https://bugs.winehq.org/show_bug.cgi?id=57596
Bug ID: 57596
Summary: Chessbase 17 no board sounds
Product: Wine
Version: 10.0-rc2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: dav75uk(a)yahoo.co.uk
Distribution: ---
Even when board sounds are enabled, no sound is made when expected - would
expect probably piece moves and illegal move to sound. Illegal move on CBase11
was an annoying shrill whistle, so maybe it's actually a blessing.
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https://bugs.winehq.org/show_bug.cgi?id=3930
--- Comment #80 from Damjan Jovanovic <damjan.jov(a)gmail.com> ---
So I tried to run HOMM again recently, and was disappointed to see this bug
still hasn't been fixed. And so I began digging even deeper to discover what's
wrong.
The game has the following binaries:
EDITOR.EXE - the map editor, unaffected by this bug.
HEROES.EXE - the game, affected by this bug.
SMACKW32.DLL - SMACK video codec (https://www.radgametools.com/smkmain.htm).
SMKWAI32.DLL - SMACK video codec (https://www.radgametools.com/smkmain.htm).
WAIL32.DLL - Miles Sound System ("Audio Interface Library").
Both HEROES.EXE and the SMACK libraries can call WAIL32.DLL, but this deadlock
clearly happens when HEROES.EXE calls it, via the "_AIL_waveOutOpen@16" export.
The only place where WAIL32.DLL calls waveOutOpen() is in its function at
address 0x20008f64, called from the "_AIL_waveOutOpen@16" exported function.
The flags to waveOutOpen() specify 0x30000 == CALLBACK_FUNCTION, and the
callback is at address 0x20008e6d. This callback unconditionally calls
SuspendThread() on the thread that previously called "_AIL_startup@0" (which is
the same thread in the game), and then calls ResumeThread() if the message
isn't WOM_DONE (ie. if it is WOM_OPEN or WOM_CLOSE), or if certain other
complicated conditions are met. But there is no way that this callback at
0x20008e6d can avoid deadlocking if it is called on the same thread as
waveOutOpen() (and _AIL_waveOutOpen@16).
But how is it that on Windows, in my "winmm test" attachment, the callback
happens on the same thread as the thread that I call waveOutOpen() on? Wouldn't
that deadlock WAIL32.DLL like Wine does?
I decided to test something else: load WAIL32.DLL from the game, and call
_AIL_startup@0 and _AIL_waveOutOpen@16 myself to see what happens:
---snip---
#include <stdio.h>
#include <stdlib.h>
#include <windows.h>
static void test_wail(void)
{
HINSTANCE dll = LoadLibraryA("WAIL32.DLL");
printf("LoadLibraryA() returned %p, GetLastError()=%d\n", dll,
GetLastError());
if (dll != NULL) {
void (*ail_startup)(void);
int (*ail_waveOutOpen)(HWAVEOUT** phWaveOut, HWAVEOUT** phWaveOut2,
UINT uDeviceId, WAVEFORMATEX *waveFormatEx);
ail_startup = GetProcAddress(dll, "_AIL_startup@0");
if (ail_startup != NULL) {
ail_startup();
printf("called _AIL_startup@0\n");
}
else
printf("GetProcAddress() couldn't find _AIL_startup@0\n");
ail_waveOutOpen = GetProcAddress(dll, "_AIL_waveOutOpen@16");
if (ail_waveOutOpen != NULL) {
HWAVEOUT *hWaveOut;
WAVEFORMATEX waveFormatEx;
int ret;
waveFormatEx.wFormatTag = 1;
waveFormatEx.nChannels = 1;
waveFormatEx.nSamplesPerSec = 22050;
waveFormatEx.nAvgBytesPerSec = 22050;
waveFormatEx.nBlockAlign = 1;
waveFormatEx.wBitsPerSample = 8;
waveFormatEx.cbSize = 0;
printf("calling ail_WaveOutOpen()...\n");
ret = ail_waveOutOpen(&hWaveOut, NULL, 0, &waveFormatEx);
printf("ail_WaveOutOpen() returned %d\n", ret);
} else
printf("GetProcAddress() couldn't find _AIL_waveOutOpen@16");
system("pause");
FreeLibrary(dll);
}
}
int main(int argc, char *argv[])
{
test_wail();
return 0;
}
---snip---
Compile this, and run it with WAIL32.DLL in the same directory, and SURPRISE
SURPRISE:
1. It deadlocks on Wine.
2. IT DEADLOCKS ON WINDOWS TOO!!! Just like on Wine, the last line printed is
"calling ail_WaveOutOpen()...", and it never returns from ail_waveOutOpen().
3. If you right-click the executable, select "Properties" from the dropdown
menu, go to the "Compatibility" tab, check "Run this program in compatibility
mode for:" and select "Windows 95", click "OK", and run it again, it will
successfully run and exit, no longer deadlocking!
In other words, Windows probably checks something like "if emulating Windows 9x
and the WINMM callback is located in a file called WAIL32.DLL", then it runs
the callback in a separate thread. (I say that because Windows does not use a
separate callback thread when you set Windows 95 compatibility and call
waveOutOpen() directly, but does use it when WAIL32.DLL calls it.)
So that's why HOMM works on recent Windows versions, but doesn't work on Wine:
Windows has application-specific workarounds :-(.
I am not sure how to proceed at this point. Should we use the Windows version
to determine which thread to call WINMM callback functions on? Should we also
have application-specific workarounds? Or rewrite a better open-source
WAIL32.DLL that would be used in preference to the dodgy one games ship?
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https://bugs.winehq.org/show_bug.cgi?id=57895
Bug ID: 57895
Summary: Some game crash witch wine damavand in native wayland
mode
Product: Wine
Version: 10.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: nicoloverwhelming(a)rustyload.com
Distribution: ---
Created attachment 78126
--> https://bugs.winehq.org/attachment.cgi?id=78126
signalis
Some game crash witch wine damavand in native wayland mode.This does not happen
when working through xwayland. These games also work when using wined3d and
wine wayland
games that break down:
signalis
Dread Delusion
Deus Ex Revision
games that work fine:
WILL A Wonderful World
terraria
Mondealy
tested wine: 10.0-10.2 / staging/ wow64
Linux: Manjaro 25.0
KDE Plasma Version: 6.3.2, wayland
Nvidia video driver: 570.124.04 witch close kernel module
start command: WINE_D3D_CONFIG=renderer=vulkan DISPLAY= mangohud wine
signalis.exe
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https://bugs.winehq.org/show_bug.cgi?id=55257
Bug ID: 55257
Summary: Excel Viewer 2007 title bar is not rendered correctly
Product: Wine
Version: 8.11
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: aros(a)gmx.com
Distribution: ---
Created attachment 74869
--> https://bugs.winehq.org/attachment.cgi?id=74869
With Wine native decoration
Files to download and install (md5sum):
ExcelViewer2007.exe (cb4f2202fc368af9476effed5cc7b8a4)
ExcelViewer2007sp3-kb2526302-fullfile-en-us.exe
(df16f0c83d87465e5f7ee332c64f7861)
Check the attached screenshots.
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https://bugs.winehq.org/show_bug.cgi?id=57894
Bug ID: 57894
Summary: In some games on opengl you can see the part of the
desktop, when using native wayland
Product: Wine
Version: 10.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: nicoloverwhelming(a)rustyload.com
Distribution: ---
Created attachment 78124
--> https://bugs.winehq.org/attachment.cgi?id=78124
noita glitch
In some games on opengl you can see the part of the desktop, when using native
wayland.This does not happen when working through xwayland.
For example in Noita game you can see the part of the desktop in the game menu.
I wanted to check the work through zink, but it looks like it doesn’t work in
native wayland.
tested wine: 10.0-10.2 / staging/ wow64
Linux: Manjaro 25.0
KDE Plasma Version: 6.3.2, wayland
Nvidia video driver: 570.124.04 witch close kernel module
start command: DISPLAY= mangohud wine noita.exe
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https://bugs.winehq.org/show_bug.cgi?id=57246
Bug ID: 57246
Summary: TeraTerm 5.3 / Serial communication not functional
Product: Wine
Version: 9.17
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: janne.kekkonen(a)gmail.com
Distribution: ---
When data is sent to serial port that is opened with TeraTerm, GUI becomes very
sluggish and data received is not shown on the terminal.
When sending data is stopped. Received data is shown and GUI responsiveness
becomes normal.
This behavior seems very similar that is described in bug 50591.
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https://bugs.winehq.org/show_bug.cgi?id=57450
Bug ID: 57450
Summary: The cursor position does not match the position in
application’s . Invisible borders of the wine wayland
full screen
Product: Wine
Version: 9.22
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: nicoloverwhelming(a)rustyload.com
Distribution: ---
Created attachment 77447
--> https://bugs.winehq.org/attachment.cgi?id=77447
log
Hello. when the game is started in fullscreen mode via wine wayland, the cursor
position on the screen does not match where the game thinks it is.For example,
to select a menu item you need to place the cursor in a different place than
above it.The cursor cannot be moved to the bottom or right of the screen.
This problem only occurs in a full screen game, if you start the game in window
mode, everything works well. Enabling desktop emulation does not solve the
problem.
Unfortunately I can not add a screenshot (when creating the application goes
into window mode and position of the cursor changes).
I didn’t find a suitable topic and created a new one, sorry if this is a
duplicate.
info:
game: bg3_dx11.exe
run command: DISPLAY= wine bg3_dx11.exe
wine: 9.22 wow64
NVIDIA GeForce RTX 3060
Driver : NVIDIA 565.57.1
DE: KDE Plasma 6.2.3 wayland
vulkan: Vulkan Instance Version: 1.3.295
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