swaaye wrote:
Thanks for the info!!
I don't know if Suzuki ran on a GeForce but in the worst case the game itself should be patched to avoid paletted textures.
Can you explain what you mean with unenforced vSync? as far as I see the game has no native vsync support, so only vsync I can think of is either forcing it through dgVoodoo2...
Sorry, I mean through dgVoodoo.
I usually enable 'Force vSync' for myself and first when I ran Icewind II I got a madly flashing cursor. But when I disabled it and ran Icewind again, flashing was gone.
(This is because drawing menu elements or cursors usually splits into more than one parts and dgVoodoo updates the screen after each finished part when the drawing is directly going to the screen (the primary surface in DDraw terminologies). However if vSync is forced then a complete screen refresh occurs at each step, that's why visible flashing or slow appearance is experienced. For example, I guess Icewind first restores the background behind the cursor (first step, screen refresh) then draws it to the new position (second step, screen refresh again), so the cursor-free state is clearly visible by eye.)
MageSlayer and Take No Prisoners both work now... but they only detect 320x200 software as a supported resolution. The games support resolutions up to 800x600 and d3d acceleration, neither which is available.
I've just fixed that. At least for Take No Prisoners.
Seeing what the code of MS DX does and what the games' code sometimes check against implies that DX code changed compared to a, say, Win98 version of DX. I guess a Win7 is not the best choice for reverse engineering DX, an old hw with a real Win98 would be the best.