NT4dx9 Working with Wack0 Wrapper tested with 150+ family--kid games #355
Replies: 10 comments 47 replies
-
|
This NTDX7.zip is made on top of NTDX5 this is all native DirectX code that are fully compatible with windows NT although some like dinput8.dll needs to be quite updated not even sp6a will work. it was messing 1 user kernel error in NT. It's been so long don't remember the error or the reroute I did with it. but NTDX7.exe is included in all my 50+ TLC installer games. Due note they are no ddraw.dll included as version 5 was the last compatible with Windows NT no reroute of code like dinput8.dll can fix it or at least I can figure out as I'm 1 of 3-person party with reworking 90's games. However, dinput.dll from version 7, did open up a lot of games with some ddraw.dll even version 6 does Louch at times in NT 4 like Glover from Hasbro Interactive. which uses dinput.dll on top of DDraw.dll version 6 again it depends on how the game is programmed. If you hoping to play ddraw.dll version 7 it is flat-out not possible without something like unkyFr3sh cnc-ddraw. If you trust or don't with the code from NT4DX7 that is on you and the user to decide. All I care about is educational games. |
Beta Was this translation helpful? Give feedback.
-
|
After more tests I found out GDI+ exist in a windows NT 4 update. I'm going investigate which one later on this. it was found here https://archive.org/details/wnt40-upd |
Beta Was this translation helpful? Give feedback.
-
|
Hi! Sorry I haven’t replied yet, really appreciate your interest in this. We’re still doing some experimenting, including from @CHA0SHACKER who made the update CD you found. We may or may not include unofficial community updates in the initial release, it’s already tricky enough to install what’s on the wnt40-upd CD in the right order. But in terms of custom updates, I’m definitely most interested by DirectX, so keep us updated on what you get working! |
Beta Was this translation helpful? Give feedback.
-
|
DDRAW (dx6) 1877.zip Worning if a game uses CoWaitForMultipleHandles from ole32.dll. it will break some might work with GDI fallback. 1877 might go to nt4dx7.zip. The other 2, from my perspective, are too unstable for NT 4. More so with 1906, that I'm expecting from dependency Walker might be barely compatible. Even the fact that Jimmy Neutron vs. Jimmy Negatron is showing Runtime errors. Batman Justice Unbalanced is still using DDRAW.dll, due to CoWaitForMultipleHandles from ole32.dll instead using GDI32.dll, & GDI+ for failback rendering. it is still using DirectDrawCreateEx with ddraw.dll. it's just rerouting for GDI for compatibility. if not does this below. DDRAW 1902 & DDRAW 1877 appears mostly fine as being DirectX 6. however, software rendering is somewhat broken under 1902. 1877 works but Leck of functionality in theory, if 1877 and 1902 are combined or patched, it might fully work with Windows NT 4. But I don't have the technical skills or the resources to do this, Major Feet. More so with 1906, which is very broken DX7. |
Beta Was this translation helpful? Give feedback.
-
|
It looks like installing internet explorer 4 sp2 or unofficially Turu internet explorer 6 does not install SHGetFolderPath. step 1: if you see Windows Update: internet explorer and internet tools: don't click Next instead. if you see UIVISIBLE=0, do 1 you will have windows desktop update. they is no need for installing internet explorer 4 sp2. even if you did SHGetFolderPath. will never install on Windows NT but it does from Windows 95 RTM- even Windows 98 1st edition. due to this I found out it broke some newer Games that run on DirectX 7 my guess targeting Windows 2000. so now I'm forced to use extended kernel. shell32.zip this only installs SHGetFolderPath for windows NT 4 (although breaks VMware) they have to be better ways. to make it more consistent with windows 9x and early 2000. |
Beta Was this translation helpful? Give feedback.
-
|
Hello again, I have been pushing, even rerouting code for DirectX 8 since September of 2023. But here is the Dxdiag backport to Windows NT 4, which will give you a good idea of what NT 4 supports. I have backported every DirectX 8 except 3 This is based on DirectX 8.2. this will be my final release unless I figure out d3drm but due to that many games don't use it. I just don't see a need for it as I've encountered no game that did not Work yet. without something like extended kernel my hands are tied. DirectX 7 should Work but due to virtualization limits. I can only confirm it's at less operational. |
Beta Was this translation helpful? Give feedback.
-
|
Put dxapi.zip to C or D:\WINDOWS\system32\drivers Put NT4dx8.zip to C or D:\WINDOWS\system32 (In this release I added pid.dll support even other audio sound fixes which should in theory stop crushes with game like girl talk (1998). even other things like HID.dll this release has 2 copies as it might have stability issues. people are telling me this is USB protocols from windows 2000+. so, I'm not sure if pid.dll support from DirectX wall work. (old notes) d3dim700.dll now works under windows NT 4. fully tested with Direct3d (Software Rendering). very hard to found. Put d3d8-gl-0.09.exe.zip to C or D:\WINDOWS\system32\d3d8.dll for software rendering emulation This is d3d9.dll which to my understanding is overrides to an early DirectX. use with (caution needed) this is various newer DirectX 2005-2009 that worked with newer games to my surprise. but not well tested. I have backported 100% of DirectX 7, even 8, except d3d8.dll, but my hands are tired without the extended kernel. The rest of the bugs are with Windows NT 4; sometimes the 2000 ports will show episodic behavior. And even Funkrfr3sh cnc-ddraw limitations. I really Drought this developer will do anything or will be tough to properly support NT 4. ddraw.zip This is the last unofficial Windows NT port in my knowledge. but again, the developer did not update for about 4 mouths. but I do see this developer still makes comments at less i know she or he is still active. |
Beta Was this translation helpful? Give feedback.
-
|
Put dxapi.zip to C or D:\WINDOWS\system32\drivers (C:\WINNT* also works) Some games seeing it outside of C or D:\WINDOWS\system32 might not work without user intervention not sure why? d3d8.dll can be moved to the system32 safely without issue. This is a new NT4dx8.zip build. By the looks of it, d3d8-gl-0.09.exe.zip is just using Direct3DCreate8 and forwarding to other DirectX, which NT 4 is supported by NT4dx8 with E:\WINDOWS\system32, by converting the code to open GL. That thing is NT 4, never had d3d8.dll. So, the installation errors out a lot. Copying to E:\WINDOWS\system32 directly has no issues with the wrapper; it is working like it should. Even the samples in the files, if you use something like UniExtractRC3.zip to extract the files, once more, it works as is; there is no need to install it. This folder has the samples & glwrapper for other systems. $INSTDIR.zip DXOverride and d3d9.dll limitations. This needs MSVCR71.DLL, just install microsoft.net framework 1.1. As for, DXOverride.zip, same as above, has Direct3DCreate9. But putting it under E:\WINDOWS\system32 does break, however, NT 4 doesn't have the d3d9.dll. You can't use 80% of the program, you must put d3d9.dll in the game folder for proxy with d3d9.dll E:\WINDOWS\system32 from DXOverride for implementation of Direct3DCreate9. Yes, simple games should work, but a lot won't. These 2 commands should work as it is, mostly implemented by the developer of DXoverride that NT 4 understands the others do nothing, as 3DPERF_EndEvent and 7 others are not implemented, instead using the proxy to the real d3d9.dll. Which NT 4 does not have to work with? Those 2 below work as it is mostly down by Direct3DShaderValidatorCreate9, Direct3DCreate9, even PSGPSampleTexture. // 0 = Don't force any FSAA mode, any other number indicates the number of samples, for instance 2, 4, or 6. // 0 = Don't force resolution. If both are set, the indicated resolution will be enforced. they are a nasty bug in this NT4dx8 code dhcpsapi.dll, under normal circumstances can't be installed without a partition even then you will have a fight below. use this file below to force it under NT 4 this is a backport form windows 2000 beta Build 1906 other than that, this might be my last build. I have been pushing 2000 protocols and code under NT 4. which in my point of view should be running windows 2000. Once more this is not extended kernel. it is just reworking protocols that exist in old Windows. I readded qdvd as it was removed in the last build by accident. I'v added new code dsauth.dll for dhcpsap support. I Upgraded DirectX control panel to version 9 as dxdiag is somewhat working with NT 4. but only use for debugging. |
Beta Was this translation helpful? Give feedback.
-
|
The post is the final release due to stability. think you Wack0 & legacy update for help & support. I have tried to fix other things like Dmusic.sis and even other issues with the NT 4 kernel, but it is not possible, without compromising on stability for example—DMusic.sis from Windows 95 which is possible but breaks a lot of newer games. as it is dueling with user32.dll even ole.32 issues with wrappers I believe it is possible. But if others want to improve on it, you should. nt4dx9.zip NT4dx9.zip open gl 2.1 for Windows NT 4.zip This release above has a lot of problems with NT 4 as it is. Even now, it has difficulty communicating with its crash reporter even with games and d3d9.dll with NT 4 kernel. This needs a wrapper, causing the games with NT 4 with episodic behavior like discoloration random errors but plays. d3d9.dll might not be worth it as compared to 2000+ it is somewhat compatible even with my attempts is a mess. However, I do believe that d3d9.dll is possible it's just we need someone with more technical skills to solve the kernel issue or figure out why d3d9.dll does not play nice and peach it. this release is intended to be used with cnc-draw, a lot of these bugs are coming from FunkyFr3sh /cnc-ddraw, limitations Like with cnc-ddraw a lot of games will crush under full-screen mode with virtualizations. Even if FunkyFr3sh/cnc-ddraw did fix this huge undertaking SwiftShader will need a patch also which is unlikely. Legacy update and I backported the abandoned project but still exists sold to google. For Google Chrome software rendering. There is a bug in dxdx9_24 & 25 that saves might crash at random 26-31 appears not affected. Games using Dinput8.dll may run GDI games too fast like Avatar: The Last Airbender. The only solution uses FunkyFr3sh /cnc-ddraw with limit_gdi_handles=true. However, it does at times conflict with the Swift Shader wrapper, at times. There is a bug with cnc-ddraw, you must set it to open GL rendering, or it will crush. This is a CNCcnc-ddraw bug. However, it was created by Me and indirectly Wack0 by pushing DirectX to be like Windows 2000. in other words, cnc-ddraw is treating NT 4 as 2000. I don't understand why open GL rendering works even if NT doesn't support it natively. some games will have a performance hit 10-15 fps when you force d3d9.dll to software rendering. Why? Swift Shader is working with cnc-ddraw Worksby under open GL mode for software rendering? Unfortunately, that is not enough power for GDI or open GL 1x, I do not think this can be fixed as it was confirmed by otherlegacy update people with proof, that Nvidia GeForce 6 even 5 Series through software rendering with open GL 2.0 fixed it. I think even for FunkyFr3sh this will be tough to fix. open gl 2.1 for Windows NT 4.zip (this will fix horsepower but unplayable. open gl 2.1 for Windows NT 4.zip (this will fix horsepower but unplayable. this issue below will most likely never be fixed it will go against if a game uses Direct3DCreate 7 and the backend rendering is d3d8.dll SwiftShader can't take over as some games uses Direct3DCreate 7 to determine to use DIM700.dll or d3d8.dll. this might never be fixed by FunkyFr3sh. |
Beta Was this translation helpful? Give feedback.
-
|
This may also be of interest as well: Wack0/entii-for-workcubes#52 |
Beta Was this translation helpful? Give feedback.







Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
-
NT4dx9.zip
DxDiag.txt
This fixes a bug that GDI 2.1 crashes OpenGL renderers, which are crashing due to wanting 3D acceleration, which is not supported, so with some help I added OPENGL 3D (software rendering).
One change is that NT 4 is using a joystick from Windows XP which has Dinput8.dll.
dplayx.dll and all of its side components are included, although it is unstable due to dpvoice.dll doing strange things. devenum.dll from XP which looks like early Microsoft DRM was ported for encdec.dll and encapi.dll for newer games.
AX DirectX Files are fully supported although Windows Media Player 7 is strongly advised due to functionality issues. wstdecod.dll used for video rendering is now supported but fps will be slow as it is taxing for Windows NT. These were added but are worthless for most users pid.dll, mfc42, 40, 71.dll for more functionality. dswave.dll to stop game crashes.
d3dim700.dll and d3dim.dll have been upgraded to Windows XP adequate builds. These are newer builds than Wach0. Some games like Lilo and Stitch Trouble in Paradise will refuse to use Direct3D 7 Software rendering no matter what. In theory, other games should work but have not been tested. Lilo, you are lying; it has software rendering although it is quite slow.

Upscaling via shaders from [FunkyFr3sh and [cnc-ddraw] is now supported (Note this is highly not advised as it needs GLSL shaders). 1.10 is fully supported. But 1.20 has been disabled completely due to unplayable framerates from software rendering. Even NT is struggling with fully understanding GLSL shaders which is causing custom shaders to crash with NT 4. This was reported before with Intel HD graphics 4000. Once more, I'm not sure this is Mesa, cnc-ddraw, or NT 4.
Again, you should not use custom shaders at this time. As for whether this will be fixed by us, it is unknown or even really possible.
cnc-ddraw-CareBear2-1.zip
cnc-ddraw-CareBear2-1.dmp.zip
cnc-ddraw-CareBear2-2.zip
the 1st hotfix will stay as this is considered extremely unstable and only advised for power users who know computers.
old read me notes
limitations
Like with cnc-ddraw a lot of games will crush under full-screen mode with virtualizations. Even if FunkyFr3sh/cnc-ddraw did fix this huge undertaking SwiftShader will need a patch also which is unlikely. Legacy update and I backported the abandoned project but still exists sold to google. For Google Chrome software rendering.
SwiftShader.log Change this to .ini and Put the file SwiftShader.ini in the same folder of the .exe file of your game. Do not use d3d8 or 9.dll or it will break due to limitations with some games it must be under C:\Windows\System32.
Games using Dinput8.dll may run GDI games too fast like Avatar: The Last Airbender. The only solution uses FunkyFr3sh /cnc-ddraw with limit_gdi_handles=true. However, it does at times conflict with the Swift Shader wrapper, at times.
There is a bug with cnc-ddraw; you must set it to OpenGL rendering, or it will crash. This is a cnc-ddraw bug. However, it was created by me and indirectly by Wack0 by pushing DirectX to be like Windows 2000. In other words, cnc-ddraw is treating NT 4 as 2000. I don't understand why OpenGL rendering works even if NT doesn't support it natively.
Despite our best attempts, some games will have a performance hit of 10-15 fps when you force d3d9.dll to software rendering. Why? Swift Shader is working with cnc-ddraw under OpenGL mode for software rendering? Unfortunately, GDI 2.1 is underpowered for virtualization; it was confirmed by legacy update people that Nvidia GeForce 6, even 5 Series with its software rendering with OpenGL 2.0, fixed it. I think even for FunkyFr3sh this will be tough to fix.
This issue below will most likely never be fixed; it will go against cnc-draw, which does not support Direct3D games. The game must have a DirectDraw (Software) renderer.
Beta Was this translation helpful? Give feedback.
All reactions