GameVaultMagicDisplay is an unofficial, local compatibility layer for Disney's Magic Artist Deluxe. It prevents the application from repeatedly switching Windows to 800×600, removes the associated flashes and black-screen failures after Alt+Tab, and presents the original 4:3 interface in a centered borderless view. Version 1.1.1 introduced reconstruction of the full edition's gallery/canvas slide at the enlarged size instead of exposing the broken native-pixel transition seen on modern Windows. Version 1.1.2 reduces silent IAT interposition and adds automated, content-free build checks without changing the validated display behaviour.
Runtime validation scope: Windows 10 x64, 1920×1080, 125% display scaling, primary display. Windows 11, mixed-DPI and multi-monitor configurations are not yet formally validated.
This project contains no Disney executable, artwork, audio, disc image, QuickTime component or copy-protection bypass. You need your own legitimate installation or disc.
- Close Magic Artist.
- Download
GameVaultMagicDisplay_1.1.2.zipfrom the latest release. Use the named ZIP asset, not GitHub's automatically generated source archive. - Identify your executable as described in the compatibility list.
- Copy one
version.dllbesideDMA4.exeorDMA4Demo.exe:core/version.dllis the default graphical fix;plus/version.dlladds suppression of the obsolete QuickTime 5 movie export notice.
- Start the original executable normally.
No original file is overwritten. To uninstall the fix, close the application
and remove the local version.dll.
From PowerShell in the game directory:
Get-FileHash -Algorithm SHA256 .\DMA4.exe
(Get-Item .\DMA4.exe).VersionInfo | Select-Object FileVersion, ProductVersionFor the preview, replace DMA4.exe with DMA4Demo.exe. You can also drag the
EXE onto tools/Identify Magic Artist build.cmd; it prints the hash, version
and file size without changing anything. Match the executable SHA-256, not
the ISO hash: two disc images can contain the same executable while having
different container hashes.
Core changes only the display/windowing path. Plus contains the same fix and
also acknowledges the single-button notice whose text contains
QuickTime 5.0. It does not install or emulate QuickTime and does not make
movie export work. All other message boxes pass to the application unchanged.
The animation-by-frames editor and its internal playback do not require
QuickTime; the missing component affects only optional MOV export.
The original English and Brazilian executables found during research contain a SecuROM wrapper. This project does not remove or work around it. The user must first satisfy the original disc authentication by legitimate means. The display fix is expected to apply after authentication because the wrapped builds expose the same graphics imports, but those paths remain explicitly marked as statically compatible rather than runtime validated. Static matching does not validate runtime behaviours such as the 1.1.1 gallery transition.
See COMPATIBILITY.md for exact hashes and statuses and VALIDATION.md for the evidence behind each claim. The preservation catalogues and technical references consulted are listed in SOURCES.md.
Do not upload an executable or disc image. Open an issue with only:
- executable filename, byte size, SHA-256, file version and language;
- Windows version, resolution and display scaling;
- whether Core or Plus was used;
- a description of the failure and, if applicable, the diagnostic log.
Unknown hashes are not automatically unsafe, but they have not been tested.
The MMFW startup intro retains image, animation and sound, but its composition
is offset toward the lower-right of the 4:3 presentation. Correcting it would
require reconstructing the intro's partial dirty rectangles into complete
frames. That higher-risk path is intentionally not part of 1.1.2 because the
canvas, Alt+Tab recovery and gallery transition are stable. Press Esc to skip
the intro.
This is an independent preservation and compatibility project. It is not affiliated with or endorsed by Disney, Macromedia, SecuROM or Apple. All third-party names and assets belong to their respective owners.
The original compatibility code and scripts are available under the MIT License. That licence does not apply to the original game or any third-party component.