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Re: Keen 4-5-6 choppy scrolling on EGA card

I'd rather not. I don't own Golden Axe for the PC and I know nothing about its code. To write a fix like this, I would have to reverse engineer large portions of the game code to find out which code is responsible for the scrolling and what code would be safe to overwrite with new code for the fix. …

Re: Mystic Towers music/soundfx stops playing after 10 seconds

in DOS
Yep, setting the base I/O address to 220 will definitely help. Further analysis showed that even though the code parses the BLASTER string and sets the base address variables accordingly, there are still a couple of instances in the code that are hard-coded for base address 220 and prevent the …

Re: Mystic Towers music/soundfx stops playing after 10 seconds

in DOS
If you get sound, then the address is not the problem. The sound stopping after a while might indicate an IRQ issue, but 10 seconds seems way too long for that. The only advice I can give is to make sure that the BLASTER environment variable is set up correctly, since that's what the game uses when …

Re: How is Vinyl Goddess From Mars so slick?

in Milliways
VGA also allows a horizontal screen split, which explains the status bar. I can assure you that this is most definitely how the status bar was implemented in Vinyl Goddess From Mars. I have an old laptop that doesn't support the split screen feature in hardware, and VGFM is one of the games that …

Re: EMM386 - What am I doing wrong here?

I think your main problem is that your system has too many (or too big) ROM modules or other hardware that take up most of the low-end 1 megabyte address space. In other words, there aren't really any free upper memory blocks (UMBs) that you could use to load stuff into high memory. Please check how …

Re: Knight Force copy protection

in Milliways
... FA cli <- some interrupt magic going on 33 C0 xor ax, ax 8E D8 mov ds, ax assume ds:seg000 C7 06 04 00 D5 01 mov word ptr loc_3+1, offset byte_B2E5 8C 0E 06 00 mov word ptr loc_3+3, cs 9C pushf 58 pop ax 0D 00 01 or ax, 100h 50 push ax 9D popf FB sti ; <- some interrupt magic going on ... But …

Re: Ancient DOS Games Webshow

Well, I can only guess that you have a different version of Keen 4 and 5. There are at least two or three different versions of "version 1.4" floating around. My patches are for the Apogee release of version 1.4, and they also work with the FormGen release of Keen 4 v1.4, which is almost identical …

Re: Physical copies of PC games from ~2007 to 2012, and GFWL

in Milliways
I have four games with a "Games for Windows LIVE" logo on the box: 007 Quantum of Solace Bioshock 2 Fallout 3 (GOTY edition) Star Wars - The Clone Wars: Republic Heroes All of these are German releases. Other releases might behave differently. My copy of Fallout 3 GOTY doesn't use GFWL anymore. I …

Re: Ancient DOS Games Webshow

Some game objects are always active (like the moving platforms, for example). Regular enemies are usually made inactive when starting a new level and will then turn active once they get close to the visible area (i.e. within 16-31 pixels outside the visible area). If an enemy has the ability to be …

Re: Ancient DOS Games Webshow

Additional Information and Corrections: * The enemies aren't always active, or at least most of them aren't. What's actually happening is that the game chooses the initial walking direction for most enemies based on pseudo-random numbers when (re-)starting the level. * The timing for the screen …

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