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Community discussion

Dizzyage V1.31 games not working in win7

Started by Colin on 3 February 2010 • 9,285 views

14 posts
#54651
I'm not sure if it's just me, but I can't get any games made with dizzyage v1.31 to run in windows 7

all i get is
RENDER: vertex buffer lock failed (80004005)
EXCEPTION_ACCESS_VIOLATION at address 0x4138e8 (write to 0x240)
cIPaint: :D rawSprite < cIPaint: :D rawBar < cDizGame: :D raw < cDizApp: :D raw < cAppGame::MainLoop < cApp::Run < WinMain <
5273 MEMORY LEAKS DETECTED :(

 

i tried switching api without success!
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#68467
Does the games made with 2.0 or above work?
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#68470
yes from v2.0, they work fine.
I am running windows 7 64bit. could that be it?
they do work on this pc, if i boot into xp or vista. they are both 32bit.
I have since tried them on my laptop. this runs win 7 32bit. they do run on that with the api switched.
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#68471
Well, i always said upgrade your Dizzys to the latest DizzyAGE :smile:

I did some render improvements and fixes in 2.0. Not sure now if it was 2.0 when I started using DirectX9 (instead of 8) - that would explain a lot. It's possible that current Win7 drivers, especially 64bit versions, to be more restrictive with some things, if not even buggy.

I'll try to look into it when I get the chance and see if I can spot something to make the difference. But it will take a while. The best thing would be for developers to upgrade their games.

I think Annie also mentioned something about this. I'm not sure if she had problems with older games or v2.0 and above. Maybe she can give more info here.

Alex
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#68472
I've been doing some further testing.
Lost Woods Dizzy was made using Dizzyage v1.2. this works fine!
if i replace the v1.3 dizzy.exe with the v1.2 dizzy.exe, I do get a wrong version warning, but it will let me play!
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#68474
surely you mean v2.1?
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#68475
nope! lost woods dizzy F1 info says it's v1.2. when I try run a game with this exe, it tells me that it's supposed to run on v1.31 not v1.2. it also uses the old dizzy.ini format that v1.31 uses. this changed with v2.0. If I use a newer exe it fails as the game structure is too different.

I got lost woods dizzy from the dizzyage website.
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#68476
just spotted this on the dizzyage history page
October 18th, 2006 - DizzyAGE v1.31
A short version is released to help some drivers that could not lock the vertexbuffer introduced in v1.3. Also some thread unfriendly code was fixed (might had caused crashes on some dual core processors). Games have been upgraded.
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#68477
nope! lost woods dizzy F1 info says it's v1.2. when I try run a game with this exe, it tells me that it's supposed to run on v1.31 not v1.2. wow, I've never used an older version than v1.31, so assumed that all games released after Diamond Mine Dizzy were v1.31 - Never realised that there was a game there that was v1.2!

and yes, the .exe file for LWD is dated May 2006
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#68505
I checked my backups and DirectX9 support was indeed introduced in DizzyAGE v2.0

The main difference between v1.2 and v1.3 is that in v1.3 I used a vertex buffer which is stored in video memory, instead of drawing the sprites from ram (with the old DrawPrimitiveUp, for those who know D :x_x: .

It is possible that this particular thing in DX8 is not supported very well by Win7 drivers.

And there where no OpenGL support back then, so the api option does nothing.

There are other differences between v1.2 and v1.3 in the base engine, but they should not matter for the games. In fact v1.3 silently accepts v1.2 games.

The only new game function introduced in v1.3 and not available in v1.2 is ObjPresentGather which is probably not used in games. If indeed not used in the game than it's safe to run it with v1.2.

Still the best solution is the authors to upgrade these games to latest DizzyAGE version. It's difficult for me now to do any fixes in this old engines because I don't have the DX8 sdk installed anymore.

So in conclusion, run the v1.3 games with the v1.2 engine, until authors (or volunteers :smile: ) will upgrade them.

Alex

[EDIT]
I'm still interested if there are any problems with the latest DizzyAGE version on Win7.

[EDIT]
I attached DizzyAGE v1.2 executable, in case someone needs it.
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#68509
[quote data-userid="17" data-postid="68505"]

So in conclusion, run the v1.3 games with the v1.2 engine, until authors (or volunteers :smile: ) will upgrade them.

[/quote]

pfft! I had enough hassle upgrading my first 3 games to DizzyAGE v2. I'm not about to start on someone else's! :tongue:

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#71580
Here is a related issue!

I'm trying Dizzy Age 1.3 games on my new Vaio laptop, and it seems to toggle back to the desktop as soon as I enable fullscreen mode, after showing very briefly. It doesn't quit the game, it just bounces back to the desktop. It allows me to switch to windowed mode f I tap F10 quickly upon switching back, but it doesn't allow fullscreen at all. I've tried changing the config settings, but the same thing happens. Work fine in windowed mode though.

My laptop is running at 1600 x 900, but generally accepts 1024 x 768 and 640 x 480 without any problems for full screen content. I've also tried setting 1600x900 in Dizzy Age settings, but the same thing happens.

....but the 1.2 trick seems to work, so I'll use that for Fantasy World Dizzy. :smile: Thanks for the info.
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#71581
edit: Oh... I'm also having problems running with my Nvidia 330m laptop GPU. If I switch to the Intel GMA 950 it works, but I get a blank black screen if I use the nvidia gpu.

edit: oh weird, it's working with the other GPU now, but the 1.2 trick isn't working on either GPU. That's okay, I'll stick with windowed mode.
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#71671
[quote data-userid="219" data-postid="71581"]

edit: Oh… I’m also having problems running with my Nvidia 330m laptop GPU. If I switch to the Intel GMA 950 it works, but I get a blank black screen if I use the nvidia gpu.

edit: oh weird, it’s working with the other GPU now, but the 1.2 trick isn’t working on either GPU. That’s okay, I’ll stick with windowed mode.

[/quote]

Hopefully this gpu problem doesn't happen with games using DizzyAGE v2.0 or higher. Right?

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