diff --git a/build/dxwnd.dll b/build/dxwnd.dll index f4ccd46..40e48b8 100644 --- a/build/dxwnd.dll +++ b/build/dxwnd.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:eca050e2e867b9ccd61ce1e78b991f48504d208b1454e486e76ace04e7763b5f +oid sha256:e35a6dc22468717d75b50c1374ba43157b43668ba28417be5e8201d0d8c0d010 size 700928 diff --git a/build/exports/Tony Hawk's Pro Skater 3.dxw b/build/exports/Tony Hawk's Pro Skater 3.dxw new file mode 100644 index 0000000..53226e9 --- /dev/null +++ b/build/exports/Tony Hawk's Pro Skater 3.dxw @@ -0,0 +1,35 @@ +[target] +title0=Tony Hawk's Pro Skater 3 +path0=F:\Games\Tony Hawk's Pro Skater 3\Skate3.exe +startfolder0= +launchpath0= +module0= +opengllib0= +notes0= +registry0= +ver0=0 +monitorid0=-1 +coord0=0 +flag0=136314914 +flagg0=1207959552 +flagh0=20 +flagi0=134217732 +flagj0=4224 +flagk0=65536 +flagl0=0 +flagm0=0 +tflag0=0 +dflag0=0 +posx0=50 +posy0=50 +sizx0=800 +sizy0=600 +maxfps0=0 +initts0=0 +winver0=0 +maxres0=-1 +swapeffect0=0 +maxddinterface0=7 +slowratio0=2 +initresw0=800 +initresh0=600 diff --git a/build/exports/Warhammer 40K Rites of War.dxw b/build/exports/Warhammer 40K Rites of War.dxw index aec7e30..0429b8f 100644 --- a/build/exports/Warhammer 40K Rites of War.dxw +++ b/build/exports/Warhammer 40K Rites of War.dxw @@ -1,20 +1,20 @@ [target] title0=Warhammer 40K Rites of War -path0=D:\Games\Warhammer 40K Rites Of War\game\RoW.exe +path0=F:\Games\Warhammer 40K Rites Of War\RoW.exe launchpath0= module0= opengllib0= -notes0=After installing the game copy the "Map" -folder from the CD to the \nRites of War\ directory on your hard drive.\n\nThis will fix the issue where the game crashes when starting a campaign. +notes0=Courtesy of Riitaoja:\n\nAfter installing the game copy the "Map" -folder from the CD to the \nRites of War\ directory on your hard drive.\n\nThis will fix the issue where the game crashes when starting a campaign.\n\nSetting Time limit to 1mSec together with "Updates bigger than 1/4 screen size" \nslows down the battle scrolling without affecting the mouse or animations speed,\nnor reducing the FPS rate.\nVery adviseable. registry0= ver0=0 coord0=0 -flag0=685772838 -flagg0=1207959680 +flag0=136335394 +flagg0=1207963776 flagh0=20 flagi0=138412036 -flagj0=4224 +flagj0=4480 flagk0=65536 -flagl0=0 +flagl0=1073741824 flagm0=0 tflag0=0 dflag0=0 @@ -22,10 +22,14 @@ posx0=50 posy0=50 sizx0=800 sizy0=600 -maxfps0=0 +maxfps0=1 initts0=0 winver0=0 maxres0=-1 swapeffect0=0 maxddinterface0=7 slowratio0=2 +startfolder0= +monitorid0=-1 +initresw0=800 +initresh0=600 diff --git a/build/exports/dxwnd.ini b/build/exports/dxwnd.ini new file mode 100644 index 0000000..f08cfa6 --- /dev/null +++ b/build/exports/dxwnd.ini @@ -0,0 +1,5 @@ +[window] +posx=1235 +posy=551 +sizx=320 +sizy=200 diff --git a/build/help/Compatibility.html b/build/help/Compatibility.html index 8b2fd33..abbf4ff 100644 --- a/build/help/Compatibility.html +++ b/build/help/Compatibility.html @@ -59,7 +59,7 @@
FIXPITCH
Some programs ignore the pitch value returned by the DirectDrawSurface::Lock method and fill the graphics buffer according to an incorrect predetermined pitch value. This discrepancy is caused when DxWnd creates virtual surfaces with varying pitch values that may not correspond to the original values when creating the surface on a different memory type (system memory and video memory). When this is happening to a hooked program, some elements may appear diagonally skewed. Note how the left border of the text widget in the figure below goes down and to the right rather than straight down, distorting the contained text as well. This flag resolves the issue by copying the graphic scan lines to the proper memory offset.
+Some programs ignore the pitch value returned by the DirectDrawSurface::Lock method and fill the graphics buffer according to an incorrect predetermined pitch value. This discrepancy is caused when DxWnd creates virtual surfaces with varying pitch values that may not correspond to the original values when creating the surface on a different memory type (system memory and video memory). When this is happening to a hooked program, some elements may appear diagonally skewed. Note how the left border of the text widget in the figure below goes down and to the right rather than straight down, distorting the contained text as well. This flag resolves the issue by copying the graphic scan lines to the proper memory offset. For additional examples, see Examples > SnowBoard: Racer.
ZBUFFER0CLEAN
Some games don't properly clear the zeta buffer between frames, producing incorrect surface z-ordering and other issues. This flag fixes this problem.
+Some games don't properly clear the zeta buffer between frames, producing incorrect surface z-ordering and other issues. This flag fixes this problem. For an example, see Examples > SnowBoard: Racer.
ENUM16BITMODES
On Windows 10, the list of available video modes (see DirectDraw8/9::EnumAdapterModes) may not include those with color depths lower than 32bpp while no fullscreen programs are running (known as "desktop composition mode"). This may impact games that need 8- or 16-bit color depth. This flag forces the inclusion of modes with 16-bit color depth.
+On Windows 10, the list of available video modes (see DirectDraw8/9::EnumAdapterModes) may not include those with color depths lower than 32bpp while no fullscreen programs are running (known as "desktop composition mode"). This may impact games that need 8- or 16-bit color depth. This flag forces the inclusion of modes with 16-bit color depth. This option may help when a Direct3D8/9 program running on Windows 10 lacks the proper video mode and terminates.
Make Backbuf attachable
+Lock color depth
BACKBUFATTACH
+LOCKCOLORDEPTH
Alters the size specification of the created backbuffer so that it copes with the actual primary surface, so that it may be attachable to a ZBUFFER surface. It makes “Dave Mirra Freestyle BMX” playable.
+Locks the DirectDraw color depth to the current desktop value (used in SetDisplayMode). If a game's color depth can't be corrected in any other way, use this flag. This option is used for the game "Ahlgrens Bilspelet."
NOFLIPEMULATION
By default, the Flip operation doesn't take into account the existing background. In several cases (mostly involving mouse cursor movement), this simplified method leaves trails on the screen. This option switches to a slower but more accurate method of Flip emulation that resolves this issue.
+By default, the Flip operation doesn't take into account the existing background. In several cases (mostly involving mouse cursor movement), this simplified method leaves trails on the screen. This option switches to a slower but more accurate method of Flip emulation that resolves this issue. For an example, see Examples > Robin Hood - The Legend of Sherwood.
Skip HID device type
???
+SKIPDEVTYPEHID
???
+Newer versions of Windows may have access to new types of HID (human interface device) that can interfere with old games that can only recognize the three traditional devices (mouse, keyboard, and joystick). This flag masks the presence of such devices. It fixes a crash in the game "Jetboat Superchamps 2," the only known game that requires this setting.
Suppress DI common errors
???
+SUPPRESSDIERRORS
???
+This flag forces some DirectInput operations to return a successful completion rather than an error even in the event of a failure. Some programs work more reliably with this flag turned on.
SHAREDKEYBOARD
Forces DirectInput cooperative level to NONEXCLUSIVE mode for the keyboard.
+Forces DirectInput cooperative level to NONEXCLUSIVE mode for the keyboard. Use this flag when the program shows DirectInput errors related to keyboard access. The game "Planet of the Apes" can't process the PrintScreen key without this flag.
Here you will find examples of common problems and DxWnd options that resolve them.
+ +STARTDEBUG
This basic hook technique intercepts the first window creation event. By this point, the program may have taken unwanted actions already, such as changing the video mode, detecting bad conditions, or crashing. Checking this flag injects DxWnd's logic right at the beginning of task execution, allowing DxWnd to intercept all events. The drawback is that this only works when the task is activated from the DxWnd interface (see the yellow icon). Another drawback is that the injection process closely resembles the activation of a debugger, which some games will detect and intercept, shutting down the program.
+This basic hook technique intercepts the first window creation event. By this point, the program may have taken unwanted actions already, such as changing the video mode, detecting bad conditions, or crashing. Checking this flag injects DxWnd's logic right at the beginning of task execution, allowing DxWnd to intercept all events. The drawback is that this only works when the task is activated from the DxWnd interface (indicated by a yellow icon; see The Interface). Another drawback is that the injection process closely resembles the activation of a debugger, which some games will detect and intercept, shutting down the program.
Hook glut32
+HOOKGLUT32
+This flag hooks the glut32.dll OpenGL extension library to fix issues with some OpenGL games.
+Custom OpenGL library
Monitor
???
+??? Allows you to choose the default monitor or a specific one from the drop-down menu.
+For almost all window position modes (except the "X,Y coordinates" mode), multi-screen configurations require you to specify which monitor the configuration refers to. For instance, if you select "centered," you probably want it centered on a specific monitor rather than in the entire extended desktop. The drop-down selector has a "def." ("default") option, referring to the primary monitor, and a number for each specific monitor.
The image below shows the menu for the game "Robin Hood - The Legend of Sherwood."
+The cursor leaves a trail. The Compensate Flip emulation option (see DirectX > DirectDraw Surface Handling) fixes this issue:
+SVGA modes
SUPPORTSVGA
+SUPPORTSVGA
The classic 4:3 screen resolutions starting from 320x200 up to 1280x800.
+The classic 4:3 screen resolutions starting from 320x200 up to 1280x800.
HDMI modes
SUPPORTHDMI
+SUPPORTHDMI
The typical 16:9 resolutions from 640x360 up to 1980x1080.
+The typical 16:9 resolutions from 640x360 up to 1980x1080.
Monitor native modes
NATIVERES
+NATIVERES
Whatever resolution is returned from the video card.
+Whatever resolution is returned from the video card.
+Initial resolution
+INITIALRES
+Set the initial screen resolution to the width and height given in the adjacent text fields.
+Max resolution
+MAXIMUMRES
+Set the maximum screen resolution to the width and height given in the adjacent text fields.
Limit resolution
LIMITSCREENRES
+LIMITSCREENRES
Disables any resolution higher than the selected value. By default, the choice is "unlimited", that means no resolution is disabled.
+Disables any resolution higher than the selected value. By default, the choice is "unlimited", that means no resolution is disabled.
Hook Smackw32 + |
+HOOKSMACKW32 + |
+Enables Smack API hooking. + |
+
Fix Smack loop + |
+FIXSMACKLOOP + |
+Fixes a Smack loop by inserting processmessage and blit operations between frames. During the playback of Smack movies (which typically have a .smk extension), the screen may not get updated, which is detected by the OS and killed as a nonresponsive program. The intro movies in the game "Galapagos" benefit from this flag. + |
+
The image below shows the menu for the game "SnowBoard: Racer."
+The menu options appear heavily slanted. The Lock/Unlock Pitch Fix option (see DirectX(2) > Ddraw tweaks) fixes this issue:
+The snowboard above the menu options is partially invisible. The Clean ZBUFFER @0.0 option (see Direct3D > Direct3D tweaks) fixes this issue:
+blank icon: the program's given path cannot be found and the entry won't work until the path is corrected. |
|||
gray icon: the hook is not enabled: this program can be activated by the DxWnd menu, but won't be windowed. |
|||
green icon: the hook is enabled and the program will be windowed when run from the DxWnd interface or from its normal executable or shortcut. |
|||
red icon: the program requires code injection, so it will need to be activated from the DxWnd interface only. |
diff --git a/build/help/Tweaks.html b/build/help/Tweaks.html
index 140a00b..d969177 100644
--- a/build/help/Tweaks.html
+++ b/build/help/Tweaks.html
@@ -196,6 +196,14 @@
Fixes a reported problem of the 16-bit GlobalUnock() API's 32-bit port. In some cases, it never returns the expected value, causing game crashes or endless loops. |
||
Fix FreeLibrary + |
+FIXFREELIBRARY + |
+Fix FreeLibrary, simulating a return code of 0 (error) when attempting to free an unallocated module as Windows 95 and 98 would. Use this flag to fix the endless loop problem in "Heavy Gear" version 1.2. + |
+