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Re: DRAW CALL debugging.

Thanks for the tips! I'm making progress. I've got: static void VGA_VertInterrupt(Bitu /*val*/) { if ((!vga.draw.vret_triggered) && ((vga.crtc.vertical_retrace_end&0x30)==0x10)) { vga.draw.vret_triggered=true; if (GCC_UNLIKELY(machine==MCH_EGA)) PIC_ActivateIRQ(9); } } which seems to be called …

Re: DRAW CALL debugging.

Anyone know which variable holds the VGA palette? You would think it's: vga.dac.rgb[index].red/green/blue But, there's also vga.dac.vga.dac.xlat16 which is in a packed 16-bit format of 6 bits, 6 bits, 6 bits. Because vga.dac.rgb appears to have the default VGA palette (though it's possible I'm not …

Re: DRAW CALL debugging.

ripa: GREAT HELP. I'm looking through source code and making progerss! reenigne: You're right. I was thinking of EGA or something. Mode X is "planer" but it's pixels per bank--not colors. That's a good point for games that ARE vsync'd. For direct drawing, I can see it by scanning/dumping VRAM during …

DRAW CALL debugging.

I want to do some research into how "scenes" are drawn in various oldschool games. The simplest example: A game with no double buffering or page flipping draws to the screen (hopefully!) after every vsync. That means it's simply modifying VRAM and I could hook into each time that happens. So if I …

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