixed "Compensate Flip emulation" for ddraw7 games: now "Empire Earth" supports this flag.
fixed CloseWindow hook: now games that minimize/restore the main window on task switch can possibly recover (e.g. Hundred Swords)
fixed process hook: now it should be a little more robust and efficient. Hopefully should fix some Macromedia Flash problems.
fixed IDDrawSurface::Lock() prototype. Not gameplay improvements, though...
added DirectX "Return 0 ref counter" option as quick & dirty solution to many reference counter problems!
fixed DirectDrawCreateEx failing to register the main ddraw session handle
fixed palette problem in emulated mode: palette must be applied to backbuffer surface as well. Now "Duckman" and "Total Soccer 2000" show perfect colors.
fixed log for D3D CreateDevice method, missing in some D3D interface versions
added wildcarded program path: now you needn't set the full pathname, but it is sufficient to specify the rightmost part, e.g. the executable filename.
added emulated mode color conversion from 32BPP to 16BPP. Despite the fact that the best way to run a 32BPP game is against a 32BPP desktop, now it is possible to downgrade 32BPP colors to 16BPP. This fixed the fact that 32BPP games run on a 16BPP desktop showed simply black screens (e.g. Baldur's Gate II)
fixed logic for EnumDisplayModes implementation: now screen resolutions and, for emulated mode only, also color depth, are generated by DxWnd and not derived directly from the real ones. This make it possible to fake support for very low screen resolutions (e.g. 320x200) on modern screens that support them no longer. This make "Genocide" running on both supported resolutions 320x200 and 320x240.
added screen resolution choice: either a set of SVGA resolutions (mostly for 3:4 monitors), HDTV resolutions (mostly for 16:9 monitors) or the native set of resolutions offered by your monitor / video card.