Hi,
I've been playing with getting CIV4 to run on wine.
http://appdb.winehq.org/appview.php?versionId=3632&iTestingId=125
I'm left with just one issue.
D3DX9_26.DLL is missing. This is a D3D9 SDK release (they put one out
every month or so from what I've seen, with a new DLL that has the
number
I don't personally know enough about IsBadWritePtr to write a test case.
Any suggestions? :P
I'll check out the code later on, but for now it seems to be fine.
What else could it use to validate that pointer?
Andrei
On Fri, 2004-07-09 at 15:02, Mike McCormack wrote:
> Andre
drei
On Fri, 2004-07-09 at 13:54, Mike McCormack wrote:
> Andrei Barbu wrote:
> > Point is.. it works, it's compliant letter for letter with the MSDN
> > docs, and it doesn't break anything.
> >
> > Don't see why it would need more testing.
>
> It nee
Point is.. it works, it's compliant letter for letter with the MSDN
docs, and it doesn't break anything.
Don't see why it would need more testing.
On Fri, 2004-07-09 at 13:41, Mike McCormack wrote:
> Andrei Barbu wrote:
>
> > So I'm guessing this is right now.
code, so you may be just hiding another bug.
>
> Mike
>
> Andrei Barbu wrote:
> > And this is the correct patch.
>
> > @@ -380,6 +381,12 @@
> > HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8
> > iface, D3DDEVICE_CREATION_PARAMETERS
And this is the correct patch.
Sorry about that, ignore the above.
The above actually allocated the memory, this just returns that the op.
didn't succeed which is the correct thing to do. Chessmaster seems to be
happy too.
On Thu, 2004-07-08 at 15:38, Andrei Barbu wrote:
> Changelog:
&g
Having given thought to the issue, you're right.
That was a bad solution, sorry.
It should have failed with D3DERR_INVALIDCALL if it's a bad write
pointer.
Is this new patch ok?
On Thu, 2004-07-08 at 19:45, Christian Costa wrote:
> Andrei Barbu wrote:
>
> >It doesn't
I agree on the docs, interestingly enough though,
Chessmaster 9000 gives an invalid pointer (0x1)
and there's a memory access error.
Works on Windows though, so I'm assuming DX might be
allocating the memory on it's own.
On Thu, 2004-07-08 at 19:45, Christian Costa wrote:
>
rote:
> > You probably want to use a Windows method to allocate memory here, such
> > as HeapAlloc() or CoTaskMemAlloc, as the caller is not going to use
> > free() to free the memory...
>
> > Mike
> >
> > Andrei Barbu wrote:
> > &g
as the caller is not going to use
> free() to free the memory...
>
> Mike
>
> Andrei Barbu wrote:
> > Changelog:
> >
> > Fixes a memory access fault inside of D3D8_GetCreationParameters.
> ...
> > HRESULT WINAPI IDirect3DDevi
I'm trying to get Alpha Centauri working on wine.
I've fixed some bugs, but I've hit a wall with this one:
0011:trace:seh:EXC_RtlRaiseException code=c005 flags=0 addr=0x4fb13f
0011:trace:seh:EXC_RtlRaiseException info[0]=
0011:trace:seh:EXC_RtlRaiseException info[1]=00a63834
0011:tr
Can't the wine installer chmod a-w all of those right when it sets
things up?
It'd solve the problem more elegantly than having to add extra code that
might break other programs.
On Fri, 2004-07-02 at 09:14, Mike Hearn wrote:
> On Fri, 02 Jul 2004 12:26:05 +0100, Shiva Ram Krishna wrote:
> > woul
The taskmanager dies when trying to edit the debug channels of any
programs with the newest CVS (checked out 2 days ago)
It just sits there with this:
002e:Ret x11drv.MsgWaitForMultipleObjectsEx() retval=0102
ret=409cd43c
002e:Call kernel32._ConfirmSysLevel(40a08ac0) ret=409a3f15
002e:Ret k
Wouldn't that sound better as 'the process being debugged'?
On Tue, 2004-06-29 at 10:14, Mike Hearn wrote:
> On Mon, 28 Jun 2004 20:45:35 -0400, Andrei Barbu wrote:
> > This fixes debuggee to debugger.
>
> I think debuggee is the right word, it means "the one
Thanks,
Why doesn't this get committed to the main tree?
It'd help developers, and wouldn't hurt anyone else. If they don't want
it they can just not set the environment variable.
Andrei
On Tue, 2004-06-29 at 09:59, Mike Hearn wrote:
> On Tue, 29 Jun 2004 12:02:26 -0
I'm about to implement a set of keys that lets me enable disable traces
any time. Seems to me like it's a good idea, like that I can get traces
for exactly what I need. Especially when I'm faced with weird debugger
output that's 10 minutes into the game and I can't turn traces on to
begin with.
Is
Hey,
I encountered an app that heavily relies on __unDNameEx which is a stub,
and I couldn't find any MSDN info on it.
The stub did have a hint as to an implementation of it, said that it's
been implemented pretty well in tools/winebuild/msmangle.c I looked for
that, couldn't find it, but I did f
Hey,
Is anyone working on DX9?
It's all implemented by stubs right now, and I was thinking of lending
a hand. If anyone's doing that, do you have a place where I can see how
far you've gotten.
No point in reinventing the wheel. I probably won't be able to do very
advanced work with it because I'
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