Tonic Trouble (retail version, not special edition/beta) issues

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Tonic Trouble (retail version, not special edition/beta) issues

Postby RibShark » 2017-12-19 @ 21:01

There are two issues that occur with this game:
1) When a loading screen is meant to appear, it doesn't. Instead the screen keeps flickering between a completely black screen and whatever the last frame was before the load screen transition.
2) The introduction video plays, but is not displayed on screen.

The 2nd issue vanishes when DxWnd is also used (as in, the video plays properly).
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Re: Tonic Trouble (retail version, not special edition/beta) issues

Postby ZellSF » 2017-12-19 @ 21:20

My experience trying this (might be interesting for Dege if he has problems installing it):
ZellSF wrote:But the final retail build just crashes. If you want to try this you need the French version (all other language version uses some sort of exe packing newer Windows versions hate) and since the installer will probably fail (just kill the installer when it throws a error before it rolls back) you might need to know how it knows where to look for data. First it needs to be run with "-cdrom:driveletter" as an argument, second you need C:\Windows\Ubisoft\ubi.ini to contain this. The game launches fine in DxWnd (haven't tried playing it though)
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Re: Tonic Trouble (retail version, not special edition/beta) issues

Postby Dege » 2017-12-20 @ 11:49

I've just tried the special edition, but the loader screens (screens with loading strips) were ok. I tried double and triple buffering but both worked properly.
The second issue is probably the good old GDI-rendered video playback problem.
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Re: Tonic Trouble (retail version, not special edition/beta) issues

Postby ZellSF » 2017-12-20 @ 12:54

Dege wrote:I've just tried the special edition, but the loader screens (screens with loading strips) were ok. I tried double and triple buffering but both worked properly.
The second issue is probably the good old GDI-rendered video playback problem.

The Special Edition is a wildly different game. Yeah I don't understand it either.
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Re: Tonic Trouble (retail version, not special edition/beta) issues

Postby Dege » 2017-12-20 @ 13:25

But the plain edition doesn't work at all. Silent crash right at startup, as you wrote.
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Re: Tonic Trouble (retail version, not special edition/beta) issues

Postby ZellSF » 2017-12-20 @ 13:32

Dege wrote:But the plain edition doesn't work at all. Silent crash right at startup, as you wrote.

It works in DxWnd though. So might be a dgVoodoo2 issue?

Again you need the French version, though OP apparently found out how to run the English version:
https://sourceforge.net/p/dxwnd/discuss ... /5a09f3d5/
But didn't feel like sharing how either here or on the DxWnd thread where he mentioned it...
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Re: Tonic Trouble (retail version, not special edition/beta) issues

Postby RibShark » 2017-12-20 @ 17:28

You need the French version, or the English EXE that I decrypted (not sure if I can share it here or on SourceForge which is why I didn't post it). The game also unloads D3DImm.dll while it is still used, which causes a crash, so you may need to install this SDB file (with sdbinst or Compatibility Administrator) to fix that:
TonicTroubleSDB.zip
(683 Bytes) Downloaded 14 times
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Re: Tonic Trouble (retail version, not special edition/beta) issues

Postby Dege » 2017-12-22 @ 11:10

OK, thanks!

I tried the French version, it ran. But the loading screens still seem to be appear properly.
Isn't dgVoodoo conflicting with DxWnd and that's why it isn't work for you?

Update:

As for the crash, I always get it at quitting the game. The reason is not that D3DImm.dll is unloaded but the fact that the game has a really bad object handling.
This game applies the facepalm-techniqe (I call it that way... :D) for releasing DDraw objects (looping on releasing an object while its refcount is not 0) and then later releases other objects whose parent were force-destroyed before.
dgVoodoo cannot survive it, MS DDraw may do. I patched GliDX6vr.dll to remove the release loop. Rather having a resource leak than crashing away.
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Re: Tonic Trouble (retail version, not special edition/beta) issues

Postby RibShark » 2017-12-22 @ 22:42

Dege wrote:OK, thanks!

I tried the French version, it ran. But the loading screens still seem to be appear properly.
Isn't dgVoodoo conflicting with DxWnd and that's why it isn't work for you?

Load screens flicker with dgVoodoo alone and simply do not show at all (not even a flicker) when DxWnd is also used. For reference, this is what the load screen is supposed to look like (after creating or loading a save).
Update:

Dege wrote:As for the crash, I always get it at quitting the game. The reason is not that D3DImm.dll is unloaded but the fact that the game has a really bad object handling.
This game applies the facepalm-techniqe (I call it that way... :D) for releasing DDraw objects (looping on releasing an object while its refcount is not 0) and then later releases other objects whose parent were force-destroyed before.
dgVoodoo cannot survive it, MS DDraw may do. I patched GliDX6vr.dll to remove the release loop. Rather having a resource leak than crashing away.

The crash I encountered was at the start of the game and was due to D3DImm being unloaded (if you check the registry key HKLM\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers I believe Windows probably detected and fixed it for you). Thanks for telling me how to fix the crash at the end though.
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