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Breathing New Life Into Old DirectDraw Games

An anonymous reader writes "I bought a bunch of old Wing Commander games for Windows, but they use DirectDraw, which Microsoft has deprecated. They don't work too well under Windows 7, so I ended up reimplementing ddraw.dll using OpenGL to output the games' graphics. I wrote an article describing the process and all the fun workarounds I had to come up with, and released all related source code for others to hack on."

64 of 274 comments (clear)

  1. There were some damn fine games in that era... by Dexter+Herbivore · · Score: 4, Insightful

    and we didn't need gimmicks like motion controllers, photo-realistic graphics and high framerates to enjoy them.

    1. Re:There were some damn fine games in that era... by reverendbeer · · Score: 4, Funny

      and we didn't need gimmicks like motion controllers, photo-realistic graphics and high framerates to enjoy them.

      ...consarn it!

    2. Re:There were some damn fine games in that era... by LazLong · · Score: 4, Funny

      and we didn't need gimmicks like motion controllers, photo-realistic graphics and high framerates to enjoy them.

      In my day we didn't have fancy-schmancy graphics. We didn't have graphics all. All we had were alphanumeric characters to manipulate for our games. And that's how it was, and you liked it! Sound? You were lucky if you could get a single-toned beep from your computer. And don't get me started on those fancy motion controllers! All we had was the keyboard. We stabbed ADWS until our fingers bled. And games? We had great games like Lemonade Stand, Tic-Tac-Toe, SpaceWar!, Star Trek, Super Star Trek. And that's how it was, and you liked it! You loved it!

    3. Re:There were some damn fine games in that era... by KDR_11k · · Score: 2, Informative

      Because more surface area is covered by texels that are part of one smooth surface than texels that are supposed to represent hard edges. Edges might look better with nearest-neighbor (provided the texture has no anti-aliasing) but smooth surfaces will show banding that doesn't belong there.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:There were some damn fine games in that era... by MobileTatsu-NJG · · Score: 2, Insightful

      ...and we didn't need gimmicks like motion controllers, photo-realistic graphics and high framerates to enjoy them.

      Oh please. Wing Commander was that game you played when you had just dumped a large sum of money into a new computer system and wanted to show it off. VGA graphics, expanded memory, Sound Blaster, megabytes of graphics, multi-media CD-ROM, FMV, etc. That was the one game you always had an optimized boot floppy around for. "Didn't need gimmicks*" my ass, I bet you bought the speech pack for it!

      The games were fun, but let's be realistic, none of the Wing Commander games were intended for modest machines.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  2. Great! by Warma · · Score: 2

    I've been waiting for this, though not expecting to see it. In my understanding, this'll allow future generations to play at least MechWarrior 2 and Battlezone, which have sadly been destroyed by DirectX patching.

  3. Wine? by Ynot_82 · · Score: 4, Interesting

    I haven't read TFA yet
    but wouldn't this have been a prime use-case for Wine on Windows?

    1. Re:Wine? by Zixaphir · · Score: 2, Interesting

      I was going to place a statement in a similar vein. I hope he didn't have to replicate any work that Wine has already been successful in implementing.

      --
      "Now I am become Death, the destroyer of worlds"
    2. Re:Wine? by Anonymous Coward · · Score: 4, Interesting

      "Funny you should mention that..." I blew this morning trying to get some old PS2 hacking apps running on Wine. In the end I just installed w98 on a spare box. Wine is classic YMMV. It's a good, worthy project, but man, you just can't _count_ that's it's going to deal with even small old VB6 apps ahead of time. Use restraint for recommending it unless you've done exactly what's being discussed.

    3. Re:Wine? by advocate_one · · Score: 4, Insightful

      "Funny you should mention that..." I blew this morning trying to get some old PS2 hacking apps running on Wine. In the end I just installed w98 on a spare box. Wine is classic YMMV. It's a good, worthy project, but man, you just can't _count_ that's it's going to deal with even small old VB6 apps ahead of time. Use restraint for recommending it unless you've done exactly what's being discussed.

      what seriously pisses me off with WINE is that something works with one version of it, but breaks in the next... the database is almost useless with regards to being kept up to date and I'm too old for all this hassle now... and there's TOO much emphasis on having the very latest game running on it to the detriment of making sure other games don't become broken by changes made to support the latest and greatest...

      --
      Donald 'Duck' Dunn: We had a band powerful enough to turn goat piss into gasoline.
    4. Re:Wine? by bmcage · · Score: 4, Insightful

      Wingcommander ran great in wine last time I played it in 2008. I suppose windows developers don't follow linux development?

    5. Re:Wine? by TubeSteak · · Score: 2, Informative

      http://sol.gfxile.net.nyud.net/ddhack/
      Most of the pictures got loaded into the cache

      --
      [Fuck Beta]
      o0t!
    6. Re:Wine? by Anonymous Coward · · Score: 2, Insightful

      there's TOO much emphasis on having the very latest game running on it to the detriment of making sure other games don't become broken by changes made to support the latest and greatest...

      You aren't really proposing an alternative though... Automated testing is practically impossible and manual testing is a huge, huge job if it means play testing thousands of games before every release. just saying "don't make mistakes" is not useful.

    7. Re:Wine? by mr_mischief · · Score: 5, Insightful

      Automated testing of all the applications is pretty much a nonstarter. However, automated regression testing to make sure function calls with the same arguments in the same context don't give different results just because you debugged a different set of arguments or in a different environment are easy to do with a proper test harness. The hard part is mapping the applications to test cases, but that's not impossible, just time consuming and somewhat difficult.

    8. Re:Wine? by gmthor · · Score: 2, Insightful

      The Problem with Wine is, that from the user point of view, it is extremely unstable. It tried it out a couple time with games that had Gold or Silver status. None of them worked with the version I tried.
      I think I would be really worth it, to stop developing more features for a while and add as many regression tests as possible to the project. So that the project gains stability. Since in the end, the real success is always determined by the end user.

      --
      How do I uncompress my MD5 archive?
    9. Re:Wine? by Josh04 · · Score: 2, Insightful

      You call that a ridiculous wine bug? No, this:

      http://bugs.winehq.org/show_bug.cgi?id=421

      is a ridiculous wine bug.

    10. Re:Wine? by dave420 · · Score: 3, Informative

      Of course you can install Windows 98 in a virtual machine, and it'll run just as stably as it did on the original hardware. It amazes me that you think otherwise, and feel the need to spew all over the discussion with your insanity.

    11. Re:Wine? by Urza9814 · · Score: 2, Insightful

      Have you ever tried to use Wine in Windows? Last time I attempted was a couple years ago, but I remember spending hours trying to get the damn thing to work, only to eventually just give up. Wine is great on Linux, but the processes to get it installed and to use it for Windows could be greatly improved.

    12. Re:Wine? by CarpetShark · · Score: 3, Interesting

      For a lot of API calls, you could probably build some automated tool that analyses running programs on windows, recording calls in/out of programs/apps, their arguments, results, and what ideal results would be/are. From that, testing against wine builds would be fairly straight forward.

    13. Re:Wine? by bmcage · · Score: 2, Interesting

      Although you are now considered a flamebait, I'll answer anyway.
      When I switched to linux in 2000, I kept win 95 around so I could play wingcommander. By the time it was 2006, it became increasingly more difficult to run them on the latest windows version. A rerelease of the old games luckily allowed playing on Win XP. However, that meant I had to download a hacked version with a virus, no, I don't intend to rebuy things I bought before (my windows version was probably also illegal, I did not connect to the net so I did not care).
      Finally, by 2008, all ran great in wine.
      People who like old games run emulators all the time, so it is normal to use dosbox for wingcommander 1/2, and a win 95 reimplementation for wingcommander 3/4. To suggest otherwise means _you_ are the idiot.

  4. Or you could by Rosco+P.+Coltrane · · Score: 3, Insightful

    use an older version of Windows in a virtual machine.

    --
    "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    1. Re:Or you could by M.+D.+Kristopeit · · Score: 3, Insightful
      NOT INSIGHTFUL. virtual machines are NEVER the optimal solution. ddraw.dll has been reimplemented at the lowest level... given that, why would anyone choose to rather use a virtual machine?

      the only appeal of using a virtual machine was to a lazy developer WHO DIDN'T WANT TO DO IT RIGHT.

      thanks story submitter... glad someone out there still understands, and has some pride left.

    2. Re:Or you could by dintech · · Score: 4, Insightful

      But to run Wing Commander on modern hardware, it doesn't need to be optimal. 80/20 rule dude.

    3. Re:Or you could by kinema · · Score: 5, Insightful

      What is learned by simply booting up a VM and loading a game? In the story submission he specifically mentioned "all the fun workarounds" that he had to come up with get everything to work on a modern system. Don't you think doing a cleanroom reimplementing a subsystem like DirectDraw presents a great learning experience?

      No, I wouldn't have done this if you had payed me; I have my own interests and passions. I'm not at all interested in graphics programming or for that matter video games, though, apparently someone is and I think it's great that he saw a problem and decided to attempt to find a solution for it.

      This is what being a geek is all about. Bravo.

    4. Re:Or you could by peppepz · · Score: 3, Interesting
      I think it's not a good idea to run software which was not designed to run on the version of the OS you're using. Besides using ddraw.dll, those games might also display funny behaviour which was not uncommon in those pre-NT, pre-UAC days, such as installing VxD device drivers, scribbling the registry and tossing DLLs all over the filesystem. A VM could spare you those worries.

      See for example DOSBox: it lets you run old games with near-perfect results, and running them in DOSBox is much, much, much easier than getting them to work on a real DOS machine was, back in the days.

    5. Re:Or you could by Your.Master · · Score: 5, Insightful

      It's only already done if the only ddraw game you want to play is Wing Commander 1-4 (Windows versions). And only with conventional monitor setups and only if you never want to capture the window content, due to the kludges involved. And if you can stand the known bugs he mentioned, eg. the blinking screen effect described in Wing Commander 4.

      So basically, it's only already done if you want a suboptimal experience. But you were just talking about how you wanted an optimal solution, and how a solution that basically works better than this is "never" the optimal solution. To be fair, it sounds like 1-3 work pretty well, but for 4 you have to put up with some crap. And any other ddraw game is unlikely to work all that well.

      This is a fun an interesting reverse engineering project. Stop being such a prick about it.

    6. Re:Or you could by hairyfeet · · Score: 2, Insightful

      While this is true, older computers are as cheap and plentiful as dirt, and have many other uses that a VM can't match. Have an older game that needs GPU acceleration? Last I checked VMs were still hit and miss about that, whereas you can get an old Nvidia or ATI card for around $10.

      Another good example is bad weather, even with battery backup I don't trust it enough to leave my quad plugged in when a bad one is pounding, but this old 1.8Ghz Sempron I got for less than $50 from a client? Who cares, I have a 2.2Ghz Athlon CPU and board sitting in the closet. Finally there are guests. If my nephews both want to surf I have a 1.4Ghz P4 with a 17 inch CRT set up in the corner I paid a whole $35 for that works great with XP for Youtube or basic surfing. And with a $20 Geforce 6200 in it my youngest nephew can even play his Lunia and Grand Chase MMOs on it just fine.

      So unless you live in a closet and don't have ANY space at all, having a spare or two has its uses. A four port KVM can be had for around $20 on Newegg, and you can find SFF late P3s early P4s all day long on Craigslist for Chump change, or even for free on Freecycle. So considering the many uses a spare box can have, from experimenting with multiple OSes to guest PC, and how the price is nothing, I say why the hell not?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    7. Re:Or you could by VoidCrow · · Score: 2, Interesting

      For what it's worth, I have Q3 Arena running on XP in a VirtualBox VM, under 64-bit Fedora. It's all running on an Acer 5536 laptop with 4Gb ram and an ATI 3200 video chipset. It's not state of the art, not high-end, and it still runs fast and smoothly - far more so than the original hardware which introduced me to this game. I appreciate the merit of your comment, but draw your attention to Moore's Law.

    8. Re:Or you could by Anonymous Coward · · Score: 3, Funny

      Multiple spare boxes are a huge mess. Don't fall to this trap. You may end up on one of those hoarding shows. :(

    9. Re:Or you could by CarpetShark · · Score: 2, Insightful

      older computers are as cheap and plentiful as dirt

      You're kidding me. The effort to get an old computer, set it up, install the crappy old OS from slow floppies/CDs, mess around with limited memory and IRQs and realising at the last minute that you can't just transfer over wireless or USB... it'd be cheap if your time is worth nothing. Otherwise, running a VM (or just about any other method) is probably faster. I'd love another physical amiga, but I know I'd never use it, next to having a copy of UAE.

  5. Who says DirectDraw is going away? by Man+On+Pink+Corner · · Score: 4, Informative

    My own DirectDraw apps from 1996 work great in Windows 7. The API is deprecated in the sense that Microsoft no longer recommends using it, and who knows if they're still even shipping ddraw.h, for that matter. But as a COM component, runtime support for IDirectDraw isn't any more endangered than CreateWindow().

    1. Re:Who says DirectDraw is going away? by Suiggy · · Score: 5, Insightful

      Yes, DirectDraw still exists on Windows 7, ddraw.dll is still there, and the headers are still a part of the Windows SDK and DirectX SDK. The problem is that graphics card vendors no longer care to test that their drivers work properly with DirectDraw, so it's really hit or miss if you get support.

    2. Re:Who says DirectDraw is going away? by peppepz · · Score: 5, Informative

      But removing IDirectDraw would only break some games from the 90s, while removing CreateWindow (Ex) would kill every single Windows application ever coded.

    3. Re:Who says DirectDraw is going away? by Xest · · Score: 4, Interesting

      Indeed, in fact, this was precisely one of the problems DirectX was always designed to solve from the start, it was designed to provide a multimedia API that could both move with the times and retain backwards compatibility.

      Issues with older games tend to come down to hardware specific optimisations, obsolete libraries such as Glide, or OS specific code.

      For the most part, stuff written with Microsoft's officially provided Windows APIs even back to Windows 95 (and sometimes even further back than that) tends to still run. It's the stuff that doesn't use those APIs that often causes the problems.

      For better or worse, backwards compatbility is one thing that Microsoft certainly does tend to get right most the time. It's just that companies often ignore backwards compatibility when building new apps and just build for the now. Sometimes this is excused, i.e. game companies doing low level optimisations to improve performance, other times it's some MBA falling hook line and sinker for the sales pitch of some fly by night company providing an obscure set of code libraries and mandating all his developers use it.

      I still have apps I wrote in C using the raw Win32 API back in 1995/1996 that work absolutely fine to this day.

      Chances are if a game doesn't run, DirectX version is the least of it's troubles.

    4. Re:Who says DirectDraw is going away? by El_Muerte_TDS · · Score: 2, Informative

      DirectX isn't as backwards compatible as advertised. A lot of old games don't run well with newer versions of DirectX, in most cases it's just small things that are an annoying and don't result in a real application crash. I've seen games create issues when a new DirectX version came out since the introduction of DirectX 7, a lot of games using 6.4 suddenly had missing sounds, in some cases certain parts of the input handling was broken. And on a rare occasional there were noticeable render artifacts. In quite some cases this could easily be solved by putting the dsound.dll or dinput.dll that came with the DirectX of the game in the directory of the game itself.

    5. Re:Who says DirectDraw is going away? by TheRaven64 · · Score: 5, Informative

      Indeed, in fact, this was precisely one of the problems DirectX was always designed to solve from the start, it was designed to provide a multimedia API that could both move with the times and retain backwards compatibility.

      DirectX was designed to solve precisely one problem: that game developers wrote games for DOS and didn't regard Windows as a sufficiently capable platform for gaming. In its early iterations, it was a very low-level API. It basically gave you a way of bypassing Windows and talking almost directly to the graphics and sound cards.

      Remember that, at the time, graphics cards were very simple devices. A lot were just frame buffers - a blob of memory connected to a DAC that scanned its contents and generated an analogue signal for a monitor. Some supported double buffering (i.e. two frame buffers and a flag to tell the DAC which one to read). They quite often had a BitBlt operation, which would copy a rectangle onto the frame buffer from RAM (across the bus) or from a bit of reserved VRAM, typically with a mask. A very few of them could also do line drawing and scaling of images during the blits.

      DirectDraw provided functions that were very thin wrappers around the graphics card's capabilities. It was designed from the start to make porting DOS games to Windows easy. Most DOS game developers had a small library of functions that implemented a few primitive graphics routines like bitblt in software and would use accelerator functions if they were available. You might remember games like SimCity 2000 requiring you to select which graphics card you had. It would use accelerated line drawing and blits if they were available.

      DirectDraw just replaced these libraries, providing very thin wrappers around the hardware facilities and emulated versions when they were not present (e.g. using memcpy() for BitBlt). It wasn't designed as a high-level API, and directly exposed things like the palette modes in the hardware. The problem that old games are starting to experience comes from this fact. Modern GPUs don't support palette modes at all, but a lot of old games used them because they took less VRAM and let you do some animation effects. At the time, all cards supported palettes and a few also supported true colour - designing for a card that didn't support palettes seemed pointless.

      At the DirectDraw layer, all of this stuff is passed straight down to the driver and on slightly older cards they were then passed directly to the hardware. Companies like nVidia don't always bother properly implementing emulation paths in the driver for old software, so the games stop working.

      --
      I am TheRaven on Soylent News
  6. Re:WoW!! by Kjella · · Score: 2, Informative

    Fastest slashdotting *ever*

    Ever since they started giving subscribers early peeks, the weakest sites have been slashdotted before the story hit the front page. Oh well...

    --
    Live today, because you never know what tomorrow brings
  7. The Kilrathi Saga by black3d · · Score: 2, Informative

    As its difficult to get through the Slashdotting (I can't reach the site), this would be "The Kilrathi Saga" versions of the games - almost as valuable as a WoW Vanilla Collector's Edition to WC fans - which were "upgraded" versions of the original DOS Watcom C games for Windows 95. I say "upgraded" because I was once speaking to one of the original programmers who were working on the Kilrathi Saga edition and said that they couldn't even convert WC1. He called the original source a "Goat-fuck-hack" demo which Roberts put together to get a job at Origin, so they instead tinkered with a DirectDraw-wrapped WC2 engine.

    The original DOS versions of the games, alternatively, work fine through DosBox.

    --
    "The true measure of a person is how they act when they know they won't get caught." - DSRilk
  8. I wonder about this by Sycraft-fu · · Score: 3, Informative

    The server has 'asploded so I can't read the article (note to people: don't submit your shit to /. if your server isn't ready for it) but I'm questioning the summary. Windows 7 does have DirectDraw. ddraw.dll is present in the Windows directory.

    As far as I know, compatibility is maintained for ALL versions of DirectX back to the beginning. Things stop being supported, but that just means they aren't included with the new APIs. So you can't use DirectDraw from DirectX 11 APIs, but if you have an old DirectX 6 game, it'll still work fine.

    As a practical matter the original Fallout runs, and it wants DirectX 3 to do its thing.

    I'm not claiming that the author didn't have to do something to make these games work, but I think he may be confused about the situation.

    I also wonder on his methods. Why would you use OpenGL to reimplement DirectDraw on Windows 7? DDraw's replacement is Direct2D, which is a native Windows API. OpenGL works fine on Windows, but only in the event that the company who makes the graphics card chooses to write an ICD for it. Direct2D is automatic for anything with WDDM 1.1 drivers.

    1. Re:I wonder about this by Anonymous Coward · · Score: 3, Informative

      Windows 7 does NOT support full backwards compatibility for older versions of directX. You can, however, install directX 9 (which then sits alongside directx11) and that fixes up many games. (Finding the correct install package that doesn't just say "Oh, you've got 11, I'll stop" is a chore, though.

      This situation isn't going to improve. Running through a virtual machine does work fairly well though.

    2. Re:I wonder about this by Rogerborg · · Score: 4, Interesting

      Funny you should mention DX3. Microsoft actually removed some surface caps flags in the transition from DX3 to DX5, and silently flipped the orientation that .BMP files were loaded (i.e. loaded them 'right way up' rather than 'upside down' as they're stored in the file). I know that was like three ice ages ago in Dev Years, but it still hurts when I think about it.

      I realise that TheFineSummary talks about Windows 7, but there's still a fair number of XP boxen out there, for which Direct2D isn't an option. That said, I'd guess (as the article is down) that it's more of an ideological position, or - given that it's clearly a hobby project - just what the author is familiar with, or enjoys using. Given that we're talking about playing games here, I'd go with the latter explanation.

      I do intend to RTFA when it recovers, since I find replacing/subverting dlls quite fun. I kludged up some code a while back to create a shim dll that can be used as the basis for selectively replacing functions in dlls, while calling through to the 'real' one for the other functions, so you can easily hack some functionality without having to re-implement the whole thing.

      --
      If you were blocking sigs, you wouldn't have to read this.
    3. Re:I wonder about this by TheThiefMaster · · Score: 5, Informative

      Not 100% accurate. Windows 7 includes direct-x 9 itself (there's not much to it), but not all the different d3dX9_??.dll extension files. Those are what you have to install.

      The DX web setup will bring you up to date with all direct-x 9 onwards extension files, regardless of whether you're running XP or 7, x86 or x64, Home or Ultimate (just look at the comprehensive supported OSs list!).

      Any older versions of DX are supported, you shouldn't need to install anything for them.

    4. Re:I wonder about this by Achromatic1978 · · Score: 2, Insightful

      My bottlenecks are network supply (10Gbps to five clients with dual network ports and jumbo frames not sufficient).

      Well, yes, I'm not entirely surprised your system has trouble pushing tens of gigabits of data whilst reading from a ten TB dataset and live-rendering 3D on a bank of 3 x 3 3200x1600 screens. All this on a side project "when you find the time", too, impressive. To the best of my calculations you'd have what, 7 PCI-E slots?

    5. Re:I wonder about this by kramulous · · Score: 2, Interesting

      5 slaves, each rendering 1920x4800. Each machine is a single E5530; 2xFX1800; 4GB memory. Luckily, I have a totally excellent colleague who helps me with the networking/file server config (when he can find the time).

      We find it much better to compress the data prior to network transmission and perform a parallel decompress on arrival to the clients. Not exactly rocket science.

      Thanks man.

      --
      .
    6. Re:I wonder about this by xded · · Score: 3, Interesting

      I kludged up some code a while back to create a shim dll that can be used as the basis for selectively replacing functions in dlls...

      A slightly more sophisticated solution would've been Detours.

      Or, if you didn't feel like coding, WinAPIOverride32.

  9. Re:heads up for combat soldiers' family and friend by Anonymous Coward · · Score: 2, Funny

    Man that is pretty bad! I say we put Origin out of business for making such a hurtful game!

  10. Re:heads up for combat soldiers' family and friend by Anonymous Coward · · Score: 3, Informative

    Except the Bosnia war ended in 1995. so your friend could not be in combat zone.
    (I know. I was there. I still am.)

  11. Ya well by Sycraft-fu · · Score: 2, Informative

    Looks like this is some little personal site, perhaps run on a server in a broom closet (I run such a closet server at my house). I have no idea why the author thought it would be a good idea to submit that to Slashdot.

    Were there ever anything I wanted to submit, I wouldn't stick on my closet server, I'd stick it on my Pair server and link to it there. Slashdot people are very, very clickly. Anyone who submits to here ought to know that.

    1. Re:Ya well by Anonymous Coward · · Score: 2, Informative

      FYI: The hostname sol.gfxile.net resolves to 79.98.31.24, which belongs to a Lithuanian hosting company. Technically that doesn't rule out that the server is in a broom closet and talks to the internet via a home DSL line, but it's kinda unlikely.

      99% of all Slashdottings are due to overly complex or badly configured content management systems. I.e., the bottleneck is not the uplink but the server. A static web site (which is delivered statically, not through a CMS) with moderately sized files (1-2MB per page) is almost impossible to overload by accident, even in a shared hosting scenario.

  12. Text, I think by Anonymous Coward · · Score: 5, Informative

    In the Beginning

    It all started about a month ago, when one friend of mine had decided to follow his dreams and was moving to the states, and he had to get rid of a lot of stuff. Among his discard pile was a bunch of Wing Commander games, which I bought off him, figuring they might be interesting research material, as I'm planning on a game with similar game play structure (as in story combined with game play, not a 3d space shooter).

    So, I found myself in the possession of Wing Commanders 1, 2, 3 and 4, all Windows versions - the Kilrathi Saga and WC4CD to be specific. I installed the first and tried it out. My Win7 switched to 256 colors at a 640x480 resolution, but the game ran.. with completely wrong palette.

    Bugged by this I played with the compatibility options, and got the game to almost work well, with the palette going wrong at some points.. so the game was sort of playable, but I hated the fact that Windows changed to 256 colors and I couldn't see my mailbox properly in the other screen, etc.

    I also tried WC2 and WC3, and they had similar - or worse - problems. I even learned the steps to get WC3 to work properly:

    1. Find the WC3W.EXE executable, turn on (basically) all the compatibility options.
    2. Start task manager.
    3. Find and kill all instances of explorer.exe. Your desktop will disappear, along with the task bar.
    4. Using task manager, launch WC3W.EXE

    Naturally the screen resolution and color mode will be 640x480 and 256 colors, but if you've bent backwards that much, you probably don't care all that much.

    Seeing that the games use DirectDraw, I decided to roll my own.

    Doing the Homework

    The first step is always to look for prior art. Maybe someone had written a new ddraw.dll already, and I could just use it. As it happens, lots of people have, but nothing that's useful for me. Most of the ddraw.dll hacks are actually wrappers - that get between the game and the real ddraw.dll, change something subtle, but let the real ddraw.dll do the heavy lifting.

    The point of these hacks is to fix small problems, like games that ignore surface pitch, require cleared surfaces or some such. In one case I found a forum thread claiming that deleting ddraw.dll from the game's directory fixes something, so in this case it's a hack gone wrong.

    After further searching I found a project which actually released sources, with a liberal license even. It was a wrapper project (meaning, again, that they just call the real ddraw.dll), only supported DirectDraw7 and only very small parts of it, but it showed me how to get going.

    I also dug up old DirectX SDK:s from my personal CD stack, as Microsoft has helpfully nuked all old DirectDraw documentation off the online MSDN. Thanks, dudes.

    Wing Commander 1

    Wing Commander 1 for Windows uses DirectDraw2. There's no real reason it couldn't just use DirectDraw1, considering that all it does is locking the front buffer and dumping a frame to it, along with some palette manipulation.

    Or well, that's not the whole truth. If the game can set a 320x200 mode, it does what I described above. If this fails, it tries to set up 640x400, and after that fails, 640x480. In the two higher resolution modes, the game allocates a software 320x200 buffer, and uses blt() to scale it up 2x, meaning that in 640x480 mode, black bars are introduced to the top and the bottom, and the aspect ratio is wrong.

    When playing WC1 it astonishes me just how much love has gone into the it when compared to later games. The later ones may be better in some ways, but the polish that can be experienced in WC1 is gone.

    Anyway, I started by writing a wrapper that just dumps out log about what calls are made with what parameters, and then went on to implement a hack dll that only implements those calls.

    The hack dll resizes the application's window to desktop resolution, sets up an OpenGL context, uploads

  13. Re:heads up for combat soldiers' family and friend by linguizic · · Score: 5, Funny

    I try to enjoy parties, but every time I can't help but feel bad for all those poor Indians who died in 1812 during the Boston Tea Party.

    --
    Does this sig remind you of Agatha Christie?
  14. Funny that (eggy post follows) by Anonymous Coward · · Score: 2, Interesting

    Minecraft is the most fun I've had in a computer game for years, and practically everyone I have shown it to has downloaded it and become obsessed - yet the graphics are kind of shit - but even then, it requires a reasonably modern computer to run quickly (drawing millions of cubes is quite time consuming, I guess - does anyone know how he draws everything so efficiently? Does MC only render blocks that are unoccluded? If so, how does it figure that out? I'm really intrigued by the tech behind MC). I wonder if the game would be more fun if it had better graphics? I kinda think it would.

    1. Re:Funny that (eggy post follows) by Frogg · · Score: 2, Interesting

      i'm not familiar with the ac's mentioned game, minecraft - but to expand on what you say, yes, for starters back-face culling is really cheap/quick for testing whether to send polys to the render pipeline - it's done after the final transform, and involves no additional maths beyond a compare of polygon vertex index numbers (ie, you use clockwise indexed polys for front-facing, if when you come to render a poly, vert[0] has an index number higher than vert[1], you skip sending the poly to the render pipe)

      like i say, i don't know minecraft, but if it's cube-based then you'll be can culling quads instead of tris which saves half the work again. you can probably take that a step further if they're always cubes, because you know that only 3 faces of a cube can be visible at any time.

      furthermore, if the game is based around a 2d or 3d matrix/grid of cubes, then it is only a small amount of maths to project the view frustrum over that space, because you're not really dealing with polygon-soup per se, as with more graphically complex games, you're merely dealing with a low-res coarse array of cells (which will eventually be rendered as your simple cube meshes) -- and if the cubes are 'fixed' in orientation to the grid then you can skip the transform for the model rotation, because it's simply not needed if all the cubes are guaranteed to be at angle (0,0,0) in relation to the world.

      also, if you're dealing with a strictly grid-based scene, with regular / fixed size cube models, then model/scenery occlusion is also a bit easier to deal with - because it's a regular grid of cubes you can make assumptions about visibility and take shortcuts that you can't do so simply when dealing with a scene that has arbitrary mesh shapes/sizes. (although i'm not sure whether occlusion of this kind is where the biggest work savings would be made in the pipeline? it might be feasible to just skip object occlusion after you've made the above performance tricks, depending on various factors - polys are often cheap to render (with a gpu), whereas the occlusion calculations might take extra time for no real gain - it depends where the bottleneck is in the pipeline after the above optimisations)

      strictly speaking, if it's a big 3d array of cubes it's basically a big voxel-based system, so all of those techniques are applicable - although, traditionally, voxel-based renderers use fuzzy-pixel-blobs (or apply a smoothing filter or somesuch, either at render time or to the resultant mesh before render time, depending on the effect required), whereas it sounds like minecraft could be treating the world as a more crisply rendered voxel mesh of cubes.

      like i say, i've not seen minecraft (and perhaps i should really have a quick google ^^) so i don't know if it's using voxels or polys and points, or something in between / a combination of both (perhaps a world-grid handled as a giant voxel, with the other meshes then thrown into the resultant scene)... and/but maybe i couldn't tell by looking anyhow :) -- but... if i were going to implement something like the ac describes / hints at: that's how i'd go about it! :)

      back in the day a lot of the great games on under-powered hardware (2d or 3d) relied on tricks like this (and/or other tricks depending on the game-engine style) to get that more-going-on-than-there-really-is kind of illusion - it still goes on now with newer games-engine tech, but it was much easier to understand when things were that simple. awesome stuff! :)

  15. Re:heads up for combat soldiers' family and friend by couchslug · · Score: 2, Interesting

    Heads up for combat soldiers family and friends, get a grip. Stress is one thing, wigging out is another and helps no one.

    Plenty of combat soldiers/Marines/airmen game in-theater! Deployments have loooooong, boring stretches and gaming is a popular distraction.

    --
    "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
  16. Ya no kidding by Sycraft-fu · · Score: 3, Informative

    Virtualization has gotten really good these days, for those that don't keep up with it. You can virtualize modern OSes at near native speed. Running servers in VMs is getting real common. At work we have a few servers that we keep as physical boxes, like our SQL server, but the majority of our servers are virtual. Not only can that save on hardware costs (we have like 30 virtual servers on 4 physical servers) but it provides some amazing flexibility.

    Now when talking older OSes, it isn't as speedy. Not all of the modern tricks work as well, and there's often not client drivers to accelerate things... However there doesn't need to be. Consider that when Windows 95 was about a Pentium was as good as things got. Well when you are dealing with something that slow, you can incur a hell of a lot of overhead in your virtualization and still maintain good speed.

    As another posted mentioned, DOSBox is a good example. So are various console emulators.

    I AM a fan of old games, and have played around with this. For DOS games, DOSBox works great. For probably 99.9% of Windows games, they run natively on Windows 7 64-bit. The rest seem to run fine on Windows XP 32-bit which works real well in VMWare, Virtual Box, and even MS's own VM is you have professional or ultimate. I've not yet come across a game for which I'd need to get 95 or 98 and virtualize those. I have done it at work though, and 98 does function just fine.

    As you said, doesn't have to be optimal.

  17. Re:heads up for combat soldiers' family and friend by tehcyder · · Score: 2, Insightful

    Did you not know that it was a space combat game?

    --
    To have a right to do a thing is not at all the same as to be right in doing it
  18. Re:WoW!! by Abstrackt · · Score: 2, Informative

    If you happen to use Firefox and Greasemonkey here is a script that automatically appends Coral Cache links for Slashdot as well.

    --
    They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
  19. Oh stop by Sycraft-fu · · Score: 5, Insightful

    The "Back in the day things were so much better," stuff gets annoying no matter what it is about and games are no exception. Were there good games back in the day? Sure were. Guess what? There were also bad ones, you just don't remember them as well. This is in part because our memory tends to deliberately filter out bad experience, but mainly because good games you played a ton, bad games got set aside.

    Know what else? There are good games now. The modern graphics and so on have not stopped people form being able to make good games.

    Also I don't like this elitist "purist" thing that people pretend to of "Oh I don't even like the graphics, I just want good gameplay." Guess what? The graphics and sound can well be a part of that. When games are visually appealing it can add to the immersivness. It is easier to lose yourself in a convincing world.

    So stop getting all "Get off my lawn," about games. There are great old games and you can still enjoy them with the help of emulators. However don't hate on new games just because they look better. That is not a bad thing, it is a good thing.

    1. Re:Oh stop by cbiltcliffe · · Score: 3, Interesting

      Also I don't like this elitist "purist" thing that people pretend to of "Oh I don't even like the graphics, I just want good gameplay." Guess what? The graphics and sound can well be a part of that. When games are visually appealing it can add to the immersivness. It is easier to lose yourself in a convincing world.

      I agree with this completely. I've recently been playing a fair amount of STALKER -Shadow of Chernobyl, and -Clear Sky lately.

      The realism of the gameplay is partly due to realism in graphics and sound. Although at the same time, the world you are in is so open, and you are free to explore as you want/need to.
      You are, after all, in a real place that actually exists. If you've seen pictures of the area around Chernobyl since the accident, then you'll recognize a lot of places as you play through the game. You'll be walking around, stop to chat to someone, hear a dog bark in the distance, a crack of thunder and it will start raining...then a radioactive mutant will be trying to rip your head off.

      Many FPS games guide - or force - you to the next objective, so you don't have the opportunity to look around, find interesting places, and interact with many different characters in the game world.
      This game is completely different. You can spend days walking, exploring, collecting goodies, not do a single mission, and it doesn't leave you thinking "I've not progressed any in this game."

      I guess what I'm getting at is, good graphics and sound can certainly enhance a good game. But at the same time, no matter how good the graphics are, a crappy game is still going to be crappy.

      --
      "City hall" in German is "Rathaus" Kinda explains a few things......
  20. Re:Oh SNAP! by pandaman9000 · · Score: 3, Insightful

    You are in with the old crowd here. S.T.A.L.K.E.R. is a few years old, except for Pripyat, and even then the graphics are the most dated part of the game.

    And, yes, gameplay is what really matters. I still break out M.U.L.E. occasionally, and, guess who joins? My hardcore gaming kids, aged 8, 12, and 14.

    Read that again: Game play IS the top priority in a game's longevity.

    M.U.L.E.
    Age of Empires
    Age of Mythology
    DOOM/DOOM2
    Freelancer
    Serious Sam
    Oblivion
    Rainbow Six 3: Raven Shield
    Counter Strike (Half-Life1 AND 2 versions)
    Quake, Quake2 CTF

    These are just a few that drive home the "game play matters" idea. Notice how almost all of those are over 5 years old? My guess is that it is that we are in the era of "Milk the online play", and past the "Make it worthy of replay" era.

  21. Re:Similar problems with Starcraft... by Ksevio · · Score: 2, Informative

    You can also create a registry key that solves the problem more permanently.

    There are details here: http://go.hopx.net/2010/05/256-color-issues-with-directdraw-and.html

  22. Which is it -- 80 or 20? by CarpetShark · · Score: 4, Funny

    But to run Wing Commander on modern hardware, it doesn't need to be optimal. 80/20 rule dude.

    But does the 80% go to the rear shields, or the front?

  23. You forgot this one... by Starfleet+Command · · Score: 2, Informative

    LHX : Attack Chopper. Lost many many hours to that one in the early 90's