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Re: VESA mode programming from real mode

Well the code is totally broken at the moment! :D I made the decision to try and remove as much code that relies on dynamic memory allocation (malloc/_fmalloc etc) as possible and to statically define as much as possible, in order to cut down on some of the non-deterministic behaviour of the code ( …

Re: VESA mode programming from real mode

Add the metadata file / artwork bitmap delay code to the keyboard handling routines. Now the launch.dat metadata file for a game and the first artwork bitmap for a game only fire if a timer threshold is exceeded (used 500 clock ticks = ~0.5s as a starting default). It makes scrolling up and down and …

Powermonger command line arguments

in DOS
The usual routine to change the sound / other settings with the original Powermonger is to reinstall from the original floppies using the included install.exe. However it seems to just create a slightly different variant of pm.bat with different switches to play256.exe (or play16 for 16 colour VGA …

Re: Cracked chip

There are at least 4 variations of AMI BIOS for the HT12 chipset. I found all of them would work on my HT12 board. I mirrored them on my own site a while ago, along with a description of the major differences between the BIOS versions: https://www.target-earth.net/wiki/doku.php?id=blog:286_pc#gw-286 …

Re: CDROM Emulator?!?

With Linux what makes pxe an extra pain is the module and kernel version changes (in case you don't use the last version of a line) for example for some reason you want to install Debian Wheezy 7.5 not 7.11 the last official version which was released. You made a shiny pxe installer back then for …

Re: VESA mode programming from real mode

No, just the basic game+location information which is scraped at launch time. I even make the parsing of the 'real' game name from the metadata file an optional at-run-time parameter (so that the game list can use the real name and be sorted on them), or, alternatively just use the found 8+3 Dos …

Re: VESA mode programming from real mode

I only have one of those structures in memory at any given time. It is parsed from the metadata file loaded when a game is selected. The linked-list representing all games found is far more simplistic and smaller: typedef struct gamedata { int gameid; char drive; char path[65]; char name[32]; int …

Re: VESA mode programming from real mode

I optimised a few of the other block fill routines and moved all of the artworking to stream-from-disk method to reduce base memory use. Very good decision, that should help a lot, and theoritically should be able to handle over a thousand entries without issues. You're doing great work here. …

Re: VESA mode programming from real mode

Game browsing, including artwork (if you put any in!) progress_1a.png progress_1b.png Selecting a filter to apply (F): progress_1c.png Genre filters are automatically generated from whatever genres are applied to your games in the metadata file: progress_1d.png Game series filters are again …

Re: VESA mode programming from real mode

Updated version: https://youtu.be/LJ1fFGvar1k Faster artwork display and menu navigation. I optimised a few of the other block fill routines and moved all of the artworking to stream-from-disk method to reduce base memory use. Getting quite pleased with the responsiveness of it. Still need to track …

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