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Peixoto's patches for a few old games

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Reply 660 of 665, by Peixoto

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pepodmc wrote on 2020-01-18, 23:28:
Hello, i tried blood 2 but it gives an error "cant create remote thread for dll injection" i tried with the retail version, the […]
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Hello, i tried blood 2 but it gives an error "cant create remote thread for dll injection" i tried with the retail version, the gog version , and always gives that error, what can it be?

and in cmd it give me this errors:

failed to hook Idirectdraw4: : set cooperative level

And if i disable "force 32bits display mode" , it doesnt give me cmd errors but still appears the error "cant create remote thread for dll injection"

Thanks for the program!

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PD: And im making a texture pack for the game "Star wars episode 1: racer" using your tools, but there are z-fighting issues , its more apparent with the new textures applied (and perhaps a little stutter when loading new textures in some areas) when you move the camera sometimes and in some places of the tracks.

I read that "forced 24 bit depth buffer" fix that, but read that we cant use dgvoodo and peixoto program at the same time, can you add ""forced 24 bit depth buffer" to peixoto for this game?

I started doing that pack for the dreamcast version emulated with retroarch (flycast core) and it didnt happened there

I can give you a link to my textures so you can test it for yourself when you have time, this is the dreamcast version emulated with my texture pack running at 3200x1800 so you have an idea of how it runs in retroarch:

https://www.youtube.com/watch?v=p3aMnDMTRKg

And this is the link of my texture pack for the pc version so you can test the z-fighting issues (only Tatooine stages and its incomplete compared to the video ) :

https://drive.google.com/open?id=1LsGpdD4TM4h … x3N024UjsOyZ5To

here there are two savegames to test all stages in tournament mode:

https://drive.google.com/open?id=1JCbJjsWenwc … h1F-Bof940NlB3Y

Forced 24 bit z buffer will be added next update
Stuttering caused by loading textures will solve itself when everybody have a SSD
For the blood 2 error, please post the entire log. The errors you spotted are irrelevant

Reply 661 of 665, by pepodmc

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Peixoto wrote on 2020-01-22, 03:24:
Forced 24 bit z buffer will be added next update Stuttering caused by loading textures will solve itself when everybody have a S […]
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pepodmc wrote on 2020-01-18, 23:28:
Hello, i tried blood 2 but it gives an error "cant create remote thread for dll injection" i tried with the retail version, the […]
Show full quote

Hello, i tried blood 2 but it gives an error "cant create remote thread for dll injection" i tried with the retail version, the gog version , and always gives that error, what can it be?

and in cmd it give me this errors:

failed to hook Idirectdraw4: : set cooperative level

And if i disable "force 32bits display mode" , it doesnt give me cmd errors but still appears the error "cant create remote thread for dll injection"

Thanks for the program!

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

PD: And im making a texture pack for the game "Star wars episode 1: racer" using your tools, but there are z-fighting issues , its more apparent with the new textures applied (and perhaps a little stutter when loading new textures in some areas) when you move the camera sometimes and in some places of the tracks.

I read that "forced 24 bit depth buffer" fix that, but read that we cant use dgvoodo and peixoto program at the same time, can you add ""forced 24 bit depth buffer" to peixoto for this game?

I started doing that pack for the dreamcast version emulated with retroarch (flycast core) and it didnt happened there

I can give you a link to my textures so you can test it for yourself when you have time, this is the dreamcast version emulated with my texture pack running at 3200x1800 so you have an idea of how it runs in retroarch:

https://www.youtube.com/watch?v=p3aMnDMTRKg

And this is the link of my texture pack for the pc version so you can test the z-fighting issues (only Tatooine stages and its incomplete compared to the video ) :

https://drive.google.com/open?id=1LsGpdD4TM4h … x3N024UjsOyZ5To

here there are two savegames to test all stages in tournament mode:

https://drive.google.com/open?id=1JCbJjsWenwc … h1F-Bof940NlB3Y

Forced 24 bit z buffer will be added next update
Stuttering caused by loading textures will solve itself when everybody have a SSD
For the blood 2 error, please post the entire log. The errors you spotted are irrelevant

Thanks!!

Here it is (windows 7) :

Peixotos's patch remote settings:
32bit: 1
D3D: 3
D3D_Driver: nvd3dum.dll
DDRefcountfix: 1
dsk: 1920x1080
error_log: I:\BLOOD 2\GAME\peixoto\error.log
HRT: 1
injector_dir: I:\BLOOD 2\GAME\peixoto
J2K: u=False;a=,,,,,,,,,,,,,,,,,,,;b=,,,,,,,,,,,,,,,,,,,;x=,,,,,,,,,,,,,,,,,,,;y=,,,,,,,,,,,,,,,,,,,;mds=0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0;
max_4x3_res: 1280x960
MNGR: 1
Mydocs: C:\Users\SERGIO\Documents
NEFS: 1
os_version: 6.100000
Path: C:\Users\SERGIO\Documents\Games\Blood\Blood 2\
resolutions_list: 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024 1680x1050 2103x1183 2351x1323 2560x1440 2715x1527 2880x1620 3325x1871 1920x1080 1360x1536 1360x765
script_hwnd: 0x80cee
target: I:\BLOOD 2\GAME\GAME\Blood2.exe
target_dir: I:\BLOOD 2\GAME\GAME
target_name: Blood2.exe
Textswap: s=4;sz=256;path=Textures\VOKSI;n=PgUP;p=PgDn;d=home;sw=end;c=del;q=ins;xBR=0;xBRs=4;l=True;

TimeGetTime Hook 0
GetTckCount Hook 0
CreateProcessA Hook: 0
CreateProcessW Hook: 0
Desktop 1920x1080
OpenAdapter Hook 0
DDraw.dll : C:\Windows\system32\DDRAW.dll
DirectDrawCreate Hook : 0
Succeeded to create DirectDraw
Succeeded to create Direct3D
Succeeded to hook IDirectDraw::Release
Succeeded to hook IDirectDraw2::CreateSurface
Failed to hook IDirectDraw::CreateSurface - detours error 1
Succeeded to hook IDirectDraw4::CreateSurface
Succeeded to hook IDirectDrawSurface::restore
Succeeded to hook IDirect3DDevice::EndScene
Succeeded to hook IDirect3DDevice3::EndScene
Succeeded to hook IDirect3D3::CreateDevice
Succeeded to hook IDirect3D2::CreateDevice
Succeeded to hook IDirectDraw::SetDisplayMode
Succeeded to hook IDirectDraw2::SetDisplayMode
Failed to hook IDirectDraw4::SetDisplayMode - detours error 1
Succeeded to hook IDirectDrawSurface4::GetSurfaceDesc
Succeeded to hook IDirectDraw::GetDisplayMode
Failed to hook IDirectDraw4::GetDisplayMode - detours error 1
Succeeded to hook IDirectDrawSurface::GetPixelFormat
Succeeded to hook IDirectDrawSurface::GetSurfaceDesc
Succeeded to hook IDirectDrawSurface::AddAttachedSurface
Succeeded to hook IDirectDrawSurface::GetPalette
Succeeded to hook IDirectDrawSurface::SetPalette
Succeeded to hook IDirectDrawPalette::SetEntries
Succeeded to hook IDirectDrawPalette::GetEntries
Succeeded to hook IDirectDrawSurface::QueryInterface
Succeeded to hook IDirectDrawSurface4::Lock
Succeeded to hook IDirectDrawSurface4::UnLock
Succeeded to hook IDirectDrawSurface::UnLock
Succeeded to hook IDirectDrawSurface4::Blt
Succeeded to hook IDirectDrawSurface4::Bltfast
Succeeded to hook IDirectDrawSurface4::GetDC
Succeeded to hook IDirectDrawSurface4::ReleaseDC
Succeeded to hook IDirect3DTexture2::Release
Succeeded to hook IDirect3DTexture2::Load
Succeeded to hook IDirect3DDevice3::SetTexture
Succeeded to hook IDirectDrawSurface4::Release
IDirectDrawSurface4::Lock is already hooked
IDirectDrawSurface::UnLock is already hooked
IDirectDrawSurface4::UnLock is already hooked
IDirectDrawSurface4::Blt is already hooked
IDirectDrawSurface::QueryInterface is already hooked
Succeeded to hook IDirect3DTexture2::GetHandle
Succeeded to hook IDirect3DDevice2::SetRenderState
Succeeded to hook IDirect3DTexture::Load
Succeeded to hook IDirect3DTexture::GetHandle
Succeeded to hook IDirect3DTexture::Release
Succeeded to hook IDirect3DDevice::Execute
ManagerLock4 : 0
ManagerUnLock4 : 0
Succeeded to hook IDirect3DTexture2::Release
Succeeded to hook IDirectDraw::SetCooperativeLevel
Failed to hook IDirectDraw2::SetCooperativeLevel - detours error 1
Failed to hook IDirectDraw4::SetCooperativeLevel - detours error 1
Succeeded to hook IDirectDrawSurface::flip
Succeeded to hook IDirectDrawSurface4::GetAttachedSurface
Succeeded to hook IDirectDrawSurface4::EnumAttachedSurfaces
Succeeded to hook IDirectDrawSurface::GetAttachedSurface
Succeeded to hook IDirectDrawSurface::EnumAttachedSurfaces
1-> CLIENT.EXE -windowtitle "Blood2: The Chosen" -rez H:\data\Blood2.rez -rez sound.rez -rez custom -rez Blood2p.rez -rez Blood2p2.rez -rez Blood2l.rez +multiplayer 0 +EnableOptSurf 1

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Its possible in the future to add an option for , before the game starts, prefetch custom textures caching them to system ram on startup?

In dolphin emulator they created this option to eliminate sttutering loading custom textures, startup time will be a little longer and will use more ram, but the benefit would be good.

EDIT: Or add the posibility of choose the location of "replacements" folder of a game, we can create a ramdisk and put the textures there, the load will be a lot faster

Reply 663 of 665, by Splinter

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Thanks @Peixoto for the TRII Upscale which looks great.

http://www.compufixshop.com
Main rig Ryzen 2600X Strix RX580 32GB RAM
Secondary rig FX8350 GTX960 16GB RAM

Reply 664 of 665, by Doggedhalo

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Hey I have been trying to get evil dead hail to the king running in HD for a while but I can't figure it out. Do you have any advice on how I could get it to 4k if not I can emulate it but would prefer the pc version.

Reply 665 of 665, by ZellSF

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Doggedhalo wrote on 2020-01-30, 03:16:

Hey I have been trying to get evil dead hail to the king running in HD for a while but I can't figure it out. Do you have any advice on how I could get it to 4k if not I can emulate it but would prefer the pc version.

1) Peixoto's patches shouldn't be your first resort when trying to force 3D rendering resolution on games not in the list of supported games. dgVoodoo is a better option here: Spec Release dgVoodoo version (with Debug Layer)

2) Evil Dead: Hail to the King uses 2D backgrounds and pre-rendered FMVs, even if you do force it to render 3D objects in 4K it will look really bad.