VOGONS


First post, by Sol_HSA

User metadata
Rank Member
Rank
Member

New alpha:

http://iki.fi/sol/solvbe_alpha_040304.zip

Mouse is pegged to timer interrupt instead of mouse irq, so it relies on the fact that a game reconfigures timer to run *fast*. Possible solutions: rewrite to use the mouse interrupt and generate those whenever we get windows mouse messages, or reconfigure the timer =)

Terra Nova is now "playable" - as long as you don't need to use the keyboard and the mouse at the same time. I just ran through the tutorial missions without trouble (except for the fact that switching focus between the game and console isn't really much fun). To give SolVBE mouse focus, use the middle mouse button (usually mouse wheel in modern mice).

Since the mouse is good enough for TN, I'll focus on the keyboard next, and worry about proper mouse interrupt later.

http://iki.fi/sol - my schtuphh

Reply 1 of 11, by Qbix

User metadata
Rank DOSBox Author
Rank
DOSBox Author

hmm shouldn't you hang the mouse on the mouse_interrupt routine ?
or is that one taken by terranova ?

Water flows down the stream
How to ask questions the smart way!

Reply 2 of 11, by Sol_HSA

User metadata
Rank Member
Rank
Member

I take the mouse interrupt (int33h), but the mouse callback routine should be called whenever mouse moves, which is the mouse irq interrupt.. which I haven't implemented yet.

Instead, I hooked the timer, for now, and do the callback from there. Like I said above, that's enough for TN; I can fix this later. (Actually, since I need to do all that irq mess with the keyboard, I might as well fix it pretty soon in any case).

http://iki.fi/sol - my schtuphh

Reply 3 of 11, by Sol_HSA

User metadata
Rank Member
Rank
Member

New alpha:

http://iki.fi/sol/solvbe_alpha_050304.zip

Now TN is playable - handled the keyboard by passing window events to the console window. Still a lot to do before this is a "complete" product, but I'm going to play TN for a while now.. (I think I'll get irritated by the 320x200 window soon enough though =)

http://iki.fi/sol - my schtuphh

Reply 4 of 11, by Sol_HSA

User metadata
Rank Member
Rank
Member

New alpha:

http://iki.fi/sol/solvbe_alpha_060304.zip

Some small fixes and OpenGL scaling, so one can now play terra nova in a fullscreen window. This should be the last daily version for a while (unless I get some actual feedback on this, that is). There's still a lot to do, such as the tweaked modes etc..

To play TN, perform the following steps:
1. Install VDMSound
2. Copy SolVBE.exe and SolVBE.dll into the tnova directory
3. Create a batch file by the name of tnsolvbe.bat in the TNOVA directory, and enter the following two lines there:
-- 8< -- 8< --
SolVBE
__ff
-- 8< -- 8< --
4. Right-click on the batch file and click on "run with vdmsound".
5. Enjoy.

http://iki.fi/sol - my schtuphh

Reply 5 of 11, by Stiletto

User metadata
Rank l33t++
Rank
l33t++

Awesome...

Any thoughts on adding protected-mode support or Linear Framebuffer / VESA 2.0?

Also, does full-screen window still mean full-screen, but with a window-border surround? or does it mean borderless full-screen, switching display modes? I didn't quite understand.

I think a post in Release Announcements with a few screenshots would be cool. Also, do a basic Readme or you'll regret it later. If you won't , I will. 😜

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto

Reply 6 of 11, by Sol_HSA

User metadata
Rank Member
Rank
Member

LFB - no, not yet anyway. I don't even know if it's possible to map windows memory for VDM protected mode apps. If there are games that really require LFB and do not have any fallbacks, then it might be worth it..

I know that there are hundreds of demoscene demos that require LFB though =) Most of those won't run under windows for other reasons though (buggy audio systems etc).

It's a resizeable window. The window can be maximized. Full-screen mode isn't there yet. I admit my wording wasn't clearest possible; I just tried to make a distinction between a non-resizeable 320x200 window and a maximized window =)

Release announcements and readme - well, I'm still calling it an alpha for a reason. =)

I'll do another version when it has some new enabling features in it (such as the 320x400 tweak mode in TN).

Oh, does anyone here know any other games that have been impossible to play under windows because of missing VESA support?

http://iki.fi/sol - my schtuphh

Reply 7 of 11, by Sol_HSA

User metadata
Rank Member
Rank
Member

Playing with tweak mode support.. results so far:

Terra Nova (optionally) uses 320x400 mode, and its setup is quite straightforward (disables chain-4, enables byte addressing, removes scan doubling - pretty minimalistic). After that, it swaps between planes and writes data; there's no page flipping.

That's the good news.

Then it apparently reads from the screen - I read 535 continuous real plane changes (eg, nothing else seems to happen in between - it just swaps read planes a lot). I assume these reads are related to the mouse cursor.

When it's writing data, it swaps between plane write masks 1,2,4,8 and 0. When the write mask is zero, nothing should get written to the video memory. Why they bother setting the mask to zero is beyond me.

Now, since I can't detect what bytes get read or written, I have to copy the whole contents of video segment every time a plane changes. Okay, it's only 64k, but if I have to do 2x64k memory copy for every pixel in 320x400, that starts to slow down a bit.

If I skip the copy-to-a000 (ie. make vidmem read only), things are marginally faster, but I get trash on the screen since some things (damage indicator and mouse pointer) are updated more often than the rest.

Well, actually the amount of bytes used by one plane in 320x400 is actually 32000, but that doesn't solve the problem..

Granted, 320x400 mode looks a lot nicer. But it's slower than it used to be. Also seems to crash sometimes.

I've also tried to see if I could get Death Rally working. I solved the "bad palette in intro" problem, but I don't get any output in the ingame, and it doesn't seem to be setting up any tweak mode either.

http://iki.fi/sol - my schtuphh

Reply 8 of 11, by Sol_HSA

User metadata
Rank Member
Rank
Member

On drally - got it to run fast under normal vdm with a modified cli2nop (there's three occurences in my copy, and the first one should be left alone).

Unfortunately the sound doesn't work, either with vdm, vdmsound (2.01 / 2.0.4) or gusemu.

When running under SolVBE, the cli2nopped version is just as dark in the ingame as the unmodified one, so I'm a bit at loss on what's wrong with it.

http://iki.fi/sol - my schtuphh

Reply 10 of 11, by Freddo

User metadata
Rank Oldbie
Rank
Oldbie
Sol_HSA wrote:

Oh, does anyone here know any other games that have been impossible to play under windows because of missing VESA support?

Battlespire. I see if I can get it running with this 😀

Reply 11 of 11, by Roger_Wilco_IV

User metadata
Rank Newbie
Rank
Newbie

I think this is a vesa problem, ever since I got windows 2000 I haven't been able to play sim city 2000.
I got VDM sound and I messed around with it finally got the mouse to work with the mouse2kv but it has some black trail that follows the mouse, also all the text is partially covered.
I downloaded the solVBE and added it to my bat file that loads up sim city 2000 and its really clear nice screen and everything but the mouse is not usable and the game is slow. Does anyone have any ideas?

Thanks.