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Tandy sound library with ADSR?

I'm building a Tandy 1000 game library and have the graphics under control but am now looking at sound. The Miles Sound system is great as I can leave the heavy lifting up to it but the midi playback sounds bad without some basic ADSR for bell sounds and vibrato etc. I know its CPU intensive but is …

Re: GCC for 8088/8086

Hey reengine, I'm a huge fan of yours and am doing off and on development for Tandy 1000 specifically. I just got your GNU C++ compiler working on CodeBench and am trying to create a hello world program. Whenever I call printf it hangs using DOSBox. I can do other basic things such as malloc, strcpy …

Re: 8 bit 3D card

In the late 1980s SGI made a 3D board for PCs with 16 bit ISA slots, I will have to see if I can dig up the info on it. I am not sure how fast it would be, but I imagine for it to even be worthwhile you'd need a 386 minimum. I don't think an XT class machine has either the bus bandwidth or the CPU …

Re: 8 bit 3D card

8086s/8088s typically already struggle with 2D. :) Right. The point of an accelerator is to offload the cpu. Modern games run on the gpu with pixel and vertex shaders offering fully programmable pipelines. I'd settle for a fixed function pipeline such as found in old versions of direct X when …

Re: 85 colors on a Tandy 1000SX

in Milliways
Reengine, you and Trixter are my heroes. I'll put out something interesting at some point that pushes my Tandy 1000HX and TL to the max. Including source. Right now I am working on a street fighter 2 concept and have compiled sprites and full screen scrolling working at 12fps. I am going to try …

Re: The Nostalgia Bug

in Milliways
Nostalgia comes and goes. I was into 80s music for a while and almost bought an old IROC Z to rebuild but they were so crappy I just couldn't do it. I drive a 2013 Corvette so the bar is high. I have been flying an old airplane for two years and the airplane ownership and training hobby got a bit …

Re: 85 colors on a Tandy 1000SX

in Milliways
On that thread OP did said about using bsave/bload format, which just a memory dump + header. I imagine he using the common "REP MOVSW" assembly instruction for each alternating frame. I remember seeing varous CGA games where the interleaves are still visible especially at 4.77 MHz, even when the …

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