Post subject: game maker games
Former player
Joined: 7/30/2010
Posts: 64
Location: Italy
Every time i try to open a game made with game maker, the game doesn't show the loading screen and it doesn't start. I'm running it on windows vista.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Have you tried it in the newest version (r57) as well as older versions? Also, I thought you had a similar problem with Syobon Action, which you found a workaround for (the DLL options), but I guess doing the same thing doesn't work for these other games? (I've had reports of Game Maker games working on Windows XP and Windows 7, and the only Vista-specific bug I know about in Hourglass is related to those DLL options.) What about Hero Core, does that game not work for you either? Here's what's normal, by the way, in a Game Maker game like Iji: - the loading screen should not appear - nothing should happen for a while, up to maybe two minutes depending on your computer speed and how long the game normally takes to load, before the game window appears
Joined: 7/17/2011
Posts: 16
Location: Brazil
I've been trying to open Game Maker games with Hourglass too, and now I think I've found why some games are compatible while others aren't (on Windows 7 and maybe Vista, at least). Games like Hero Core doesn't use the Game Maker internal audio system, and instead relies on external audio systems such as FMOD to play sounds. I've tested Hero Core here (Windows 7 x64) and it's working, but without audio. My own game "Fate of Mankind" (http://sandbox.yoyogames.com/games/158486-fate-of-mankind) uses the Game Maker internal audio system, but doesn't have any sounds until you get a certain power up. If you get the power up when playing with Hourglass, the game freezes. The same with Iji - it starts but freezes when the music should start playing. IIRC Game Maker calls Windows functions to play unsupported formats (such as MP3). I'm not sure if it does the same for WAV. I dunno if this info helps nitsuja, but might be a clue... I'll try fiddling with Game Maker to see if I can find other stuff that might make a game incompatible with Houglass. Hope this info is useful :) Edit: Interesting. I made a quick test with Game Maker 8.1. It ran fine when using WAV and MID (but no sounds were played), but froze with a white screen when using MP3. Tests ran on Windows 7 x64, with Hourglass r57, multithreading disabled.
Joined: 5/1/2007
Posts: 294
Location: MD
On Windows XP: Ultimate Edition, I allow Multithreading and Wait Sync. If the game window doesn't show up I advance enough frames until it does. When I record an AVI of Toby's Lily Land, the only sound it plays are mp3 files. Hourglass seems to have compatibility problems with Vista and 7.
I like Doraemon
Former player
Joined: 7/30/2010
Posts: 64
Location: Italy
Tryed with the new version of hourglass. Now the game's window opens, but the game doesn't load. I will try with other game to see if is a problem of this game or other.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Oh, so, this might be two problems:
  1. FMOD might use WASAPI on Vista and Windows 7, which isn't supported. I see this change in kkapture's changelog: "force fmodex to use dsound on vista/windows 7 (i won't write a windows audio session implementation if i don't have to)". So maybe all I have to do is copy that change from kkapture.
  2. Some of these games end up using DirectShow to play their MP3s. DirectShow uses whatever installed codecs it finds handy, and probably some codecs do unsupported things. On my system, where it works, it uses ffdshow to play the MP3 (I can see an ffdshow icon appear in the taskbar whenever a Game Maker game is playing MP3 music).
So I think I have some good leads now, and maybe the above will suggest some workarounds that could be used (for example, if FMOD checks the OS version to decide whether to use WASAPI, then setting Hourglass and the game to run in Windows XP compatibility mode with admin privileges might help... and/or installing 32-bit ffdshow might help) until the above issues are really fixed.
Joined: 8/24/2004
Posts: 29
This happened on my WinXP Dell Mini9 notebook as well, so it's not vista exclusive.
~Seppel
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Seppel wrote:
This happened on my WinXP Dell Mini9 notebook as well, so it's not vista exclusive.
Can I see your hourglasslog.txt of this? (I'm mainly looking to know which game you were running and which audio codec the game loaded to play mp3 files so that I can reproduce those conditions on my computer.)
Joined: 7/17/2011
Posts: 16
Location: Brazil
I've verified on my computer, it's using ffdshow x64 to play mp3. (Windows 7 x64 here).
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
LegacyCrono wrote:
I've verified on my computer, it's using ffdshow x64 to play mp3. (Windows 7 x64 here).
I wonder if the problem (in your case) is simply that it's an x64 DLL. Only 32-bit modules are expected to work. (Although, I didn't think it was even possible for a 64-bit DLL to get loaded into a 32-bit process.) Maybe something like installedcodec could be used to force a different codec to be used for MP3s. I guess that's not the issue in Seppel's case, though, since it's highly unlikely that he's running x64 on Windows XP. It would be helpful if someone (or everyone) would provide their hourglasslog.txt of the problem. If I can't reproduce the problem myself, those log files are the next best thing, and the logs people have posted about other issues so far have already been incredibly useful for fixing bugs. (You can use pastebin or mediafire or whatever and post a link to the log file, or PM it to me if you want. Just don't paste the whole text directly into a post or PM.)
Joined: 7/17/2011
Posts: 16
Location: Brazil
nitsuja wrote:
LegacyCrono wrote:
I've verified on my computer, it's using ffdshow x64 to play mp3. (Windows 7 x64 here).
I wonder if the problem (in your case) is simply that it's an x64 DLL. Only 32-bit modules are expected to work. (Although, I didn't think it was even possible for a 64-bit DLL to get loaded into a 32-bit process.) Maybe something like installedcodec could be used to force a different codec to be used for MP3s. I guess that's not the issue in Seppel's case, though, since it's highly unlikely that he's running x64 on Windows XP. It would be helpful if someone (or everyone) would provide their hourglasslog.txt of the problem. If I can't reproduce the problem myself, those log files are the next best thing, and the logs people have posted about other issues so far have already been incredibly useful for fixing bugs. (You can use pastebin or mediafire or whatever and post a link to the log file, or PM it to me if you want. Just don't paste the whole text directly into a post or PM.)
Some awesome discoveries here. I got a Game Maker game that uses MP3 to run on my computer (again, Windows 7 x64). I've used installedcodec to do that. I tried disabling all x64 drivers (Options > x64 mode > Select all and click Disable) but that DIDN'T work. Then I unclicked the "x64 mode" and disabled all x86 drivers. I tested the game and it worked. I started reenabling drivers until I found what was the problematic driver. Now comes the interesting part... A lot of enabling/disabling codecs later I've found the culprit codec. Well, more or less. It seems that "CyberLink Audio Decoder (PDVD9)" when enabled with other (unknown) codecs will make the game freeze. One of those codecs is "Nero Splitter", but there are others (I just couldn't find them among the 211 codec list :P). So yeah. To put it simply: "CyberLink Audio Decoder (PDVD9)" is nasty. It works after I disabled it using installedcodec. Sadly, it still doesn't have any audio. But hey, the game is playable now :D Here's the hourglasslog.txt with all codecs disabled, except for "CyberLink Audio Decoder (PDVD9)" and "Nero Splitter" (the game didn't work) http://pastebin.com/APiaKh5Y And here's the hourglasslog.txt with all codecs enabled, except for "CyberLink Audio Decoder (PDVD9)" (the game works!) http://pastebin.com/RzPvJ16x And finally, here's the hourglasslog.txt with all codecs disabled, except for "CyberLink Audio Decoder (PDVD9)" (also works!) http://pastebin.com/3eTRfeUe Ah well. That was tiring. :P tl;dr Problem fixed by disabling a stupid CyberLink codec.
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Thanks for testing that. But, if I read that right, you haven't found any combination of codecs so far that allow the game to work with audio on your system (and you aren't disabling multithreading either)? In that case, it's possible that even though the game runs, the sync is different due to the game or engine knowing that it failed to start playing the mp3. But it also might not desync... it might be a good idea to do some inter-system movie sync tests here. It's also a little weird that audio wouldn't work if you disable only that one audio decoder, because there are tons of other fallback audio decoders it can use for mp3. But looking at your first log file, that does make it seem like the problem DLL was "CyberLink\PowerDVD9\AudioFilter\Claud.ax". I'll see if I can test how that one behaves on my system.
Joined: 7/17/2011
Posts: 16
Location: Brazil
nitsuja wrote:
Thanks for testing that. But, if I read that right, you haven't found any combination of codecs so far that allow the game to work with audio on your system (and you aren't disabling multithreading either)? In that case, it's possible that even though the game runs, the sync is different due to the game or engine knowing that it failed to start playing the mp3. But it also might not desync... it might be a good idea to do some inter-system movie sync tests here. It's also a little weird that audio wouldn't work if you disable only that one audio decoder, because there are tons of other fallback audio decoders it can use for mp3. But looking at your first log file, that does make it seem like the problem DLL was "CyberLink\PowerDVD9\AudioFilter\Claud.ax". I'll see if I can test how that one behaves on my system.
Yeah, unfortunately I couldn't get audio to work (even if the game just uses WAV). I am playing with multithreading disabled on r57 (it doesn't work at all on r71). I haven't yet (because it's my day off from work) but I'll make a test later to see if it desyncs when running on my Windows XP machine at the office. If it doesn't desync, at least I'll be able to produce the movies in my computer at home and play it/encode somewhere else. :)
Active player (416)
Joined: 3/30/2012
Posts: 404
I don't know about you guys, but i got a ton of Game Maker Games working with hourglass a few months ago. I even TASed some of my own games with it.
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
It would be useful to mention your Hourglass settings, which games you ran, your OS, and your system specs.
Skilled player (1706)
Joined: 9/17/2009
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Lex wrote:
It would be useful to mention your Hourglass settings, which games you ran, your OS, and your system specs.
Just posting this here for future reference:
jlun2 wrote:
jlun2 wrote:
Spikestuff wrote:
jlun2 wrote:
I found a gamemaker game that worked. But it needs Hourglass to have mouse support before I can TAS it.
What are the settings required to use a gamemaker game because I'm clueless
.............. Brb, finding them again. >.>
All the options in dll loading checked. Multithreading Mode - Allow trusted threads only And that should be it. I've only tested a game maker app known as "Click the Twilight Sparkle" (yea, I know), so I'm not sure if other settings are needed for other games.
Also, here's the OS I use (running on VirtualBox, btw):
jlun2 wrote:
sack_bot wrote:
ill try that EDIT: using my win7 64bit because i don't pirate xp paying for it is bad enough
I used this XP that has been crushed down to remove everything that is unnecessary for botting playing RuneScape. I hope this helps. Edit: If you don't want to torrent it, please wait while I upload the .iso elsewhere. Edit 2: Nevermind, this is taking too long. Just torrent it instead please.