Graphic Card/Game Crashing Major Problem

Posted by davidm 
Graphic Card/Game Crashing Major Problem
Date: April 02, 2012 05:40PM
Posted by: davidm
Hi Guys

I don't know whether anyone can give any advice on this big issue I'm having.

When running GP4 after about 10 mins the picture freezes, the colours then distort to a sort of green, black red and if you leave the game it crashes the whole computer. All you can do is restart. I am assuming this is something to do with my graphic card but difficult to know because GP games the only things I run. Unusually GP3 2 k simply jumps to a black screen and computer crashes. Bizarrely the sound is running but frozen (if you see what I mean).

My system is Intel 2.7 Core 2 Duo, 3 GB ram (4 loaded), and graphics Nvidia 8256 1 gb Ram. The game has run perfectly with all mods for around a year since I got the machine.

Any thoughts welcome indeed.
Re: Graphic Card/Game Crashing Major Problem
Date: April 02, 2012 08:33PM
Posted by: javifast
Try to test with another game. Or try 3dmark or another test program to stress the graphic card.
Re: Graphic Card/Game Crashing Major Problem
Date: April 03, 2012 12:14AM
Posted by: mortal
Is there a crash log? Possible to test with another card?


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Graphic Card/Game Crashing Major Problem
Date: April 03, 2012 12:56AM
Posted by: phantaman
what model is this (8256) from Nvidia? is a new chipset?

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RELEASE => Physics (under FIA Technical Regulations)
MagicDatas? Setups? Pit Stop Strategies? Track Specific Performances? Up2Date GP?
Power Torque Curve? Where's this stuff? All download is available at ..
Re: Graphic Card/Game Crashing Major Problem
Date: April 03, 2012 03:28PM
Posted by: davidm
"Try to test with another game. Or try 3dmark or another test program to stress the graphic card." I've got a game that came with the pc but never played it before - I'll try that. Go to google to look for 3dmark?

"Is there a crash log? Possible to test with another card?" Don't have another card unfortunately. Is the crash log from from GPxPatch?

"what model is this (8256) from Nvidia? is a new chipset?" I think its quite an old card now. I got it with the machine which was recon not new.
Re: Graphic Card/Game Crashing Major Problem
Date: April 03, 2012 05:41PM
Posted by: phantaman
davidm Wrote:
-------------------------------------------------------
> "what model is this (8256) from Nvidia? is a new
> chipset?" I think its quite an old card now. I got
> it with the machine which was recon not new.

please don´t be offended I'll say ... but, referring to the Nvidia site and also web (google), i couldn´t find any reference to this GPU (onboard chipset?) i'm almost sure that this number isn´t any Nvidia part number ... must be another model that you were unable to detect, Ok?

EDIT: would not be Nvidia GFX 8200mGPU or 8200 M G (both onboard)? is a notebook or a desktop that you have?

----signature--------------------------------------------------------

RELEASE => Physics (under FIA Technical Regulations)
MagicDatas? Setups? Pit Stop Strategies? Track Specific Performances? Up2Date GP?
Power Torque Curve? Where's this stuff? All download is available at ..




Edited 1 time(s). Last edit at 04/03/2012 05:50PM by phantaman.
Re: Graphic Card/Game Crashing Major Problem
Date: April 03, 2012 06:25PM
Posted by: davidm
Sorry - you are absolutely correct it is a 8500 GT with 1024 mb DDR 2 memory. I don't know where I got 8256.
Re: Graphic Card/Game Crashing Major Problem
Date: April 03, 2012 10:47PM
Posted by: phantaman
oh yeah ... hehehe :p

is equivalent to a GFx 9400GT ... you can use graphics in medium resolution (medium-res) in standard mode.
crashes when using a computer, can be (variants of the problem): power supply (crashes to the desktop or a blue screen), defective memory banks (most common), cpu/gpu heating (power off), bad sector in hdd or trojans/virus.
in case of PC works fine (no problems) for other things like internet surfing, ms office, emails, etc. .. i suggest upgrading the video driver and reinstall the GP4 ... before doing this, do a backup and test that you were doing with material of different origin :-)

----signature--------------------------------------------------------

RELEASE => Physics (under FIA Technical Regulations)
MagicDatas? Setups? Pit Stop Strategies? Track Specific Performances? Up2Date GP?
Power Torque Curve? Where's this stuff? All download is available at ..
Re: Graphic Card/Game Crashing Major Problem
Date: April 04, 2012 12:10PM
Posted by: davidm
Thanks - I posted a reply but it does'nt seem to have picked up. I will try what you suggest. Everything works fine on the PC except the GP games, haven't yet tried the war game that came with it. Sounds like drivers?

Just a quickie to Mortal below is the log from GPxLoad - would appreciate it if it means anything. Thanks.

Starting log
GPxPatch version: 3.93
GPx version detected: decrypted GP4 v1.00
Verbosity level is 1
OS version info: Windows XP Service Pack 3 build 2600
Total physical memory: 2047 MB (free: 2047 MB)
Debugging GP4.exe
Process will run on CPU 1 only
Waiting for debug events...
Debug event: CREATE_PROCESS_DEBUG_EVENT
Entry point = 0x005db0b6
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x7c90120e
Exception flags: 0x00000000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000012c
Start address = 0x7c8106f9
Thread local base = 0x7ffdc000
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x005db0b6
Exception flags: 0x00000000
Injecting DLL loading code...
Injection succesful
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x7c809eda
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to read from virtual address 0x00c42151
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x7c809eda
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to read from virtual address 0x00c44c05
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> D3D Constructor!
>> Starting WinMain
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
>> WM_ACTIVATE (active)(not minimized)
>> Game thread into win95_startup(0)
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000158
Start address = 0x7c8106f9
Thread local base = 0x7ffdb000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000168
Start address = 0x7c8106f9
Thread local base = 0x7ffda000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001a4
Start address = 0x7c8106f9
Thread local base = 0x7ffd9000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001a8
Start address = 0x7c8106f9
Thread local base = 0x7ffd9000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> MMX Enabled
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001d0
Start address = 0x7c8106f9
Thread local base = 0x7ffda000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001d4
Start address = 0x7c8106f9
Thread local base = 0x7ffd9000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001d8
Start address = 0x7c8106f9
Thread local base = 0x7ffd8000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001e0
Start address = 0x7c8106f9
Thread local base = 0x7ffd7000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001e4
Start address = 0x7c8106f9
Thread local base = 0x7ffd6000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001fc
Start address = 0x7c8106f9
Thread local base = 0x7ffd5000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000228
Start address = 0x7c8106f9
Thread local base = 0x7ffd4000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000022c
Start address = 0x7c8106f9
Thread local base = 0x7ffaf000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> nv4_disp.dll>>
>> NVIDIA GeForce 8500 GT>>
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 720 x 480 (format 22) confirmed
>> Device mode 720 x 576 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 720 x 480 (format 23) confirmed
>> Device mode 720 x 576 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 720 x 480 (format 22) confirmed
>> Device mode 720 x 576 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 720 x 480 (format 23) confirmed
>> Device mode 720 x 576 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 720 x 480 (format 22) confirmed
>> Device mode 720 x 576 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 720 x 480 (format 23) confirmed
>> Device mode 720 x 576 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 720 x 480 (format 22) confirmed
>> Device mode 720 x 576 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>>
Win95_Startup : 800 x 600
>>
win95_initialiseD3D : 800 x 600
>> Initialize3DEnvironment(800 x 600 TNL:1)
>> Initialize3DEnvironment() - Requested width x height x format found in mode list
>> Puredevice set
>> D3DDevice created = >> HAL (hw vp): NVIDIA GeForce 8500 GT>>
>>
GP_win95 :: Running gfx at 32/24 bit
>> win95_startup() - Initialize3DEnvironment ok

Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
>> No joysticks found -- closing dinput
>> Closing DINPUT
>> Game thread finishing win95 startup(0)
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000258
Start address = 0x7c8106f9
Thread local base = 0x7ffd5000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000264
Start address = 0x7c8106f9
Thread local base = 0x7ffae000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000026c
Start address = 0x7c8106f9
Thread local base = 0x7ffad000
>> Bink init completed
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000280
Start address = 0x7c8106f9
Thread local base = 0x7ffac000
>> Successfully set client user name in appflags>> David>> Successfully set client user name in appflags.. begining>> >> Successfully set client user name in appflags>> YOUR-BE3464D0B6>> Client user name set in OEMDevmode>> David>> Client Domain name set in OEMDevmode>> YOUR-BE3464D0B6>> Client user name set in OEMDevmode>> David>> Client Domain name set in OEMDevmode>> YOUR-BE3464D0B6Debug event: LOAD_DLL_DEBUG_EVENT
>>
D3DDevice GetInfo Results [CONSTRUCTOR]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_Init()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> Allocated 40000 bytes for animation replay storage.
>>
D3DDevice GetInfo Results [Leaving D3D_Init()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
>> Volume = 45 - >> MUSIC:Start Music!
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000288
Start address = 0x7c8106f9
Thread local base = 0x7ffab000
>> Fading!
>> Volume = 0 - >> MUSIC:Stop Music!
>> Menu Event List Not Cleared - Not enough room in F1 Event table
>> Fading!
>> Volume = 4 - >> MUSIC:Start Music!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Faded Out Complete!
>> Setting MenuEventCurrentScreenID
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000280
Start address = 0x7c8106f9
Thread local base = 0x7ffac000
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
>> Fading!
>> Faded Out
>> Fade Back Up Complete!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Faded Out Complete!
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Fade Back Up Complete!
>> D3D_InitialiseGameFromMenus()

Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> D3D_SetDeviceSpecificFeatures: Disabling fog
>> D3D_SetDeviceSpecificFeatures: Disabling reflections
>> D3D_InitialiseGameFromMenus() ok

>> Volume = 2 - >> MUSIC:Stop Music!
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> GPAudio::To3D()
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> CGP4CARSHADER::REGISTERSHADER : 2PASS DUAL-TEXTURE METHOD
>>
>> * A generic error occured while exporting this mesh
>> CGP4Cockpit::LoadMesh() No object found for name - Left_mirror

>> CGP4Cockpit::LoadMesh() No object found for name - Right_mirror

Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>>
SETTING OBJECT CLASS FLAGS
>> ** WARNING ** Failed to match object to class :: >> hutroofnew>>
>> ** WARNING ** Failed to match object to class :: >> hutroofnew>>
>> DONE.

>> CSkyDome::CreateSkyVertexBuffers() - ok

>> Applying smoothing to action looped segment.
>> Applying smoothing to action looped segment.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> ************************************>> time : 16
>> Importing scene scripts.
>> **WARNING** D3D_DrawLoadProgress() called more than expected :: Increase gsMaxProgress in hw_io.cpp
>>
D3DDevice GetInfo Results [Leaving D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> No joysticks found -- closing dinput
>> Closing DINPUT
>>
ReAquiring>> ANIM: Entering a new session - creating animation variable storage.
>>
InitTimers()
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>>
D3DDevice GetInfo Results [Entering D3D_GameToMenuUnInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH2.TEX] 4 x 4
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH3.TEX] 4 x 4
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Leaving D3D_GameToMenuUnInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000001d4
Start address = 0x7c8106f9
Thread local base = 0x7ffd9000
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Volume = 3 - >> MUSIC:Start Music!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Faded Out Complete!
>> Setting MenuEventCurrentScreenID
>> **************************
*
* Font Created!
*
************************
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Fade Back Up Complete!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Faded Out Complete!
>> Setting MenuEventCurrentScreenID
>>
*** WARNING *** WARNING *** it is not safe, Will Robinson

Menus went out of synch.... trying to re-synch them...

*** ALERT ***>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Fade Back Up Complete!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Faded Out Complete!
>> Setting MenuEventCurrentScreenID
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Fade Back Up Complete!
>> D3D_InitialiseGameFromMenus()

Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000288
Start address = 0x7c8106f9
Thread local base = 0x7ffd7000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000028c
Start address = 0x7c8106f9
Thread local base = 0x7ffac000
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> D3D_SetDeviceSpecificFeatures: Disabling fog
>> D3D_SetDeviceSpecificFeatures: Disabling reflections
>> D3D_InitialiseGameFromMenus() ok

Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> Volume = 2 - >> MUSIC:Stop Music!
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> GPAudio::To3D()
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH2.TEX] 4 x 4
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH3.TEX] 4 x 4
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> CGP4CARSHADER::REGISTERSHADER : 2PASS DUAL-TEXTURE METHOD
>>
>> * A generic error occured while exporting this mesh
>> CGP4Cockpit::LoadMesh() No object found for name - Left_mirror

>> CGP4Cockpit::LoadMesh() No object found for name - Right_mirror

>>
SETTING OBJECT CLASS FLAGS
>> ** WARNING ** Failed to match object to class :: >> hutroofnew>>
>> ** WARNING ** Failed to match object to class :: >> hutroofnew>>
>> DONE.

>> CSkyDome::CreateSkyVertexBuffers() - ok

>> Applying smoothing to action looped segment.
>> Applying smoothing to action looped segment.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> ************************************>> time : 0
>> Importing scene scripts.
>> **WARNING** D3D_DrawLoadProgress() called more than expected :: Increase gsMaxProgress in hw_io.cpp
>>
D3DDevice GetInfo Results [Leaving D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> No joysticks found -- closing dinput
>> Closing DINPUT
>>
ReAquiringDebug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>>
D3DDevice GetInfo Results [Entering D3D_GameToMenuUnInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH2.TEX] 4 x 4
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH3.TEX] 4 x 4
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Leaving D3D_GameToMenuUnInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000228
Start address = 0x7c8106f9
Thread local base = 0x7ffd9000
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Volume = 3 - >> MUSIC:Start Music!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Faded Out Complete!
>> Setting MenuEventCurrentScreenID
>> **************************
*
* Font Created!
*
************************
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Fade Back Up Complete!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Faded Out Complete!
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH2.TEX] 4 x 4
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH3.TEX] 4 x 4
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>> BLOCKS ALLOCATED TO 3D ON EXIT FROM 3D -------
>> ------- BLOCKS ALLOCATED TO 3D ON EXIT FROM 3D
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000288
Start address = 0x7c8106f9
Thread local base = 0x7ffd7000
>> **************************
*
* Font Created!
*
************************
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Fading!
>> Faded Out
>> Fade Back Up Complete!
>> Game thread into win95_closedown(0)
>> in win95closedown -- main thread
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> shutdown timer - main thread
>> Volume = 2 - >> MUSIC:Stop Music!
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH2.TEX] 4 x 4
>> [\Program Files\Infogrames\Grand Prix 4\CARS\CARLIGHTMAPCH3.TEX] 4 x 4
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Leaving D3DUninit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>>
D3DDevice GetInfo Results [DESTRUCTOR]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> D3D_Cleanup3DEnvironment() - ok

>> D3D_DestroyD3DObject() ok

Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> win95_closedown() - main thread - Cleanup3DEnvironment()

>> Game thread finishing win95 closedown(0)
>>

**************************************************************
>> DEBUG MEMORY CLEANUP --- LEAVING APPLICATION
>>

**************************************************************
>>
Memory Leak List

>> GPOS_DEBUG_MEMORY checking is OFF
>> No DEBUG memory allocation information can be displayed.
>> ** Add the GPOS_DEBUG_MEMORY define in 'Project Settings - under tab C/C++ - in the Preprocessor definitions box' to turn it ON **
>>
>> Out of asm_win95_game - game thread
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_PROCESS_DEBUG_EVENT
Process exit code = 0
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