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Re: Defender Of The Crown error message

I tried on my 386 and 486 machine, the result is the same on both. Both have a freshly installed MS-DOS 6.22 on it. Funny things are: 1. Earlier the was no error message, I was able to launch the game on both machines So the error message appeared after re-installing DOS? I'm not familiar with the …

Re: Jill of the Jungle Sound Effects

in DOS
The issue is caused by calling the setboard() function without the "| mod_screen" part But how could that part have disappeared when recompiling the game? In the Xargon source code, there is a macro definition for setboard(): #define setboard(x,y,n) bd[x][y]=n|mod_screen; My guess is they replaced …

Re: Jill of the Jungle Sound Effects

in DOS
No, I did not manage to get IDA itself to use the debugging information. I have written a tool that extracts C-style strings from binary files (basically just replacing any 0 bytes with line breaks) and used the resulting text file and the Xargon source code to assign the names of functions and …

Re: Jill of the Jungle Sound Effects

in DOS
I'll save you some time and tell you what caused the issue: For some odd reason, the compiler that was used to build version 1.2d did something wierd. Basically, the original code used to be setboard(x, y, bd[x][y] | ((msg_block(x, y, msg_update)!=0)*mod_screen)) and the compiler decided it was a …

Re: Questions about Turbo C and far pointers

in Milliways
pointer++ does not behave the same as pointer=pointer+1. Ponter++ does not produce any warnings and when the compiled program is run it works, while pointer=pointer+1 triggers a warning when compiling about it being "non portable" code and even worse it locks up the compiled program when it's …

Re: Questions about Turbo C and far pointers

in Milliways
I thought I could do this: unsigned char far *FarPointerToByte = MK_FP(segment,offset); FarPointerToByte=FarPointerToByte+1; But doing this gives me a "Non-portable pointer assignment" warning. It doesn't rise to the level of an error, so compiling completes, but when I run the compiled EXE file, I …

Re: I've an idea: Let's get some game development going

in Milliways
Actually, I had this as well. I was so eager to start writing something I did not think first. I picked the tools that are simply not pleasant to work with. I used Turbo C (the freely downloadable version from Borland Museum), and I just began the coding, running the Turbo C in DosBox. But I did …

Re: I've an idea: Let's get some game development going

in Milliways
I do notice the Mode X code uses more math, though; could that affect the speed in a significant way? That depends. I chose the most straightforward way to do things here. You could use a lookup table for the plane mask and you can also split the outpw into two outp commands so you don't have to …

Re: I've an idea: Let's get some game development going

in Milliways
But it is harder to implement, right? I just have no experience with it, having always used Mode 13 for everything I've ever done in DOS :lol: Drawing a pixel in Mode 0x13: char *vgaptr = MK_FP(0xA000, 0); vgaptr[x + y*320] = pixel; Drawing a pixel in Mode X: char *vgaptr = MK_FP(0xA000, 0); outpw( …

Re: I've an idea: Let's get some game development going

in Milliways
I'm thinking IMF files. But how much CPU time would we gain if we moved to, for instance, 280 Hz (half the 560 Hz rate used for Keen, which is too slow on 8088 anyway)? Well, you can use 280 Hz (that rate was used in Duke Nukem II for IMF music) or even 140 Hz, 70 Hz or just 18 Hz. All you need to …

Re: I've an idea: Let's get some game development going

in Milliways
and enough to play sign bit of PCM samples to get some kind of resemblance of speech from speaker. I hope they never tried to do that, that's got to be the most horrible idea ever. Thank god for RealSound :) They actually did in Wolf3D and SoD. There's just no menu option to enable that. https:// …

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