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Upgrade Generals and Zero Hour to x64 #473

Description

@xezon

Upgrade Generals and Zero Hour to x64. It must not break the VS6 build and compatibility.

TODO:

  • Zero Hour
  • Zero Hour Tools
  • Generals
  • Generals Tools

Activity

  1. added
    BuildAnything related to building, compiling
    MajorSeverity: Minor < Major < Critical < Blocker
    on Mar 21, 2025
  2. added theissue type on Mar 21, 2025
  3. Mauller commented on Jan 20, 2026

    @Mauller

    Requires moving to DX9 and 64bit versions of bink and miles or moving to alternatives

  4. PainnBot commented on Jul 12, 2026

    @PainnBot

    there is no 64bit versions of bink and miles and you have to use alternatives like OpenAL and ffmpeg, I'm currently already working on this and got nice progress so far just rewriting the Audio and Video libraries at the moment and fixing 2 remaining bugs caused by migrating from dx8 to dx9

  5. atraber commented on Jul 19, 2026

    @atraber

    I have a working Direct3D9 port in https://github.com/atraber/GeneralsGameCode/tree/d3d9-port in case that's useful.

    A few weeks ago I started experimenting with adding modern graphics engine features like PBR-based shaders, bloom, shadow maps, etc. to see what graphical improvements this yield in Generals. So far with medium success. As part of that, I needed to port the engine to D3D9.

    I think merging the D3D9 port is challenging. It's a change to the fundamental game engine of Generals. While everything works fine on my machine, it's difficult to verify that it works for everyone. Also consider that D3D9 breaks gentool support.
    Another open question is if D3D8 compatibility should be kept (using different build targets, e.g.).

    Let me know if you're interested in moving to D3D9. I'd be happy to contribute code and open PR.

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