In my modified version of d3d8to9, this is what happens when FSAA in Republic Commando is turned on. I've put debug prints as I was trying to figure out why it was crashing. This is as far as I got.
Redirecting 'IDirect3DDevice8::Reset(053CC2E8, 24BF0FD8)' ...
Multi-Sampling is: D3DMULTISAMPLE_8_SAMPLES
Swap effect is: D3DSWAPEFFECT_FLIP
Redirecting 'IDirect3D8::CreateDevice(09012A30, 0, 1, 00230BDA, 70, 24BF0FD8, 24BF0FD4)' ...
Multi-Sampling is: D3DMULTISAMPLE_8_SAMPLES
Swap effect is: D3DSWAPEFFECT_FLIP
Create Device past ConvertPresentParameters
Create Device failed! Reason: D3DERR_INVALIDCALL
It seems to be something to do with Directx 8 vs Directx 9 as it fails when the ProxyInterface tries to create the device.
No matter the setting, if it's above 0 then it will crash. This issue also applies to the current and past versions of d3d8to9.
In my modified version of d3d8to9, this is what happens when FSAA in Republic Commando is turned on. I've put debug prints as I was trying to figure out why it was crashing. This is as far as I got.
It seems to be something to do with Directx 8 vs Directx 9 as it fails when the ProxyInterface tries to create the device.
No matter the setting, if it's above 0 then it will crash. This issue also applies to the current and past versions of d3d8to9.
Here is where it crashes: https://github.com/crosire/d3d8to9/blob/acd25ce3aa29a8d7c58e46c6711b2ff6632830a9/source/d3d8to9_base.cpp#L204