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Re: Save States - Proof of concept

error: no matching function for call to ‘::SerializePaging::registerPOD(&)’ I have no idea why it's complaining in this case. The method is clearly visible in the upper class SerializeGlobalPOD::registerPOD(pf_queue);

Re: Save States - Proof of concept

In file included from cpu.cpp:33: ../save_state.h: In function ‘void writePODContainer(std::ostream&, const T&)’: ../save_state.h:183: error: expected ‘;’ before ‘i’ ../save_state.h:183: error: ‘i’ was not declared in this scope There is a "typename" missing: for (typename T::const_iterator i = …

Re: Save States - Proof of concept

@ripa: Thanks for notifying! Fixed with Beta9. Cause was a bug in Dosbox, an unitialized variable. It's been there all the time, but my unrelated code changes made it appear. A classic. Insanely hard to debug... I'm hereby reminded again what "undefined behavior" really means. @some dosbox dev: Init …

Re: Save States - Proof of concept

The biggest obstacle are function pointer variables. These are quite frequently used to register callbacks, mainly at program startup. The function pointer addresses are subject to change in between dosbox sessions. But there are other types of "per-session-constant" data as well. Therefore a …

Re: Save States - Proof of concept

Beta7: 10 Save States are nice, but they consume a LOT of memory: My dosbox version usually requires about 100MB RAM. With all save states filled it rises to 525 MB! Beta 7 fixes this issue: It keeps all savestates, except for the active one, in a compressed state. This ensures maximum performance …

Re: Save States - Proof of concept

The pc speaker sound is quite daunting in this game :) Actually you got me playing this game until level 16 where it said I should start all over again on medium difficulty. Which I rejected. But as a semi-end it told something about adam and eve on this planet... About the video freeze: All in all …

Re: Save States - Proof of concept

> it's apparently not working consistently My goal is to offer save and load at least within a game (I am not yet sure how to handle changing video modes). And I'm positive I can provide a consistent implementation on this 😉 At least for me this fulfills everything I need from such a feature.

Re: Save States - Proof of concept

>> Could you put "Save screenshot" back? The dosbox build process isn't exactly simple. Therefore I did myself a favor and compiled without image/video capturing support. For the next version I'll include it again. Meanwhile I've learned about zlib/libpng craziness. I just say "ZLIB_WINAPI" >> …

Re: Save States - Proof of concept

> Or you could just say save states are not cross platform and not worry about it Not only do I plan to not save across platform, I neither plan support accross dosbox sessions :) This saves me a lot of hassle. Cross-platform compliance probably is the least problem here. The main problem is that …

Re: Save States - Proof of concept

> I closed the dosbox and reopened[...] load the savestate would not let me. The save state is not written to disk, therefore it is lost when you exit dosbox. Implementing this feature would be trivial. But it seems kind of risky to keep a state over a longer period of time. Right now I do not yet …

Re: Save States - Proof of concept

> stuck when loading a savestace I had the same issue with Turrican 2. After I added the keyboard state it worked fine. Maybe this was the issue in this case too. Problems in Tyrian2k were fixed by adding IRQ and PIC states. > sometimes after loading the game speed is changed Added the timer to the …

Re: Save States - Proof of concept

> game speed is changed Yes I've noticed that too (on Arkanoid) Currently I'm saving complete RAM, CPU Register, Segment pointer, Video Ram, Flags and Paging. I haven't yet systematically analyzed the sourcecode, but merely saved the minimum parts I figured that represent a "state". So there …

Save States - Proof of concept

Hi, general support for save states would be an awesome feature. Currently there doesn't seem to be a timeline when this feature will be in the official release. As I can't wait that long (there are a couple of die-hard dosgames without ingame save support I need to finish since the 90s) I gave it a …

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