Comments (18)
That's good to know. I know MGS2 has one problem with videos/texture in game too. One projector shows green and only worked on Windows XP SP2? and lower, because later they did some changes to DX8 or so.
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The FMV's should be fixed with the GOG version and the latest release of dxwrapper supports this game fully.
Closing this now. You can reopen it if there is still an issue.
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It can work on Windows XP, but it seemingly depends on the hardware.
Desktop PC with Intel Pentium III @ 800 MHz + GeForce 4 Ti 4800 ? Yes.
Laptop PC (IBM Thinkpad T43) with Intel Pentium M CPU @ 1.8 GHz + ATI Radeon Mobility X300 ? No.
If you have Windows Vista or later, it never works, whatever the hardware.
from dxwrapper.
I tried quartz.dll from MGS2 green screen issue thread and it doesnt help here sadly :/.
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but it seemingly depends on the hardware
Could it be it requires some codec that only nvidia manages to revive?
from dxwrapper.
It's not a matter of codec I don't think, as it doesn't use WinMM, VfW, DirectShow, or some such API.
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I cannot properly test the game since it tells me that I need to "Insert DISC 1". However, I was able to get the intro videos to play with this update. Try this update and let me know the results.
Here is the update: dxwrapper.zip
Note: this sets the resolution to 640x480, which is the highest natively supported by the game. If you have a hi-res patch installed you will need to configure the included ini file for the new resolution.
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Intro videos always appeared without problem. Issue is that real life footages does not appear.
You can test em via Extra -> previous operations -> roll a and skipping until you get to cutscene with revolver ocelot.
SavedGames.zip
Also iirc if you play game in HW mode, game supports up to 800x600 or even 1024x768, but i cant get that to work with your wrapper or without any.
from dxwrapper.
You can test em via Extra -> previous operations -> roll a and skipping until you get to cutscene with revolver ocelot.
Ok, let me take a look at that.
Also iirc if you play game in HW mode, game supports up to 800x600 or even 1024x768, but i cant get that to work with your wrapper or without any.
Yes, this is because I am using DirectDraw conversion to DirectX9. However, for hardware to work I need to convert Direct3D to DirectX9, which I have not created yet. I guess this is at least a year away. However, maybe I can get it working without converting the game to DirectX9.
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@Tomasak, try with my latest release. This converts DirectDraw to DirectX9 and should fix the issues with this game. Just unzip this into the game's folder overwriting any files.
Here is the update: dxwrapper.zip
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Sadly this only crashes for me, even software mode to which game should boot after first crash. Log here, if it's any helpful
dxwrapper-mgsi.log
edit: well i noticed in log that resolution 320xsomething was not found, so i used widescreen fix to force higher, however, the bug with fmv playback still persists
from dxwrapper.
from dxwrapper.
Ok, that's great! Thanks for sharing!
from dxwrapper.
well i noticed in log that resolution 320xsomething was not found,
What if you add it (320x240?) with CRU?
from dxwrapper.
What if you add it (320x240?) with CRU?
Yes, I recently added support for 320x240: here and here
from dxwrapper.
You can test em via Extra -> previous operations -> roll a and skipping until you get to cutscene with revolver ocelot.
I don't have a "roll a" under Extra -> Previous Operations. It could be because I have the demo version. However, I did notice an issue. It appears that the FMVs are playing at 320x240, which is not supported on newer operating systems. I just added support for that resolution so you could try my latest update and see if that works.
Here is my latest build: dxwrapper.zip
from dxwrapper.
Game now launches, but FMVs are still broken
(and damn, playing in software, polygons wobble like on PS1 :D )
from dxwrapper.
Thanks for testing. Yeah, this is going to play in software until I get the 3D (hardware) API conversion finished.
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