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Release v1.2.7400.25

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@elishacloud elishacloud released this 14 Dec 07:26
· 8 commits to master since this release

Instructions:

  1. Download the dxwrapper.zip and unzip it to a folder.
  2. Determine which stub .dll file is needed for the game. This depends on many factors which will be explained on page created later. Common stub dll's to use are ddraw.dll, d3d8.dll, d3d9.dll, dsound.dll or winmm.dll. You only need to choose one stub file to load dxwrapper into the game.
  3. Copy this .dll file from the 'Stub' folder plus the dxwrapper.dll and dxwrapper.ini files into the game's installation directory, next to the main executable file. For some games the main executable is in a subdirectory (like 'Bin', 'Exe' or 'App') so the files will need to be copied into that directory. Overwriting existing game files is not usually recommended. Always backup any files before overwriting them.
  4. Open up the dxwrapper.ini file in a text editor and enable the settings needed for the game.

Note: Try the options under the [Compatibility] section first. For many games these are all that are needed. See the Configuration for details on the options.

What's New?

  • Add support for Viewport lighting functions: AddLight(), DeleteLight() and NextLight()
  • Add partial support for surface UpdateOverlay() function
  • Add Hooking Patterns to settings for memory updates and game patching
  • Add partial support for paletted render targets
  • Add hook for HeapSize() to validate the handle to prevent crashes in some games
  • Add failover to default refresh rate if specified rate fails
  • Add experimental pause for resolution switching to help prevent crashes in case monitor takes time to switch to new resolution
  • Add FPS to the debug ImgGui display
  • Remove unneeded DdrawFlipFillColor from settings ini
  • Update order enum display modes for better compatibility in some games
  • Improve speed of system memory surface copies in some cases
  • Force emulation for certain system memory surfaces to prevent game crashing when accessing the surface outside of Lock/Unlock pair
  • Make interfaces reusable to handle game misuse
  • Filter some messages while forcing windowed mode for better game compatibility
  • Use dummy surface memory for lock failure to prevent crash in some games
  • Update how gamma support works to prevent solid back screen in some games
  • Move frame count limiter to happen before before the Present() rather than after
  • Fix Texture Load() function which caused textures to be blank in some games
  • Fix SetRenderState MIN texture filter which caused transparencies to be opaque
  • Fix MipMap count issue which caused MipMaps to fail in some case
  • Fix WinVersionLie to work independently
  • Fix hooks for supporting drawex
  • Fix hang with DdrawAutoFrameSkip
  • Fix potential crash in FindDevice()
  • Fix shadow surface when locking texture render targets
  • Other misc fixes and updates