VOGONS


First post, by Franky212

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Dege wrote on 2023-02-16, 19:02:
Maestrobob wrote on 2023-02-16, 07:18:

Hi Dege,

No noticeable change with WIP89.4, sadly.

Would providing a level 1 or 2 API tracing log possibly help in figuring this out?

Yes, maybe a level 2 API tracing log would help a bit, thanks!

But I have another idea too: what if I give you a d3d8.dll that is compatible with RenderDoc so you could do a frame capture? Basically all that you'd have to do is run FFXI from RenderDoc, go to the foggy location, press F12 to generate the capture, save the .rdc file and send it to me. If you're into it, we could discuss the details in PM's.

Hello Dege. Deeply grateful to you for your work on dgVoodoo2, this tool helped me solve various hopeless situations related to the launch of games.
Can I ask you to make dll files with RenderDoc support for me?
I need versions 2.63.2 and 2.71.3. List of required files: d3d8.dlll, d3d9.dll, d3dimm.dll, ddraw.dll.
Willing to pay you if you help me with this.

Reply 2 of 18, by Franky212

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Dege wrote on 2023-07-13, 19:26:

Thanks!

Btw, what is so special with those versions?
Unfortuntately I'm not sure if I can still build them because I keep updating the compiler toolset.

These versions have the fewest bugs in some of my games. I picked them up myself. I am using 2.63.2. Instead of 2.71.3, you can select the latest version.

Reply 3 of 18, by Dege

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Franky212 wrote on 2023-07-13, 19:34:
Dege wrote on 2023-07-13, 19:26:

Thanks!

Btw, what is so special with those versions?
Unfortuntately I'm not sure if I can still build them because I keep updating the compiler toolset.

These versions have the fewest bugs in some of my games. I picked them up myself. I am using 2.63.2. Instead of 2.71.3, you can select the latest version.

Ok, but then I think I'm interested in those bugs. I'd like to release a well-tested, almost regression free version.

Reply 4 of 18, by Franky212

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Dege wrote on 2023-07-13, 20:10:
Franky212 wrote on 2023-07-13, 19:34:
Dege wrote on 2023-07-13, 19:26:

Thanks!

Btw, what is so special with those versions?
Unfortuntately I'm not sure if I can still build them because I keep updating the compiler toolset.

These versions have the fewest bugs in some of my games. I picked them up myself. I am using 2.63.2. Instead of 2.71.3, you can select the latest version.

Ok, but then I think I'm interested in those bugs. I'd like to release a well-tested, almost regression free version.

Versions prior to 2.63.2 crashed with some of my games. No more this problem. The latest version generally works just as well as 2.63.2, but there are minor issues with windows (an issue with my operating system and drivers). I don't remember which game had this problem.

I apologize in advance if in some places the text may not be clear, I use a translator.
Currently, in order to fix game bugs (not dgVoodoo), I'm trying to extract scenes from an old game that renders a 2D interface through DirectDraw 7, and a 3D objects through Direct3D 9. Please note that this game may automatically select between Direct3D 8 and Direct3D 9 depending on the operating system version. On my Windows 7 game automatically uses d3d9.
Using Process Hacker 3.0, I checked the imported DLLs in the game's RAM to determine which version of Direct3D was being used. When opening soa.exe through CFF Explorer, only the ddraw.dll import is present. The game imports d3d8/d3d9 via dynamic loading, in code.
Only a few ripping programs have worked with this game. Even among the working programs, not a single program has coped with the task satisfactorily. Here are the methods I have tried:
1) 3D Ripper DX. My game is not supported by this program due to DirectDraw+Direct3D9 combination. Many wrappers and directx tweakers have been tried, but the program still doesn't work. At the same time, the program works fine with any other game without DirectDraw.
2) Ninja Ripper 1.7.1. Does not support full scene saving, saves objects at zero coordinates instead. Not suitable, but there is an open source code.
3) Ninja Ripper from version 2.0.5 to latest. Saves the full scene, but some objects disappear after saving. I tried many combinations of wrappers and directx tweakers with this program, and also tried to change the capture mode to Force, but nothing worked. This program working with my game only through dgVoodoo2, but some objects disappear after ripping the scene when using any version of dgVoodoo2. To reproduce this problem, you need to load the "Tutorial" game mode and try ripping. When viewing the result in Blender, many mesh fences will disappear (not all), and a hole will appear in the hangar near the helicopter. The rest of the objects at this level are fine, but there are many other objects at other levels with this problem.
4) When 3DVIA Printscreen is running, any 3D game won't start (the process hangs). There is also a proprietary 3D format that cannot be used in 3ds Max. The program does not work on modern operating systems.
5) The Pix program from the DirectX SDK June 2010 perfectly saves captures of games developed without DirectDraw, but my game does not work with this program due to the DirectDraw+Direct3D9 combination. The Pix program supports DirectX 9-11, but dgVoodoo2 not working here.
6) Intel GPA 2014 R3 works in combination with dgVoodoo2. With the help of the FrameAnalyzer.exe file mod, this program can extract only separate objects and textures, and not the entire scene. Not suitable.
7) AMD GPU PerfStudio works in combination with dgVoodoo2, but does not support either model or scene extraction. Not suitable.
8) NVIDIA Nsight Graphics supports DirectX 11, supports "Capturing to C++", but won't connect to my game with dgVoodoo2.
9) The GameAssasin program perfectly saves captures of games developed without DirectDraw, but my game does not work with this program due to the DirectDraw+Direct3D9 combination.
10) RenderDoc does not support DirectX 9 and OpenGL 1.0-2.0. But it supports DirectX 11 and 12, OpenGL 3+. When trying to use with the game in combination with dgVoodoo2, RenderDoc does not define the graphics API, does not connect to the game. When trying to use RenderDoc with the game in combination with WineD3D (Direct3D+DirectDraw to OpenGL 4.0-4.4 wrapper), the game closes with an error due to a conflict in the DirectDraw library. At the same time, the game works fine with WineD3D without interference from RenderDoc.

Last edited by Franky212 on 2023-08-24, 20:05. Edited 2 times in total.

Reply 6 of 18, by Dege

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Well, ok, so you need it for development/modding purposes.

Luckily I could compile 2.63.2 from my old separate repository with the old compiler set.
Btw, the D3D11 graphics debugger of Visual Studio works with dgVoodoo releases. Other apps like RenderDoc seems to need something from the dll export table which is not there when the image is compressed (so, "disabling" RenderDoc is not intentional, just a side effect).

Anyway, I'm going to send you a link in a PM. I include 2.63.2 and the latest WIP.
Let me know if it suits your purposes.

Update: link is sent

Reply 7 of 18, by Franky212

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Dege wrote on 2023-07-14, 11:51:
Well, ok, so you need it for development/modding purposes. […]
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Well, ok, so you need it for development/modding purposes.

Luckily I could compile 2.63.2 from my old separate repository with the old compiler set.
Btw, the D3D11 graphics debugger of Visual Studio works with dgVoodoo releases. Other apps like RenderDoc seems to need something from the dll export table which is not there when the image is compressed (so, "disabling" RenderDoc is not intentional, just a side effect).

Anyway, I'm going to send you a link in a PM. I include 2.63.2 and the latest WIP.
Let me know if it suits your purposes.

Update: link is sent

I checked your files and they really worked. RenderDoc ripped the scenes without any problems, and unlike the Ninja Ripper program, no objects disappear here! You saved me once again, thanks for everything.
Last time you saved me when there was a problem with poor performance of DirectDraw games due to the fact that support for DirectDraw hardware acceleration was removed from Windows 10. dgVoodoo2 turned out to be the only solution because WineD3D doesn't work on Windows 10 and all other DDraw wrappers had the same low FPS as without them.

Do you know why Ninja Ripper 2.0.5 doesn't save all objects? Why do some mesh fences disappear and holes appear in the hangar? Is this a dgVoodoo2 bug, or Ninja Ripper? I previously wrote how to reproduce this issue.

Reply 8 of 18, by Dege

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No, unfortunately I don't know. I don't really know Ninja Ripper either. The only thing that could be done is enable the dx11 debug layer and see if it's complaining (warning, error) for anything with a particular game. If not, then the DX11/12 API itself is probably properly driven, so I don't think the error is in dgVoodoo (in the opposite case I'm interested). Don't get me wrong, I'm not saying that dgVoodoo is perfect because it's not but I usually hunt for API debug layer bugs, even with gpu-based validation enabled, along with memory/resource leaks, and also unleash a "plain" sanitizer on it sometimes to exclude as many possibility of errors as possible.

Reply 9 of 18, by Franky212

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Dege wrote on 2023-07-15, 18:54:

No, unfortunately I don't know. I don't really know Ninja Ripper either. The only thing that could be done is enable the dx11 debug layer and see if it's complaining (warning, error) for anything with a particular game. If not, then the DX11/12 API itself is probably properly driven, so I don't think the error is in dgVoodoo (in the opposite case I'm interested). Don't get me wrong, I'm not saying that dgVoodoo is perfect because it's not but I usually hunt for API debug layer bugs, even with gpu-based validation enabled, along with memory/resource leaks, and also unleash a "plain" sanitizer on it sometimes to exclude as many possibility of errors as possible.

If you are interested in this problem, I am attaching the log files and the saved scene by Ninja Ripper 2.0.5. Unfortunately, I myself am not well versed in DirectX functions, I could not find the reason. One thing I know for sure, Ninja Ripper saves the scene without errors if the scene was originally created for DirectX 11. And when using dgVoodoo2, the DX9 -> DX 11 converter, objects start to disappear in saved 3D file, but only after ripping using Ninja Ripper.

When saving capture in RenderDoc, there was an error "Failed to capture frame 1759: Uncapped Map()/Unmap()", but the objects did not disappear there, and in the end the capture was still successfully saved (1760 frame). Additionally, I am attaching log files and saved scenes from two different versions of RenderDoc: 0.34 and 1.25.

Attachments

Last edited by Franky212 on 2023-07-16, 13:20. Edited 1 time in total.

Reply 10 of 18, by Dege

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Franky212 wrote on 2023-07-15, 21:00:

When saving capture in RenderDoc, there was an error "Failed to capture frame 1759: Uncapped Map()/Unmap()", but the objects did not disappear there, and in the end the capture was still successfully saved (1760 frame).

The relevant documentation for that is:
https://renderdoc.org/docs/getting_started/fa … apped-map-unmap

Actually, there is such a mapping pattern in dgVoodoo, but no undrawn geometry written in a given frame is pushed into the next one so no any mesh should get lost (as it does not do with RenderDoc).
Also, I don't see any strange in the ninja log, so maybe this map/unmap problem applies to it too.
I think I could "fix" it (but it is perfectly valid in the regard of the DX API, and should be only a warning and not a problem for frame-capturing), but if it does not help then I have no idea.
The author of the Ninja ripper should be asked.

Reply 11 of 18, by Franky212

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Dege wrote on 2023-07-16, 12:43:
The relevant documentation for that is: https://renderdoc.org/docs/getting_started/fa … apped-map-unmap […]
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Franky212 wrote on 2023-07-15, 21:00:

When saving capture in RenderDoc, there was an error "Failed to capture frame 1759: Uncapped Map()/Unmap()", but the objects did not disappear there, and in the end the capture was still successfully saved (1760 frame).

The relevant documentation for that is:
https://renderdoc.org/docs/getting_started/fa … apped-map-unmap

Actually, there is such a mapping pattern in dgVoodoo, but no undrawn geometry written in a given frame is pushed into the next one so no any mesh should get lost (as it does not do with RenderDoc).
Also, I don't see any strange in the ninja log, so maybe this map/unmap problem applies to it too.
I think I could "fix" it (but it is perfectly valid in the regard of the DX API, and should be only a warning and not a problem for frame-capturing), but if it does not help then I have no idea.
The author of the Ninja ripper should be asked.

I've updated my answer to add a detailed report from RenderDoc. Yes, of course, if you can try to fix this little thing, I will be grateful.

I have no desire to contact the author of Ninja Ripper due to the fact that he requires money for using his program.
Ninja Ripper pages:
https://ninjaripper.com/
https://discord.gg/u8kMqNm
Versions newer than 2.0.5 cannot be used without the Internet with the purchased key, so I have no desire to buy this program until this dependence on the Internet is removed.

Reply 12 of 18, by Franky212

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Dege wrote on 2023-07-16, 12:43:
The relevant documentation for that is: https://renderdoc.org/docs/getting_started/fa … apped-map-unmap […]
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Franky212 wrote on 2023-07-15, 21:00:

When saving capture in RenderDoc, there was an error "Failed to capture frame 1759: Uncapped Map()/Unmap()", but the objects did not disappear there, and in the end the capture was still successfully saved (1760 frame).

The relevant documentation for that is:
https://renderdoc.org/docs/getting_started/fa … apped-map-unmap

Actually, there is such a mapping pattern in dgVoodoo, but no undrawn geometry written in a given frame is pushed into the next one so no any mesh should get lost (as it does not do with RenderDoc).
Also, I don't see any strange in the ninja log, so maybe this map/unmap problem applies to it too.
I think I could "fix" it (but it is perfectly valid in the regard of the DX API, and should be only a warning and not a problem for frame-capturing), but if it does not help then I have no idea.
The author of the Ninja ripper should be asked.

I was able to find the cause of the disappearing objects after ripping by Ninja Ripper. I decompiled the Ninja Ripper program and found the problematic function. I will try to make the id of the saved meshes more unique so that they are not duplicated. But I'm not sure if this will help, a Map/Unmap issue could also be the cause and should be checked.

From soa_log.txt. These objects have been successfully saved. Lines count: 56

00001200:0716/150724 Saving mesh. crc=5c38e8d6 00001200:0716/150724 Saving mesh. crc=7c4992e1 00001200:0716/150724 Saving mes […]
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00001200:0716/150724 Saving mesh. crc=5c38e8d6
00001200:0716/150724 Saving mesh. crc=7c4992e1
00001200:0716/150724 Saving mesh. crc=1ec90948
00001200:0716/150724 Saving mesh. crc=6eb0b453
00001200:0716/150724 Saving mesh. crc=6f60318b
00001200:0716/150725 Saving mesh. crc=982aa0dc
00001200:0716/150725 Saving mesh. crc=882d8352
00001200:0716/150725 Saving mesh. crc=e21c9618
00001200:0716/150725 Saving mesh. crc=a861bc89
00001200:0716/150725 Saving mesh. crc=884fb31
00001200:0716/150725 Saving mesh. crc=71db4458
00001200:0716/150725 Saving mesh. crc=8a534787
00001200:0716/150726 Saving mesh. crc=f28fe0
00001200:0716/150726 Saving mesh. crc=cda16879
00001200:0716/150726 Saving mesh. crc=2e42600e
00001200:0716/150726 Saving mesh. crc=d8aad1a1
00001200:0716/150726 Saving mesh. crc=2f4b794c
00001200:0716/150726 Saving mesh. crc=8309c9aa
00001200:0716/150726 Saving mesh. crc=f5555b3b
00001200:0716/150727 Saving mesh. crc=262be74a
00001200:0716/150727 Saving mesh. crc=89329f92
00001200:0716/150727 Saving mesh. crc=3069cf8a
00001200:0716/150727 Saving mesh. crc=72c64773
00001200:0716/150727 Saving mesh. crc=c9b34
00001200:0716/150727 Saving mesh. crc=eb4063b0
00001200:0716/150728 Saving mesh. crc=11a8319c
00001200:0716/150728 Saving mesh. crc=158252cd
00001200:0716/150728 Saving mesh. crc=9ec040d6
00001200:0716/150729 Saving mesh. crc=d8eb1a2d
00001200:0716/150729 Saving mesh. crc=77e7a15a
00001200:0716/150730 Saving mesh. crc=f8f01af9
00001200:0716/150731 Saving mesh. crc=f9e67be6
00001200:0716/150732 Saving mesh. crc=c297c1a6
00001200:0716/150733 Saving mesh. crc=8311bfed
00001200:0716/150734 Saving mesh. crc=35927117
00001200:0716/150735 Saving mesh. crc=7d0aba36
00001200:0716/150736 Saving mesh. crc=fedc206b
00001200:0716/150736 Saving mesh. crc=ce05f862
00001200:0716/150737 Saving mesh. crc=a3e943d
00001200:0716/150738 Saving mesh. crc=2d9be074
00001200:0716/150739 Saving mesh. crc=42f2032e
00001200:0716/150740 Saving mesh. crc=e4727c67
00001200:0716/150741 Saving mesh. crc=37b0a030
00001200:0716/150741 Saving mesh. crc=3c43dee7
00001200:0716/150742 Saving mesh. crc=794ab098
00001200:0716/150743 Saving mesh. crc=7efa3acd
00001200:0716/150744 Saving mesh. crc=20d1f59
00001200:0716/150745 Saving mesh. crc=4cca84db
00001200:0716/150746 Saving mesh. crc=b9fe746e
00001200:0716/150747 Saving mesh. crc=5763159b
00001200:0716/150748 Saving mesh. crc=f062f19a
00001200:0716/150749 Saving mesh. crc=a93232ea
00001200:0716/150750 Saving mesh. crc=6950b456
00001200:0716/150751 Saving mesh. crc=e25cc831
00001200:0716/150751 Saving mesh. crc=91c618b7
00001200:0716/150752 Saving mesh. crc=710dfbe2

From soa_log.txt. The program considered these objects to be duplicates, which is why it skipped them. Lines count: 53

00001200:0716/150729 Mesh already saved with crc=158252cd 00001200:0716/150730 Mesh already saved with crc=d8eb1a2d 00001200:0 […]
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00001200:0716/150729 Mesh already saved with crc=158252cd
00001200:0716/150730 Mesh already saved with crc=d8eb1a2d
00001200:0716/150730 Mesh already saved with crc=158252cd
00001200:0716/150731 Mesh already saved with crc=11a8319c
00001200:0716/150731 Mesh already saved with crc=158252cd
00001200:0716/150731 Mesh already saved with crc=d8eb1a2d
00001200:0716/150732 Mesh already saved with crc=158252cd
00001200:0716/150732 Mesh already saved with crc=d8eb1a2d
00001200:0716/150733 Mesh already saved with crc=158252cd
00001200:0716/150733 Mesh already saved with crc=d8eb1a2d
00001200:0716/150733 Mesh already saved with crc=158252cd
00001200:0716/150734 Mesh already saved with crc=d8eb1a2d
00001200:0716/150734 Mesh already saved with crc=158252cd
00001200:0716/150735 Mesh already saved with crc=d8eb1a2d
00001200:0716/150735 Mesh already saved with crc=158252cd
00001200:0716/150736 Mesh already saved with crc=d8eb1a2d
00001200:0716/150736 Mesh already saved with crc=158252cd
00001200:0716/150737 Mesh already saved with crc=d8eb1a2d
00001200:0716/150737 Mesh already saved with crc=158252cd
00001200:0716/150737 Mesh already saved with crc=11a8319c
00001200:0716/150738 Mesh already saved with crc=158252cd
00001200:0716/150738 Mesh already saved with crc=11a8319c
00001200:0716/150739 Mesh already saved with crc=158252cd
00001200:0716/150739 Mesh already saved with crc=11a8319c
00001200:0716/150739 Mesh already saved with crc=158252cd
00001200:0716/150740 Mesh already saved with crc=11a8319c
00001200:0716/150740 Mesh already saved with crc=158252cd
00001200:0716/150741 Mesh already saved with crc=11a8319c
00001200:0716/150741 Mesh already saved with crc=158252cd
00001200:0716/150742 Mesh already saved with crc=11a8319c
00001200:0716/150742 Mesh already saved with crc=158252cd
00001200:0716/150743 Mesh already saved with crc=11a8319c
00001200:0716/150743 Mesh already saved with crc=158252cd
00001200:0716/150744 Mesh already saved with crc=11a8319c
00001200:0716/150744 Mesh already saved with crc=158252cd
00001200:0716/150744 Mesh already saved with crc=11a8319c
00001200:0716/150745 Mesh already saved with crc=158252cd
00001200:0716/150746 Mesh already saved with crc=d8eb1a2d
00001200:0716/150746 Mesh already saved with crc=158252cd
00001200:0716/150746 Mesh already saved with crc=d8eb1a2d
00001200:0716/150747 Mesh already saved with crc=158252cd
00001200:0716/150747 Mesh already saved with crc=d8eb1a2d
00001200:0716/150748 Mesh already saved with crc=158252cd
00001200:0716/150748 Mesh already saved with crc=11a8319c
00001200:0716/150749 Mesh already saved with crc=158252cd
00001200:0716/150749 Mesh already saved with crc=d8eb1a2d
00001200:0716/150749 Mesh already saved with crc=158252cd
00001200:0716/150750 Mesh already saved with crc=11a8319c
00001200:0716/150750 Mesh already saved with crc=158252cd
00001200:0716/150751 Mesh already saved with crc=d8eb1a2d
00001200:0716/150751 Mesh already saved with crc=158252cd
00001200:0716/150752 Mesh already saved with crc=11a8319c
00001200:0716/150752 Mesh already saved with crc=158252cd

To solve this problem, I just need to replace the CRC32 generation function with a random eight-character string function. Ida Pro will come in handy again.

Reply 13 of 18, by Dege

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Wow! I've just been about to write that I updated the DX dll's in the zip with the Map/Unmap "fix" (the link is the same I sent last time).
Could you plz check it out if it helps? (seeing this, I think it won't)

If it does not help then I won't include the changes in the next version, I'll just stash the code, just in case.

Reply 14 of 18, by Franky212

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Dege wrote on 2023-07-18, 17:33:

Wow! I've just been about to write that I updated the DX dll's in the zip with the Map/Unmap "fix" (the link is the same I sent last time).
Could you plz check it out if it helps? (seeing this, I think it won't)

If it does not help then I won't include the changes in the next version, I'll just stash the code, just in case.

Hello. I confirm, your new latest version DLLs solved the "Map/Unmap" issue in RenderDoc. Great job!

RDOC 005480: [23:02:39]   target_control.cpp( 626) - Log     - Used API: D3D11
RDOC 002280: [23:03:10] d3d11_device.cpp(2758) - Log - Starting capture, frame 1156
RDOC 002280: [23:03:10] d3d11_device.cpp(2794) - Log - Finished capture, Frame 1157

But as expected, this did not affect the problem with Ninja Ripper. Since the reason for the missing objects in Ninja Ripper was found by me (CRC32 hash is not enough for unique objects), I think I can solve this problem.

In addition, I remembered why I did not use versions newer than 2.63.2. The reason is that newer versions have support for DirectX 12, and the wrapper automatically selects this version of DirectX. Because my DirectX 12 drivers don't work properly with some older games like SOA, minimizing the game and then reopening it would result in a black screen, but the audio would still work. To solve this problem, I just had to change the settings of dgVoodoo2. Thank you for your work, you have done a lot of useful things.

Reply 15 of 18, by Dege

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Thanks for the feedback!

So, it has impact on RenderDoc but not on Ninja... I'm not sure if I include the change into the next version, since dgVoodoo releases are not compatbile with RenderDoc anyway.
But as for the solution for Ninja, congrat for your skills! 😀

Btw, dgVoodoo does not select D3D12 by default. It's always D3D11 if 'Best available' is selected as API output (I admit, it's not that the name suggests...).

Reply 16 of 18, by Franky212

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Ninja Ripper 2.0.5 missing mesh fix by Franky212

Filename
NinjaRipper_2.0.5_MissingMeshFix.zip
File size
4.63 MiB
Downloads
177 downloads
File license
Public domain

Thanks to this fix, Ninja Ripper gets rid of a critical bug. The program calculates the differences between objects using the CRC32 function, and if it finds the same CRC32, it automatically skips the object. The CRC32 function is unable to detect the slightest differences between two objects, so the fix forces Ninja Ripper to save all objects, including duplicates, regardless of CRC32.

Installation: copy the intruder.dll files with replacement to the bin32/bin64 folders where the Ninja Ripper program was installed.

ninja_log.txt
Before: Mesh already saved with crc=158252cd

Before.jpg
Filename
Before.jpg
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158.88 KiB
Views
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File license
Public domain

After: Saving mesh. crc=158252cd

After.jpg
Filename
After.jpg
File size
158.07 KiB
Views
1518 views
File license
Public domain

Reply 17 of 18, by Artarex

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Dege wrote on 2023-07-14, 11:51:
Well, ok, so you need it for development/modding purposes. […]
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Well, ok, so you need it for development/modding purposes.

Luckily I could compile 2.63.2 from my old separate repository with the old compiler set.
Btw, the D3D11 graphics debugger of Visual Studio works with dgVoodoo releases. Other apps like RenderDoc seems to need something from the dll export table which is not there when the image is compressed (so, "disabling" RenderDoc is not intentional, just a side effect).

Anyway, I'm going to send you a link in a PM. I include 2.63.2 and the latest WIP.
Let me know if it suits your purposes.

Update: link is sent

Hey. Kinda old topic, but could you send me this version via pm too?
I am facing the same problem that I have a really old game i need to debug for developing / modding purposes.
Game is 32 bit and dx9... So my alternatives are limited. Not even the Visual Studio Debugger with voodoo works. (It starts, but doesnt capture any frames)
And all other alternatives i tried do not work.
And with voodoo I am also getting Graphic Api: none in Renderdoc.

If you could help me out too, would be really appreciated

Reply 18 of 18, by DarkContact

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Hello.
I would also like to get a working renderdoc. I would be very grateful if you send the necessary libs (d3d8.dlll, d3d9.dll, d3dimm.dll, ddraw.dll) via PM. The library version is not important, if there is the latest version, then great, if not, you can send what you have. Thank you very much in advance.