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Thread: Windows 10 Fullscreen glitches out

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    Gel Just registered
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    Sick Bug Windows 10 Fullscreen glitches out

    Zelda Classic on Windows 10 seems to not work in fullscreen mode unless using a program called DXGL. Is anyone else having this issue and is there a way to fix it for newer versions of Windows?

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    Administrator War Lord's Avatar
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    Which version? I do believe there are issues with some of the older versions though I have not tested it myself.
    I'm running the latest stable version on Windows 10 without issue, as are others.

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    Octorok
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    Quote Originally Posted by phly95 View Post
    Zelda Classic on Windows 10 seems to not work in fullscreen mode unless using a program called DXGL. Is anyone else having this issue and is there a way to fix it for newer versions of Windows?
    Windows 10 (and also Windows 8/8.1) only support 32-bit color. The reason DXGL works is because it advertises 8, 16, and 24-bit color modes even if the version of Windows doesn't support them, and fully emulates the low-color modes.

    Without DXGL, you can attempt to make Windows emulate 8-bit color (which is what ZC uses) by right clicking on zelda-w.exe and selecting Properties. In the Compatibility tab check "Reduced color mode" and from the dropdown make sure "8-bit (256) color" is selected.

    If this works, it should also work on Windows 8 and 8.1, however there may be a severe loss of performance due to a DirectDraw bug in those versions. DXGL is not affected by this bug though because it uses OpenGL in 32-bit color mode.

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    In ag.cfg, find the doublebuffer setting and be sure it's set to 1. That seems to fix a lot of these issues.

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    Friends Furever XMuppetSB's Avatar
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    Quote Originally Posted by Saffith View Post
    In ag.cfg, find the doublebuffer setting and be sure it's set to 1. That seems to fix a lot of these issues.
    Well, I tried changing this setting to 1 and the full screen mode still didn't work for ZC or ZQuest.

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    Gel Just registered
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    Actually, after using the latest beta, it seems to have resolved the problem. The stable version seems to be what is causing issues.

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    Friends Furever XMuppetSB's Avatar
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    Quote Originally Posted by phly95 View Post
    Actually, after using the latest beta, it seems to have resolved the problem. The stable version seems to be what is causing issues.
    I'm actually having these problems with the latest beta, which is 2.50.3 RC1.

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    The Time-Loop Continues ZC Developer
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    We should probably start asking what DirectX (Direct3D)version and graphics card users have when reporting this problem.

    Would set_gfx_mode(GFX_SAFE) be any different? Also, it might be useful to print out all the fields for gfx_capabilities in allegro.log just to see if there's some correlation there. Because right now I'm out of ideas.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

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    The Timelord
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    Quote Originally Posted by Gleeok View Post
    We should probably start asking what DirectX (Direct3D)version and graphics card users have when reporting this problem.

    Would set_gfx_mode(GFX_SAFE) be any different? Also, it might be useful to print out all the fields for gfx_capabilities in allegro.log just to see if there's some correlation there. Because right now I'm out of ideas.
    The build using allegro 4.4.3 doesn't have that blue flicker, but it does have an issue where ZC outright crashes when it tries to play any non-midi music. (It also fixed at least one long-standing KB issue.) 4.4.3 uses DirectX 8, instead of DirectX 7, which is likely beneficial.

    If you, or @Saffith , or @DarkDragon want to help debug it and figure out why the audio is causing it to crash, I could port over the allegro changes easily enough.

    This crash occurs with the Windows build. The Linux build has no audio at all, at all.

    Source, if you want to examine it.

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    Administrator DarkDragon's Avatar
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    Zelda Classic crashes reliably for me if I try to alt-tab out of fullscreen mode. The segfault occurs deep inside the Windows DirectDraw library (and the cause is almost certainly the (mis)use of hardware surfaces).

    I have a GeForce GTX 980 Ti and Direct3D version 12.

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