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Re: Boxedwine (Wine on multiple platforms)

danoon, Thanks for the detailed explanation. Passthrough is far more complicated than I thought. OpenGL passthrough that you implemented works great and gives Boxedwine an edge. I don't have a GPU with Vulkan support, but I am sure that Vulkan users are looking forward to Vulkan passthrough. In the …

Re: Boxedwine (Wine on multiple platforms)

Vulkan is on my radar, I think sometime this year I will see what it will take to do passthrough with it. OpenGL passthrough in Boxedwine was a pretty big effort. Is it possible to implement the DirectX passthrough that I mentioned in my post after you are done with Vulkan? Why is the passthrough a …

Re: Boxedwine (Wine on multiple platforms)

danoon, Thanks for the Boxedwine project. It is amazing to be able to use the wine compatibility layer under Windows operating systems. I ran the Star Wars Racer demo under Boxedwine on my Windows 7 pc and it worked fine. Wine DirectX implementation has known issues with that game (missing fog, etc …

Re: Star Wars Episode I: Racer (aka Podracer)

Manu270891, I apologize for the late reply. I recently saw your post and it took me a while to patch the international version because it uses different exe and memory addresses. The patched EXE (resolution check removed, automatic FOV calculation added) for International CD versions of the Star …

Re: Tech demos - general discussion

Dege, thanks for looking into the demos that I posted. Please try to implement full support for Directx 9.0c eventually (including PS 3.0 and multiple RTS). I know that this will not happen by next WIP and will take time, but the end product will be awesome. For motivational purposes, I found the …

Re: Tech demos - general discussion

I found some more DX9 tech demos/benchmarks. I could NOT get dgVoodoo WIP53 to work with any of the DX9 tech demos and benchmarks listed below. I couldn't find information regarding pixel shader requirements of these demos. Nvidia and Unigine demos might be PS 3.0 or PS 2.0. ATI demos are probably …

Re: Tech demos - general discussion

rthdribl (DirectX 9 Tech Demo) by Masaki Kawase "rthdribl" is an acronym for "Real-time High Dynamic Range Image-Based Lighting". https://www.youtube.com/watch?v=MeXQwvPHufU This demo requires Vertex Shader 2.0 and Pixel Shader 2.0. It works fine natively but it crashes via dgVoodoo WIP53. This is …

Re: WIP versions

Beyond Good & Evil does have some compatibility problems and flickering on modern systems when some options (such as Hardware vertex processing) are enabled. Currently the only solution is to turn off HW vertex processing. The bad news is it still has the flickering problem even through dgVoodoo. I …

Re: WIP versions

I tested Double Fine Studios games. I think they all use Buddha engine. Stacking (GOG), The Cave (Steam) and Costume Quest (GOG) all give a popup error message that says that Pixel Shader 3.0 is required. :depressed: The special thing about these games is that they have builtin SSAA support. You …

Re: WIP versions

I tried and had no success with it, but as I wrote I have to experiment a bit more. Beyond Good & Evil (demo) Settings application doesn't seem to work, so here's the menu in high-res 320x200 (I'm pretty shocked the game supports a so low resolution): BGE 2018-11-21 18-45-35-44.png Yeah... It's not …

Re: WIP versions

Halo We have detected that one of the Halo PC files is missing or corrupted. We recommend removing and reinstalling the game. (shaders\fx.bin). Pretty sure this requires shader model 2.0, though the log does not mention it. I remembered something about Halo. Halo Combat Evolved has Directx 8 (PS …

Re: dgVoodoo 2 for DirectX 11

I could not find a demo for the 2002 windows version of Full Throttle. I PMd you some websites that sell the used original genuine CD. Edit: The reissued 2002 version of "Sam and Max Hit The Road" does not work via dgVoodoo either. The game runs fine natively. It is part of the collection shown on …

Re: Star Wars Episode I: Racer (aka Podracer)

Falcosoft, thanks for the code. In the future if I make other modifications to the EXE or get complaints about FOV precision, I can use this code. I also added assembly integer multiplication to my skill set by looking at this example. Thanks again. I have a general question. Do we have any risk of …

Re: dgVoodoo 2 for DirectX 11

ZellSF, does Full Throttle run on your computer via dgVoodoo? On my windows 7 laptop, the game EXE starts and instantly closes when I try to run it via dgVoodoo. The game works fine without any problems when I remove dgVoodoo dlls from game folder. That's why I reported it as a bug.

Re: dgVoodoo 2 for DirectX 11

Full Throttle Version 2.0 (aka Second Issue Windows Version, 2002 CD release) does not work via dgVoodoo. It works fine natively. I attached the log file. http://www.mobygames.com/game/windows/full-throttle This game would be perfect with Vsync and pixel perfect scaling. There is no installation. …

Re: Star Wars Episode I: Racer (aka Podracer)

Falcosoft, thank you so much for providing the floating point division code. I was easily able to patch the EXE using your instructions. I would not be able to do it without your help. The patched EXEs for US CD version and GOG version (v1.0_hotfix3_20791) of the game are attached below. Remember to …

Re: Star Wars Episode I: Racer (aka Podracer)

- The aspect ratio of that resolution is saved into a variable, and then multiplied by 0.75. The resulting value is then used to patch "SWEP1RCR.EXE" (what would you use to do this?). - If you want to go even further, the script could open my "d3dx.ini" if it exists and change the line starting by …

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