Open GoogleCodeExporter opened 8 years ago
Original comment by lexlexlex@gmail.com
on 13 Nov 2011 at 3:29
What happens if you set the multithreading to Allow (via the radio button)
before running?
What about if you allow display changes in the Graphics menu?
Another thing to try is setting Runtime > Message Sync Mode to Unchecked (but
expect desyncs).
It would be very strange if none of the above fix it, because the game is
simply running its graphics code normally (you are able to run Cave Story
outside of Hourglass, right?), and with all three of those options changed,
there should be no possibility of interference with the rendering.
Original comment by nitsuja-@hotmail.com
on 13 Nov 2011 at 7:01
None of those 3 options fixed it; not even with all 3 enabled. I just went
through all the options in the "Runtime" menu and enabled the most permissive
ones and it still showed the same issue. Yes, it runs normally without
Hourglass. I agree that it's strange.
Original comment by lexlexlex@gmail.com
on 14 Nov 2011 at 1:29
"Wait until sub-process creation", which I hadn't tried until just now, is the
only option that changes the behavior, and that doesn't even let it run. With
that enabled, the Cave Story window doesn't even appear.
Original comment by lexlexlex@gmail.com
on 14 Nov 2011 at 1:49
Another simple test you could do if you haven't already: enable Graphics >
Surface Memory > System Memory.
And, could you try one more thing?
1: open the Hourglass Visual Studio solution
2: open print.h in the wintasee project source files
3: change "#define ddrawdebugprintf verbosedebugprintf" to "#define
ddrawdebugprintf debugprintf" on line 11
4: run the wintaser project by hitting F5
5: in Hourglass, set those three settings I suggested before
6: also enable Runtime > Debug Logging > Print Categories > directdraw
7: start running Cave Story from Hourglass (and I assume you're using windowed
640x480 mode)
8: wait a few dozen frames on the gray screen, then click the stop button in
Hourglass and close Hourglass
9: attach the debug log as a file here or otherwise send it to me. If you can't
find the log file, the same text should be in Visual Studio's output window too.
Original comment by nitsuja-@hotmail.com
on 14 Nov 2011 at 2:53
OK! I did that, using your Cave Story TAS and the latest revision in svn with
VS2010, and following your instructions verbatim. Attached is the resulting
hourglasslog.txt file.
Sorry it took so long for me to get around to this. I'm now using the latest
nvidia driver, 296.10, in Windows 7.
I was experiencing a similar issue to this with Rosenkreuzstilette, so I
figured I'd look into it further. Rosenkreuzstilette freezes with a blank
white screen on frame 4, unless I set "Message Sync Mode" to "Unchecked", in
which case, it freezes on a black screen on frame 17. I assume this is due to
the same issue as the Cave Story freeze, but that freezes on frame 0, so it
might be different. With both games, I can see the window appear before the
process freezes.
Original comment by lexlexlex@gmail.com
on 18 Mar 2012 at 9:53
Attachments:
I just tested installing nvidia driver version 266.58 and trying both games.
It caused Hourglass to run Cave Story, but not Rosenkreuzstilette, which shows
the same white screen. Hourglass + Rosenkreuzstilette has a different issue,
then.
Original comment by lexlexlex@gmail.com
on 18 Mar 2012 at 11:32
Original issue reported on code.google.com by
lexlexlex@gmail.com
on 13 Nov 2011 at 3:28