It's very strange. It seems that when scaled the game has two windows, one scaled that is used for the display and another unscaled that receives the mouse inputs. The result is that when you enlarge the window the mouse sends commands only when positioned inside the smaller window! For instance, in this enlarged setting 1200x900 the game can tell the creeper, but it doesn't recognize any other object in the right or lower part of the screen like the rock or the gecko. I have to understand why the...
You will start seeing the difference when you will add some program in the DxWnd list. From what I see it seems that you have not configured any program yet.
I can't replicate the problems. The main menu is not melting (what do you mean?) and CDA music now doesn't start at all! The CDA problem is strange because I remember it was working ...
The log shows that the game is not using DirectShow to render the movies and uses AMMediaStream instead. \in DxWnd I tried to hook and wrap part of the methods, but currently there is no hook for IAMMediaStream. Maybe setting some hooks may give the possibility to replace some audio / video codec. It will take some work to make it, do you thing it could be worth doing?
A very peculiar behavior indeed. I'm downloading ....
Good guess, the movie is rendered as a texture and the "Direct3D > textures not power of 2 fix" flag fixes the video images, but unfortunately the sound remains alien-like.
Good guess, the movie is rendered as a texture and the "Direct3D > textures not power of 2 fix" flag fixes the video images, but unfortunately the sound remains alien-like.
@crazyc : Is this in attach the sequence of frames that you saw and it doesn't appear on the video? The sequence seems to suggest that the movie should be rendered inside the screen of the curious handheld device that appear every 4 screenshots. I was wondering if the missing video frames were supposed to be synchronized by vsync and the failure of the rendering could be the cause of the alien sound.