cursor:ZeroDisplayCounter |
ZERODISPLAYCOUNTER |
Force 0 return code on ShowCursor(FALSE): fixes "Leopold the Cat" initial loop. |
d3d:CacheD3DSession |
CACHED3DSESSION |
When activated, the GetDirect3D method will return the original session id. (Experimental.) |
d3d:FixD3DWindowFrame |
FIXD3DFRAME |
Tries to prevent D3D from rendering on the whole window surface including the window border. It activates a small trick that cause the program to render to a child modal surface within the main window borders. |
d3d:LegacyD3DResourceHack |
D3DRESOLUTIONHACK |
Removes resolution limitations from legacy d3d interfaces. |
d3d:NoD3DWindowMove |
NOWINDOWMOVE |
Do not try to update the window position and size on D3D rendering. In some cases, the window may be movable but the rendering area does not move with it. In this case, avoid moving the window at all. It is an experimental feature and doesn't always work. |
ddraw:AllowSysMemoryOn3DDevices |
ALLOWSYSMEMON3DDEV |
This flag allows primary / backbuf surfaces on systemmemory when 3DDEVICE is requested. |
ddraw:BlitFromBackbuffer |
BLITFROMBACKBUFFER |
Some games (the Sims, the only one so far....) read graphic data from the primary surface. When the game runs windowed, the approximation introduced in a scaled window brings cumulative error that appear as a progressive "smearing" effect. In this case, it might be better to read the data from the backbuffer surface that is not scaled, even if in such a way you get other troubles when scrolling (see it by yourself...). The only reasonable alternative: write game code in a better way, in my opinion! |
ddraw:ForcesHEL |
FORCESHEL |
Forces Hardware Emulation Layer. |
ddraw:LockColorDepth |
LOCKCOLORDEPTH |
Locks the DirectDraw color depth to the current desktop value (used in SetDisplayMode). If a game's color depth can't be corrected in any other way, use this flag. This option is used for the game "Ahlgrens Bilspelet." |
ddraw:MakeBackbufferAttachable |
BACKBUFATTACH |
Alters the size specification of the created backbuffer so that it copes with the actual primary surface, so that it may be attachable to a ZBUFFER surface. It makes “Dave Mirra Freestyle BMX” playable. |
ddraw:ManageFourCCSurfaces |
Fixes movies in "Kirikou" and "King of Fighters Maximum Impact" emulator. |
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ddraw:NoSystemMemoryOnBackbuffer |
NOSYSMEMBACKBUF |
Similar to the NOSYSMEMPRIMARY flag, but applied to the backbuffer surface. It's rare to need both of these flags, and which one to use depends on where the application performs the accelerated functions. |
ddraw:NoSystemMemoryOnPrimary |
NOSYSMEMPRIMARY |
DirectDraw applications have much better performance if they can operate on system memory rather than video memory, particularly when reading surface memory. Since the virtual primary surface has to be read before it can be transferred to the actual primary surface, it's best to use system memory offscreen surfaces whenever possible. Unfortunately, some programs request hardware acceleration functions that are only available for video surfaces. This flag forces the virtual primary surface to be created in system memory, sacrificing performance for compatibility. |
ddraw:ReturnNULLReference |
RETURNNULLREF |
Always return a 0 reference counter when a surface or DirectDraw session is released. |
hook:FixParentWindow |
FIXPARENTWIN |
Typically, a game is started with an invisible program window, and then it creates a separate child window for handling the graphics. Some games use the parent window instead of the child window. In this case, the parent window becomes visible, then needs to be properly resized. This feature is currently experimental, but it seems to successfully manage several tough games, such as Solaris, SleepWalker, Sid Meier's Sim Golf, and the Worms series. |
input:MouseMoveByEvent |
MOUSEMOVEBYEVENT |
Replaces "SetCursorPos" calls with equivalent "mouse_event". Fixes WF1, another game of wind fantasy series. |
patch:FixEmpireOfTheFadingSuns |
FIXEMPIREOFS |
Tweak to make runtime patch for "Empire of the Fading Suns". |
sound:FixAILSoundLocks |
FIXAILSOUNDLOCKS |
Very preliminary hooking of sound system wail32.dll. |
win:FPSCountUpdatesBigger1/4Screen |
QUARTERBLT |
DxWnd can display an FPS counter based on the number of screen updates per second. This counter is accurate for applications that update the entire screen, but produces wildly exaggerated figures when a program makes frequent updates to small sections of the screen, such as counters, icons, or other tiny elements. This flag tells DxWnd to ignore screen updates that affect less than one quarter of the screen, producing a more realistic FPS figure. |
win:KillBlackWindows |
KILLBLACKWIN |
Tweak for unwanted window suppression: fixes (eliminates) "Kane & Lynch 2" black background window. |
win:LockFPSCorner |
LOCKFPSCORNER |
Locks the FPS counter in the top left corner when used together with the Video->FPS counter->overlay flag. In addition this flag displays a hexdump just after the DxWnd splash logo for 2 seconds of all the timing related flags to be used to make sure that no cheating is used in a speedrun session. Also a message: "Speedrun OK" or "Speedrun KO" is displayed. |
win:MakeQueriedWindowVisible |
MAKEWINVISIBLE |
Experimental tweak to force visibility of windows queried to check for visibility. |
win:NoMainWindowDestruction |
SUPPRESSRELEASE |
Some games kill the main window before starting a new one, and DxWnd may not properly handle this behavior. This flag prevents the main window from being destroyed, resolving that issue. |
win:ReplaceDialogs |
REPLACEDIALOGS |
Replace troublesome dialog windows - fixes "Dark Rift" in windowed mode. |
win:SendWM_ACTIVATEAPPMessage |
ACTIVATEAPP |
Windows sends an ACTIVATEAPP message to fullscreen programs, but may not send this message to windowed programs. This flag forces Windows to send that message, resolving cases where the hooked program expects to receive such a message. |
Win:SuppressIME |
SUPPRESSIME |
The flag tries to suppress IME windows. This feature is not yet fully functional. |