My patch just removes the mipmap flag under certain condition to a DirectDraw surface creation call, I guess the condition from some variable in memory. Technically, the crash is because of trying to access non-existent DirectDraw surface that would hold normal menu background if its creation is successful (last screen from in-game) and the zero pointer check is missing. Back then, I didn't bother adding a zero pointer check when I realized it can be fixed with altering the flags pass surface creation...
OK, I'll try the BAADFOOD option sometime during the next week. I think it'd be too easy if all it took to get to the final mission from the start without at least the crash near the end was a single checkbox! I uploaded another I76.EXE - AIO based EXE, but with enhancements picked up recently. Same old link from before. Should behave better with both DXWnd's MCI and pre-Vista MCI. Actually, unmodified EXE first issues MCI_CLOSE when going to the cutscene before mission begins and then MCI_STOP,...
OK, I'll try the BAADFOOD option sometime during the next week. I think it'd be too easy if all it took to get to the final mission from the start without at least the crash near the end was a single checkbox! I uploaded another I76.EXE - AIO based EXE, but with enhancements picked up recently. Same old link from before. Should behave better with both DXWnd's MCI and pre-Vista MCI. Actually, unmodified EXE first issues MCI_CLOSE when going to the cutscene before mission begins and then MCI_STOP,...
I think I'm onto something regarding music playback and music not stopping when starting new mission's cutscene. My changes (2019 EXE) somehow cause MCI_STOP to not be issued in this case, some condition in function that usually issues the command is not satisfied, so it's skipped and only MCI_CLOSE is issued. On Win11's MCI, MCI_CLOSE stops playback while this is not the case with XP's MCI or DXWnd (so far, I left DXWnd to emulate XPI's MCI). On XP, you can terminate the game's process and music...
I think I'm onto something regarding music playback and music not stopping when starting new mission's cutscene. My changes (2019 EXE) somehow cause MCI_STOP to not be called in this case, some condition in function that usually issues the command is not satisfied, so it's skipped and only MCI_CLOSE is issued. On Win11's MCI, MCI_CLOSE stops playback while this is not the case with XP's MCI or DXWnd (so far, I left DXWnd to emulate XPI's MCI). On XP, you can terminate the game's process and music...
I think I'm onto something regarding music playback and music not stopping when starting new mission's cutscene. My changes (2019 EXE) somehow cause MCI_STOP to not be called in this case, some condition in function that usually issues the command is not satisfied, so it's skipped and only MCI_CLOSE is issued. On Win11's MCI, MCI_CLOSE stops playback while this is not the case with XP's MCI or DXWnd (so far, I left DXWnd to emulate XPI's MCI). On XP, you can terminate the game's process and music...
I think I'm onto something regarding music playback and music not stopping when starting new mission's cutscene. My changes (2019 EXE) somehow cause MCI_STOP to not be called in this case, some condition in function that usually issues the command is not satisfied, so it's skipped and only MCI_CLOSE is issued. On Win11's MCI, MCI_CLOSE stops playback while this is not the case with XP's MCI or DXWnd (so far, I left DXWnd to emulate XPI's MCI). On XP, you can terminate the process and music will keep...
I think I'm onto something regarding music playback and music not stopping when starting new mission's cutscene. My changes (2019 EXE) somehow cause MCI_STOP to not be called in this case. On Win11's MCI, MCI_CLOSE stops playback while this is not the case with XP's MCI or DXWnd (so far, I left DXWnd to emulate XPI's MCI). On XP, you can terminate the process and music will keep playing. I wonder what process handles playback on that OS. Maybe I didn't re-check XP back then after tweaking to make...