First post, by superfury
I know the purpose for this is to make my emulator's ET4000/W32 not have bugs anymore (thus the emulation subforum), but the question also applies to software used for real ET4000/W32 video card (which is just software made to test video cards without being made for emulators, expecting a real graphics card to check). So I thought I'd ask here. Maybe some people know something about it in this subforum.
As I said, I'm trying to iron out the remaining bugs in my ET4000/W32 accelerator, but VDIAG reports some weird unknown error (just referring to the problem being something called "Stat"). Also Windows 9x renders fine for the most part using it, but all fonts that are normal foreground color (disabled buttons are grayed out text just fine) are somehow rendered with what seems like a very corrupted font (seemingly random pixels). Already verified that by making the mix map data forced to an on/off pattern(AA), causing each character to display a |||| kind of pattern(looking just like that, although each character being different heights).
Anyone knows more about such a kind of (emulated) hardware bug? Or does anyone know of more programs that can help me identify problems with the ET4000/W32 emulated chip (and verify that the chip emulation is fully acccurate)?
Weirdly, I can easily find documentation on the W32i and W32p on Google, but somehow plain W32 documentation is non-existent? Are there even graphics cards with a ET4000/W32 chip (not i/p) in existence? Or did they immediately skip to W32i, never producing any ET4000/W32 boards (and thus no documentation exists on said chip itself)?
Also, slightly related, does anyone knows the difference between the various types of methods that start the accelerator (back) up? There's the 4th byte of the destination address, memory aperture writes, resume bit in the operation state register and the ACL Accelerator Status Register XY Status bit.
Can anyone explain exactly what they do to the context of the registers and internal state, as well as the weird notion of 'suspended' screen-to-screen operations(since it can be resumed)? How do the X/Y position registers count into all this?
Author of the UniPCemu emulator.
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UniPCemu for Android, Windows, PSP, Vita and Switch on itch.io