Rendering anomaly (@GrayFace)

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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Emjayen
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Rendering anomaly (@GrayFace)

Postby Emjayen » Apr 27 2017, 7:11

Game began exhibiting the below behaviour, am wondering if you've ever experienced it during your work with MM7 (and if so, what causes it):

Image

(clean 1.1 installation)

EDIT: Come to think of it, looks almost like a bloodsplat ... except in rhw coordinates. I've tried every permutation of video related settings, still persists.

EDIT2: Nevermind. Seems like the game relies on Win9x heap implementation behavior -- applying the EmulateHeap compatibility fix resolved it.
Last edited by Emjayen on Apr 27 2017, 7:40, edited 9 times in total.

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Macros the Black
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Re: Rendering anomaly (@GrayFace)

Postby Macros the Black » May 4 2017, 22:40

Looks like a fractal actually. But glad to hear you solved it :)
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GrayFace
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Re: Rendering anomaly (@GrayFace)

Postby GrayFace » May 7 2017, 23:54

Is it with the latest version of my patch?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

Emjayen
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Re: Rendering anomaly (@GrayFace)

Postby Emjayen » May 8 2017, 3:28

Is it with the latest version of my patch?

1.1, your patch fixes the bug. I looked over the source, may have been this:

Code: Select all

//----- A beam of Prismatic Light in the center of screen that doesn't disappear

var
  FixPrismaticBugStd: function(size, unk: uint):ptr cdecl;

function FixPrismaticBug(size, unk: uint):ptr; cdecl;
begin
  Result:= FixPrismaticBugStd(size, unk);
  ZeroMemory(Result, size);
end;


As when using software rendering, it does indeed look a lot like prismatic light.


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