Anyhow, did you run dxDiag.exe? If you like we can trouble shoot some more. If you're willing to upload your project to dropbox as you said you would, then I can attempt to compile and run it. If I can successfully run the program, then that means your hardware is the culprit.
Maybe it would have been useful but I didn't think it'd matter as I've been running similar things before, I'm afraid I've not got my laptop with my at the moment but I will run the test as soon as possible...
Also I have uploaded to dropbox already and edited my last post with the link.
EDIT: It appears that dxDiag.exe does not exist, I believe it should be in this directory?
Program Files (x86)/Microsoft DirectX SDK/Utilities/bin/x86/
Thanks for posting that info. Unfortunately, it was just a hunch I had, which turned out to be of no use.
Anyways, I've attempted to build and run your program, and it seems to work fine. The only notable things worth mentioning is that I'm greeted with a messagebox (titled "device caps", which turns out is not an error message (?)). The program draws a gray window (as expected (?)). There seem to be some problems with your key press callback, however. F11 seems to quickly flicker to and from fullscreen when it is either pressed or released, and ESC triggers a debug assertion.
In conclusion, I guess that means it's your hardware that's causing your original error.
Yeah the window should just be completely plain, and the "Device Caps" was a little check I put in (and forgot to take out) while I was having error...
If you take a look there's some commented code inside "Core_Direct3D.cpp" in the Initialise function, this is commented out to get it working and I'm just wondering why this part in particular was giving off errors when it's worked perfectly well before, and it's almost exactly what's in the tutorial I've been following.
I've fixed the Debug Assertion on exit (forgetting to free memory, easily fixed with a p_D3D->Release(); )
And the fullscreen thing appears to be working as intended (I'll find out more once something is actually rendered to screen) although I just need to add a little in the return from fullscreen which resizes the window back to its original size.