Re: DX9 game EVE - stuck in loop on start up
Peter Hunnisett <[email protected]> Tue, 06 Jul 2004 12:55:00 -0400
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <[email protected]> |
Hi, I'm not sure how this indicates that it's stuck in a loop. Just because the application is making a call to GetThreadTimes with some frequency doesn't mean it's stuck in a loop that is not of its own design. You will find that there is extremely limited direct3d9 support available through CVS so the problem may well lie there. However, if you wish to continue debugging then I might suggest using a number of --debugmsg channels. +relay will probably give you some idea if it's a non COM related set of functionality that's being invoked. Other than that you'll probably want to have look through the source for appropriate debug channels. Ciao, Peter Simon Day wrote: >I decided to try the changes for DX9 out on EVE the only DX9 only game I >have, but rather than it working or crashing I got this: > > >fixme:thread:GetThreadTimes (0xfffffffe): stub/eve$ ~/winex/winex/wine >eve.exe >fixme:console:SetConsoleCtrlHandler (0x101066d8,1) - no error checking >or testing yet >'import site' failed; use -v for traceback >err:file:CreateFileA Couldn't open device 'CON'! >err:file:CreateFileA Couldn't open device 'CON'! >err:midi:OSS_MidiInit ioctl on midi info for device 0 failed. >fixme:file:FindFirstChangeNotificationA this is not supported yet >(non-trivial). >fixme:thread:GetThreadTimes (0xfffffffe): stub >fixme:thread:GetThreadTimes (0xfffffffe): stub >fixme:thread:GetThreadTimes (0xfffffffe): stub >fixme:thread:GetThreadTimes (0xfffffffe): stub >fixme:thread:GetThreadTimes (0xfffffffe): stub >fixme:thread:GetThreadTimes (0xfffffffe): stub > > > >The last line continues until I cntrl-C > >I've never seen winex go into a loop like this - anything I can do to >help debug it? Or is it just way too far from being supported for me to >be able to help? > > >