Comments (8)
I tried it but it worked for me. Is the crash caused by dgVoodoo? You should try the _dbg version of dgVoodoo to see if there is an error in the log.
There is a known issue though: High details with 16bit display (presumably 3D acceleraton) cannot be selected in the game menu, a 'DDraw init error' message pops up instead.
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I've tried the dbg version with DebugView. Not sure what any of this means though, but this should help you
DESKTOP-U5BECI3.LOG
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It seems to me that VF2 doesn't crash but quits for some reason, because the line
'00000146 16.65219307 [9088] [dgVoodoo] WARNING: Leaked DDraw/D3D objects detected at unloading DDRAW (probably process exit)! '
shouldn't be there if the game crashes. Anyway, we must have a different version of the game.
I have the original, you have... a Steam release?
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Oh, sorry. I've just noticed that I didn't try the original version. I patched my executable back in 2017 and that's what works for me. The original exe indeed freezes for a while and quits after that.
I cannot remember what the patch was about though...
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There's both an official Direct3D patch and a fan patch by someone named "MACiOZO", which is the other D3D exe I've tried. Both crash with or without dgVoodoo2 unless Windows 98/ME compatibility is used (and for an unpatched exe, 16-bit color depth)
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I remember now, what the problem was. The game can't handle too much resolutions when enumerating them and crashes.
So, you have to set option DirectXExt\ExtraEnumeratedResolutions to 'classics' to prevent it.
(In the CPL GUI you can enable additional extra pages by right click and select it from the context menu.)
Now it works, I use this executable:
https://community.pcgamingwiki.com/files/file/1302-virtua-fighter-2-direct3d-patchexecutable/
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Yep, worked.
what did you do for Virtua Fighter 1 PC though? that also seems to crash
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VF1 queries through standard GDI if there is palette support for the current display mode (this game is sw rendered).
Since dgVoodoo always renders at (least at) 32 bit, GDI reports no palette support. So, VF1 doesn't even try it to create some and later crashes on a NULL ptr.
If you're on Win10, you can resolve this by forcing 8 bit (reduced color mode) compatibility mode to the executable, so GDI will report palette support to the game.
For Win7 only patching the executable is the only viable way, I think.
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