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Re: The Cycles (1989) game music on Roland MT-32

Ok so as only one person realized there is no MT-32 support in The Cycles, I am writing it here to close this up. I created a fake setup with that option added to make it look authentic. And then I re-created the music from scratch on my MT-32, trying to keep in style with the Adlib version. So at …

The Cycles (1989) game music on Roland MT-32

Hi folks, I have recorded a short clip of The Cycles with its classic music on my Roland MT-32. Originally I wanted to record it on my old DOS PC, but I dont have the means for that so it was recorded using DOSBox + Munt. Maybe someone else liked the music and while the Adlib is nice for this kind …

Re: Best 'native' 5.25 floppy disk games

Not sure if its allowed to link to abandonware sites, so if you google a little, for example using this search link https://www.google.com/search?q=dos+5+1%252F4+floppy+disk+game+images , the first result will take you to one such site. You can just use it for information on various floppy version …

Re: MT32 Tracker

I'm trying this out today and should release a new track in the next few days, a kind of transcription from a piece written in Studio Session (1986) for the Macintosh. I needed quarter note triplets, which wasn't too hard to accomplish by laying out my eights notes in a larger space and increasing …

Re: SVGA/VESA programming

Transport Tycoon doesn't really do anything special; it's a protected mode game (using a commercial but uncommon extender) and relies on the VGA card having vesa2/LFB support (it has univbe built-in to support older cards). It doesn't update at the max frame rate possible, usually hovering around …

Re: SVGA/VESA programming

I think I found the code for blitting blocks of changed screen data in LBA1: https://github.com/2point21/lba1-classic/blob/f73f457317f0b75975e6009f2d0bd89c18c9e3ce/LIB386/LIB_SVGA/S_PHYS.ASM#L225 It includes VESA bank switching. Maybe this can be an inspiration to you, @WhiteFalcon? Sorry for the …

Re: SVGA/VESA programming

Ok, I double checked, and for the 320x200 MCGA video mode they indeed rep movsd the whole FB to the screen: Mcga_Flip proc uses esi edi mov esi, Log mov edi, Phys mov ecx, 64000/4 rep movsd ret Mcga_Flip endp 64000/4 means ModeX, right? No, it means 320x200, but not mode x in this case, as they use …

Re: SVGA/VESA programming

root42 wrote on 2022-06-22, 09:12: Ok, I double checked, and for the 320x200 MCGA video mode they indeed rep movsd the whole FB to the screen: […] Show full quote Ok, I double checked, and for the 320x200 MCGA video mode they indeed rep movsd the whole FB to the screen: Copy code to clipboard 1 …

Re: SVGA/VESA programming

Ouch, a typo, yes, it should have been less than 1/4. Probably had too high expectations forgetting how even commercial games had trouble on the 486. Games like Little Big Adventure or Transport Tycoon definitely redrew the screen for every frame and must have employed very optimised assembler …

Re: SVGA/VESA programming

Or is it okay to draw all the screen for every frame? Background, sprites and all? It did work in VGA 320x200, I think even on a 486, but that was less than 1/2 of the pixels. I am afraid it would give me like 5-10 FPS on the Pentium, if even that many. You have to try. I always use this double …

Re: SVGA/VESA programming

Or is it okay to draw all the screen for every frame? Background, sprites and all? It did work in VGA 320x200, I think even on a 486, but that was less than 1/2 of the pixels. I am afraid it would give me like 5-10 FPS on the Pentium, if even that many. You have to try. I always use this double …

Re: SVGA/VESA programming

in its time, vesa was not really a thing on 286 VGA cards, so I've only ever done VESA programming in pmode using the linear framebuffer. bank switching is just a pita and slows things down. since your not targeting a 286, not using the LFB seems like punishment :) I'll have to dig around, I have …

Re: SVGA/VESA programming

If you need to do large blitting operations then just adding is of course much cheaper, or rather you could even rep stosb or rep stosw if you precompute the number of pixels you can blit before a line or page change is necessary. However on a 486 a mul is really cheap. On 8086 and 80286 you can …

Re: SVGA/VESA programming

and this part scr_pos += (640 - x2) + x1; is one of the reasons I kept asking you about the memory arrangement when the width of the virtual screen is greater than the resolution width. I still do not understand the problem and why you need 'memory arrangement' info. 1. Let's suppose you already …

Re: SVGA/VESA programming

I have always read that "mul" is too costly and that one should avoid using it when possible. So I went for "shl"s to compute the coordinates into one offset and then loops to get the bank nambur. Yes, it's not the fastest instruction (especially not on P1) but it's not that slow as e.g. a div/idiv …

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