Thanks for the testing. The readme goes into some more detail, but yeah, you need a non-NT Windows for Destruction Derby to work […]
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Thanks for the testing. The readme goes into some more detail, but yeah, you need a non-NT Windows for Destruction Derby to work. I'm on Linux and only have modern Windows in virtual machines so no idea how well it works there. Doesn't seem work on Linux in Wine , but the wrapper in general does.
The wrapper uses the same video mode as the game, so 16 bits. Strange colors means pixels are being rendered with the wrong bit masks. They seem to vary from one video card to another, although the wrapper makes an attempt to figure out the correct one on launch. Maybe the auto detection is failing and the default isn't good for such and such card.
The S3d SDK looks to be using DirectX 1, which is probably about what the games are using as well. I'm not sure how easy that is to translate into hardware acceleration. Maybe you can do offscreen rendering into the legact DirectDraw frame buffer, no idea, no experience in this. It seems likely you'd have to wrap DirectDraw itself as well.
Here's another alpha for Destruction Derby with performance and visual improvements, though a few things don't render properly still. Maybe one of the changes happens to fix the color modes as well. It's again tailored for DD, so other S3d games will likely have more trouble than before. There's an optional debug DLL (rename it to s3dtkw.dll) that outputs runtime info, so run the game with "game > output.txt" to get the log. Basically any game where the wrapper fails to hook DirectDraw (i.e. because the game doesn't use it) isn't likely to work as far as I know.