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Thread: sega_dxwrapper for Sega PC games

  1. #1
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    Default sega_dxwrapper for Sega PC games

    Hello,

    As seen on http://www.sega-16.com/forum/showthr...Sega-Rally-PC)
    and http://www.sega-16.com/forum/showthr...ed-D3D-patches,

    I'm completed the first version of a patch for Sega Rally PC and Virtua Fighter 2 PC. The patch, which is actually a wrapper around DirectDraw and Direct3D calls, lets the games run at resolutions higher than their default 640x480.

    The patch is based on Jari Komppa's dxwrapper project, changed to work for the above games.

    You can find the patch here: https://dl.dropboxusercontent.com/u/...apper.1.00.zip

    The patch includes source and compiled binaries.

    The install, simply copy the ddraw.dll and ddraw.ini files next to the game's executable. Open the .ini file to tweak the game resolution and other things.

    To run, make sure you have the d3d patch already installed for the game. Then, run the game as normally.

    Please try it out! I only have the one machine (Windows 7, Core 2 Duo, GTX 750) to test it on, so let me know if you've got it to run successfully or if you're seeing problems.

    Thanks!
    djcc

    Screenshots running at 1920x1200.




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    I don't have a Windows PC, so can't help you out here, but I justed wanted to say that this is awesome work. Kudos to you sir!

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    Quote Originally Posted by TheMole View Post
    I don't have a Windows PC, so can't help you out here, but I justed wanted to say that this is awesome work. Kudos to you sir!
    Thanks!

    Working adding an option to keep the aspect ratio. Work in progress.

    Rendering at 1920x1200 but because of the 4:3 ratio, there's a black bar on the right. I'll be centering the render next so there will be smaller bars on each side.


    Last edited by djcouchycouch; Yesterday at 03:16 PM.

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    Awesome! I wish I had these games to try.

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    Figuring out how to maintain the aspect ratio was straight forward. Changing the code to render into a render target instead of directly into the back buffer has been a little bit trickier. The game always assumes that it's working with the back buffer. Before I managed to fool it for some parts but now I need to fool it for everything.

    But my first attempt didn't work. Hopefully I'll have time to try again this weekend.

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