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Re: Patch for OpenGL fullscreen bug

It seems a little odd to me that the solution to "it's not wide enough" would be to subtract one from the width... not really doubting you, but it seems counter intuitive... width and height refer to the source image, not the output, right? If so, it makes sense to me that subtracting one pixel …

Patch for OpenGL fullscreen bug

I finally had enough of a longstanding bug that happened with OpenGL in fullscreen (only when using output = opengl , not when using openglnb ). I would get a pixel-wide bright line on the bottom and right sides of the screen, as if the texture was just a little bit smaller than the graphics card …

Re: New scaler functions

I have uploaded the fixed patch to my page. The scaling algorithm is in SetupSceneScaled(). Turned out that I didn't even need to look. The OpenGL stuff was so easy to understand, that hacking something specifically for my own personal use was a very simple matter. Can't believe I wasted time with …

Re: New scaler functions

I have implemented such scaling for D3D some time ago already. I have recently switched to 1680x1050 myself so I use that (slightly modified, current build on my homepage has some problems with this resolution but I already fixed it :P). But if you use linux... :) I can probably do something …

Re: New scaler functions

Hmmm... Isn't that what the aspect=true option is for? Try using it with output=ddraw in both windowed and fullscreen mode and see if one of them works for you. I don't know about the Windows version, but in Linux, the aspect=true option destroys the picture by not scaling every pixel equally. Or …

New scaler functions

Has anyone done any work on creating scaler functions where the width and height may be scaled by different (integer) factors? Say you have an 16:9 LCD monitor with a resolution of 1920x1200, and you want to play a game that uses the standard 320x200 resolution. Since the game's pixels are not …

Re: SysEx problems in some Sierra games

The biggest difference is between games such as Monkey Island 2 and a typical Sierra game. Sierra tends to send a huge chunk of data on startup, while Monkey Island 2 has a few sysex messages here and there, mixed into the music. Apart from this obvious difference (which I'm sure isn't what you were …

Re: SysEx problems in some Sierra games

Here's a fix that works for me with ALSA's default output buffer size. I had to go all the way down to 2 kB/s before I stopped seeing dropped sysex events. Unfortunately, the maximum rate depends on the game, so I don't think this would prevent buffer overflow in the general case. Data transfers to …

Re: SysEx problems in some Sierra games

In case anyone is wondering, I've just started working on the bandwidth throttling fix. As for the temporary fix of enlarging the buffers, I should probably mention that this value is actually a module parameter for seq_midi, so if you haven't linked ALSA into the kernel (as I have), you don't need …

Re: SysEx problems in some Sierra games

Got a reply from one of the ALSA developers: The sequencer interface is designed to send small messages asynchronously in real time (or at specified scheduled times). Not doing any bandwidth management is part of the current design. [...] You said you're trying to fix DOSBox. If it emulates a …

Re: SysEx problems in some Sierra games

No problem, I was dead set on getting this to work in Linux anyway, so I wasn't about to give up. The kernel hacking would've been more enjoyable, though, if I'd setup a virtual machine where I could test new kernels, or if I'd setup up another computer so that I at least didn't have to reboot my …

Re: SysEx problems in some Sierra games

After a long and tedious kernel debugging session, I have discovered that this bug is actually caused by an incredibly stupid bug in the ALSA kernel code. Turns out that the buffer that overflows isn't a hardware buffer in the CM-32L -- it's a software buffer in ALSA that is fixed to a single page …

Re: SysEx problems in some Sierra games

Tried the Windows version just now: As I suspected, there are no problems here. If the problem lies in the ALSA sequencer kernel drivers, it's strange that no one but me has noticed it yet. Is everyone else using the Windows version? If there are any Linux users with an equivalent Roland device …

Re: SysEx problems in some Sierra games

By the way, in case anyone is wondering why I don't do the obvious and use rawmidi to send sysex in DOSBox, it's because it's not possible: ALSA doesn't allow the rawmidi device and the sequencer to be opened simultaneously. I tried working around it by creating a virtual rawmidi device that routed …

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