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Re: Did System Shock supported MT-32?

in MT-32 General
You didn't read what I said. I already tested it with the MT32GM patch driver. I have that patch utility since I got my LAPC-I in the late 90s. No, my MT32GM is unrelated to the original Roland midi file. The game works just fine with it (at least in the beginning as that was as far as I tried). …

Re: Did System Shock supported MT-32?

in MT-32 General
Or you can just use my MT32GM driver for Miles Sound System to get it working without much hassle (it's on this forum possibly a page or two down as it's been a while). Probably there will be some minor hitching because SS plays the music by randomly switching short sequences and the driver uploads …

Re: Munt Reloaded - Development

Of course it's not random. It's data for the AdLib and PC speaker. Instead of filtering it out, MT-32 sends it to the MIDI device and uses a System Exclusive Message to have it not played back. That's what I call '"random" :) So they disable it, ok. I have never bothered to take a look at the init …

Re: Munt Reloaded - Development

What I have long wanted to ask... Will there ever be support of CM-64? The only difference between CM-64 and CM-32L is that the CM-64 also includes CM-32P functionality, which is not used by any games as far as I know. While I have seen plenty of bad MT-32 drivers that send random junk on channels …

Re: Universe (Core Design, 1994)

in MT-32 General
I know old thread. But I wonder why the Devs of Universe put the tag Roland support on the game even if it's not supported? I had the same problem with Demoniak. Unlike Universe, Demoniak actually does have MT-32 music. It's been a long time but I vaguely remember the driver is initialized …

Re: Extracting Music from Museum Madness - again

in DOS
Oh, btw, did you completed Hoot driver for Museum Madness, or it was only examining? Sorry for late reply but I rarely visit this forum these days. Attached is hoot driver for MM. If you just want the music files, they are simply inside the zip. If you want it to work in hoot, example xml is in xml …

Re: DOSBox SVN r3869 - Screen cap causes crash

I figured it out. My mistake but current Dosbox requires that libpng is either statically linked or it's using exactly the same C runtime. Unfortunately on Windows with dozens of different runtimes, you may want to compile a version that does not require downloading some specific C runtime to run …

Re: DOSBox SVN r3869 - Screen cap causes crash

Unfortunately that change was not enough. Possibly it only masked the real problem (so maybe revert it). I updated some files (libpng too) and after recompile the crash is back. Sigh... I'd trace it but Dosbox creates some thread that (after stopping emulation) eats up all cpu making it impossible …

Re: DOSBox debugger

Anyone can tell me why interrupt CDh is blocked in heavy debug mode? I was trying to run some old turbo basic game and noticed the weird message and instant quit after. Is it used for something in debug mode? From cpu/cpu.cpp case 0xcd: #if C_HEAVY_DEBUG LOG(LOG_CPU,LOG_ERROR)("Call to interrupt …

Re: DOSBox SVN r3869 - Screen cap causes crash

You are probably right. I used latest libpng. Their example code in example.c is setting it like this: char key0[]="Title"; char text0[]="Mona Lisa"; text_ptr[0].key = key0; text_ptr[0].text = text0; text_ptr[0].compression = PNG_TEXT_COMPRESSION_NONE; text_ptr[0].itxt_length = 0; text_ptr[0].lang = …

Re: DOSBox SVN r3869 - Screen cap causes crash

Sorry for necroing this old thread, but this bug is still in the latest SVN version. As far as I was able to check, the problem is with Dosbox not setting/clearing all needed fields in png_text structure and this causes random crashes. Small change that (so far) fixed it for me: --- old/src/hardware …

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