Max Payne Sound Patch V1 12 29
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Script edited to convert WAV sound files into 16-bit instead of 8-bit to prevent quality loss and conversion artifacts, plus ensure DSOAL compatibility.Note: this will increase file size due to higher bit depth conversion:Vanilla game size: 792 MB1.12 patch applied - 1.56 GB1.12.1 beta patch applied - 2.21 GBMore info: -974462583
Rockstar collaborated with several retail outlets on pre-order bonuses available through several store chains throughout the world. The Cemetery Multiplayer Map is a map pack, where pre-order customers received early access to the map. The Silent Killer Multiplayer Loadout Pack includes the "devastatingly destructive" Light Anti-Tank Weapon, the slippery character burst to quickly escape a deadly firefight, and the listening device item that amplifies hearing, allowing the player to hear approaching enemies from a greater distance. Those who pre-ordered the game from specified retailers received a code for the game's first paid Multiplayer DLC Pack for free. The "Special Edition" includes a 10" tall collectible Max Payne statue, series of game-inspired original still life art prints, bullet keychain (copper and brass-plated iron bullet-shaped) and Max Payne 3 official soundtrack. Exclusive multiplayer content consists of Classic Multiplayer Character Pack and Disorderly Conduct Multiplayer Weapons Pack.
The album was released digitally on May 23, 2012, and the original theme (titled "MAX: THEME") was included in the launch trailer, and was made available for free download on SoundCloud. The soundtrack as a whole was nominated for Best Score in a Game and "TEARS" was nominated for Best Song in a Game at the 2012 Spike Video Game Awards.
On May 13, 2022, just before the 10-year anniversary of the game's release, an expanded Anniversary Edition of the soundtrack was announced for release later that year. This would also mark the album's first release on Vinyl record.
I've recently assembled a brand new patch for classic Max Payne games, solving one of the biggest technical issues with those games, in some cases preventing them from starting-up on modern systems without hacky workarounds like starting the game with affinity set to single core or worse, running them in compatibility modes. I'll probably upload the patch to PC Gaming Wiki as well. Straight from the ReadMe:
This patch is intended to solve issues related to game engine initializing Direct3D inside DllMain, which most notably causes the game to hang during startup with certain combinations of graphics hardware and drivers. Additionally, it is impossible to run the game through dgVoodoo Direct3D 8 to 11 wrapper, because Direct3D 11 runtime refuses to initialize from DllMain to prevent lockups.
The patch will solve above mentioned issues and possibly other problems that might be related to Direct3D initialization inside DllMain by delaying actual initialization to the point when execution flow returns from LoadLibrary API, therefore preventing any sort of lockup that would occur otherwise.
Will get to it. You just reminded me that I've read some time ago that older 3D Mark programs are based on MAX-FX engine. Just downloaded it and I see that it uses same DLLs as games, though checksums don't match with either fully patched games, so I suppose I gotta do it all over again, since due to the nature of working with disassembled code, you can't just do a copy-paste, even though the patches are identical for both games with exception of minor low-level differences.
You actually don't need to change affinity with stock d3d8.dll thanks to this patch. On my weak laptop with AMD Radeon R2, I've noticed, without any FPS counters, that the game is a little smoother when run on all cores. It kinda makes sense since game's main thread isn't the only one that is part of the game's process so it helps if OS can schedule threads on any CPU it desires instead of everything being constricted to 1 core. And even before this patch, one could set affinity back to all cores when the game started up, but I don't think anyone ever thought of that.
Generally, what little I've learned about programming, it all seems like some sort of complex puzzle. For example, you have a library with functionality that manipulate images, another for playing sound files and one that contains drawing routines and by combining functionality in all of them, you can make a game. It's really hard to explain and I'm not really good at these things, haven't really put anything particularly useful together from scratch. Improving other people's work is easier. I don't really understand how some people can just sit behind the computer screen and just write and write code, I usually struggle with simple things and like I said, every problem you're trying to solve programmatically is unique. Programming is essentially manipulating data that make the hardware produce the desired result. It probably takes a lot of practice, trial and error before you become proficient at it.
With this particular patch, it came down to understanding basic x86 assembly language, how Portable Executable format works (it's a container for Windows executable files and DLLs) and a couple of details from documentation on MSDN. So I thought, since I knew Max Payne did something in one of the DLLs' DllMain function, which is not supposed to be used for anything or just for really simple initialization, what if I could delay its execution by the time it would be safe to execute its functionality. So I put a variable in its DllMain where I store if the function was already called. If not, it means Windows called it as part of the game request to load its rendering library. When this happens, I bail out, since I know nothing complex (in this case, calls to Direct3D initialization routines) is supposed to be executed until the game's request to load said library is completed (otherwise you can get a deadlock), at which point, its initialization routine in DllMain can be executed without bad consequences. So by this point, I call it again on my own and this time, the check whether the routine was already called once passes and initialization completes instead of not doing anything like the first time. And no bizarre workarounds required.
This is really very special kind of problem and the only reason it came to it is the fact that developers chose to ignore documentation here: -us/librar ... s.85).aspx When you choose to ignore the guidelines, unexpected things can happen and since it works on one computer but not other, some people put the blame on the operating system or graphics drivers. Soulbringer had the same problem before I patched it and I've read that someone discovered the "fix" which includes putting older version of one of graphics driver DLLs in its game folder. Then another person tries it and wonders why the game randomly crashes with strange error. And for the third person, the game doesn't work at all.
Oddly enough, Max Payne 2 has stopped starting now with a message saying that Mp2 needs a Microsoft DirectX 9.0 compatible display adaptor.I have the game on two machines with identical installations - patched to v1.01, widescreen fix and then this startup fix from the OP. No other changes have been made in the intervening months, apart from Windows updates, which I'm beginning to suspect to be the cause.I even did an uninstall/reinstall of the game on one machine, but still receive the same DirectX message.I'll try another clean game install and see what happens.
I'll have to update my sig:Main rig Ryzen 2600X RX580Secondary FX8350 GTX960Both are running Windows 10 ver 1903 build 18362.476What's odd is that I haven't played the game on either rig for a few months.I did notice that when I go to uninstall the game (for a clean reinstall) the game version is showing 1.0.98, even though I extracted the 1.01 patch to the game directory since the patch is not self-running.Correction: I found the executable patch 1.01.
Hi there and sorry for the late reply. Yes, my GPU drivers are up to date as of today's writing.In fact, I reinstalled the game, patched it to 1.01 then added this hang patch, but I still get the same DX9 compatible display adaptor message.This is most unusual.
EditSteam has both games on sale at the moment, so I grabbed them for less than $1, applied the startup hang patch to both games and MP 1 worked fine but I had to set MP2 compatibility to Win98 and now it runs.
This mod will evolve your Max Payne 2 experience to a whole new level, one step closer to its successor Max Payne 3. With new models, weapons, animations, graphic effects, sounds, particles, and so on this mod will improve your good old Max Payne 2 to make it shine again in the next generation gaming.
PS3 models without Emotion Engine unit use "SPE-compatible SIMD graphics-rounding mode for VMX/Altivec Instructions" for FPU, and VU0 emulated floats calculations. This is set on emulator init by HV call 97 with param 1. VU1 actually run at SPE core so no compatibility mode need (or can) to be set. SPE compatible mode for PPE mean that rounding mode is set as round to zero, denormals are treated as zero, and there are no infinities or NaNs. So literally what PS2 VU was originally. Although SPE, and PPE SPE compatibility mode can still be inaccurate comparing to PS2. Good example here are TriAce games, or Castlevania COD where SPE calculation is wrong by 1 bit making games unplayable without patch. This is due to some PS2 math algo specific inaccuracies in FPU/VU implementation that are not present on any other hardware.
Some of the PS2 emulator types (such ps2_gxemu.self, ps2netemu.self) are able to load config commands that are applyed "by game ID". The concept of "game patches" is not technically correct because some of the commands does patching functions but others does other things (not patching), and other commands works as switches or sets a value that are enviromental settings for the emulator (not for the game) but because are applyed "by game" should be considered enviromental settings for that specific game, so for simplification purposes you can think in all this data as "game configs" 2b1af7f3a8