Original Post
I'm currently trying to redo a simple diablo clone I lost a year ago and am having considerably more trouble this time around with my 'new' PC. I unfortunately have several questions to which I can't seem to find the answers. First of all, my system specs: P4 2.4Ghz 640MB RAM *8MB RAGE XL integrated graphics* I want my game to run around ~20 FPS on my dev system in release/retail mode which I don't think is too much to ask, but currently I'm getting around 1FPS with no game logic, little input, no sound nor music. According to DX, my HAL only supports software vertex processing which obviously slows things down. Any general advice on making my game run better on low end systems would be appreciated. Anyway, here are my questions: 1. In both HAL and REF modes I get a "D3D9 Helper: Error: Default value for D3DSAMP_DMAPOFFSET[0] is incorrect. Expected 0x100, Returned 0x0" message for all 16 elements of this array after the call to CreateDevice. Why am I getting this error? It doesn't stop my app from running, but does it cause other problems? 2. In HAL (SVP) mode, when I turn on all the DX error checking (including break on memory leaks and D3D errors), the program breaks with output: "Direct3D9: (ERROR) :Error during initialization of texture. CreateTexture failed." and "Windows has triggered a breakpoint in dx9_d3dxsprite.exe This may be due to a corruption of the heap, and indicates a bug in dx9_d3dxsprite.exe." The error returned is D3DERR_OUTOFVIDEOMEMORY which is obvious, but the texture is only 3MB (no mipchain). Using REF (SVP) yields neither of these. Is there likely something I can fix, should I use REF, should I reduce my texture size? 3. With that last choice in mind, I converted some of my bitmaps from 24 bits to 16 bits (using a program called Aha, because I couldn't find a way to do it in MSPaint or Photoshop(!) and the handy converter included with the SDK not only deleted some pixel data off the left edge, but the resulting image wouldn't preview in XP (it does open in Paint etc.)). However, even though every program (including XP) loads the bitmap Aha converted, CreateTexture says it's an unsupported format when I try to load it. Any suggestions? None of my textures use over 20k colors so 16bit is more than enough to keep quality close to the 24 bit version. Thanks in advance; this has been baffling me for a while now.