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Re: Building with gcc 4.7.0, SDL-1.2.15 and SDL_net-1.2.8 produces exe that crashes with Exit to error Illegal GRP4 call 5

See http://gcc.gnu.org/bugzilla/show_bug.cgi?id=52991 Yes, -mms-bitfields is only turned on by default for Windows mingw targets. However, this exposes a bug since gcc 4.2.0 that __attribute__(packed) is broken with -mms-bitfields. I can't understand what state of mind GCC dev team is in when it is …

Re: Building with gcc 4.7.0, SDL-1.2.15 and SDL_net-1.2.8 produces exe that crashes with Exit to error Illegal GRP4 call 5

Solved. The problem was caused by gcc 4.7.0 and above turning ON -mms-bitfields by default, but in dosbox source files the #pragma pack(1) is only applicable to MSVC. So to build dosbox SVN without changing any of the source files, it needs to be configure with CXXFLAGS="-mno-ms-bitfield .... " With …

Re: Building with gcc 4.7.0, SDL-1.2.15 and SDL_net-1.2.8 produces exe that crashes with Exit to error Illegal GRP4 call 5

I am wondering if building DOSBox with gcc 4.7.3 or gcc 4.8.1 under Linux/x86 (not x64) is producing a working native binary. I don't have any Linux distro with such recent GNU tool chain available at my disposal to try this out, as my primary machine is still Win7. And, I am not in a mood to build …

Re: Building with gcc 4.7.0, SDL-1.2.15 and SDL_net-1.2.8 produces exe that crashes with Exit to error Illegal GRP4 call 5

I had built SDL, SDL_net and SDL_sound with MinGW and I had no issue with the builds. I am not sure about OHQ addition into SDL. Does OHQ mean OpenGL HQ? My SDL does not have such enhancement. It is frustrating and discouraging to see open-sourced projects leaning towards propriety tool chain, …

Re: Building with gcc 4.7.0, SDL-1.2.15 and SDL_net-1.2.8 produces exe that crashes with Exit to error Illegal GRP4 call 5

Bring the thread back into dev attention. Is there a plan to understand the problem with compiling with MinGW gcc > 4.6.2? Both gcc 4.7.2 and 4.8.1 have been released for MinGW/MSYS and I had tried both and they both produce non-functional DOSBox binary. I have been building DOSBox from source since …

Re: MechWarrior 2 | 3D card conversion files

The only version that is worth archiving is the 3Dfx version. Thanks to glide wrapper, dgVoodoo especially, and several patching methods available to run the game in WinXP/Vista/Win7, the game runs flawlessly on state-of-the-art CPU/GPU as of today. Imagine the absolute fluidness during intense mech …

Re: Fullscreen clipped off?

# fullfixed=false DOSBox will try to switch the screen resolution to best match the resolution request by the apps in DOSBox. For example, if a game in DOSBox is requesting 320X240 while your desktop is 1280x1024, DOSBox will perform the switch or try other resolution that's closely match it. ( …

Re: dgVoodoo & Mechwarrior 2 3Dfx

in PC Emulation
There is tremendous difference in Mech2 DOS and Mech2 3Dfx. Mech2 3Dfx is actually Mech2 Win95 version, but replace the DirectX2-based software rendering portion with a hardware-accelerated 3D rendering and higher detailed model. Refer to http://www.geocities.com/k_lupinsky/index.htm for all the 3D- …

Re: Alpha version of Direct3D support

priestlyboy, Overlay by nature is a bit blurry, due to hardware scaling and filtering. Same thing happens to ddraw if you got it to work correctly. The color from a true hardware overlay will also look a bit different due to color space conversion. Overlay is not RGB. DDRAW, however, does not have …

Re: Alpha version of Direct3D support

gulikoza, You need to modify SDL_dx5video.c somewhere at line 1464 or so to make DDRAW work. I am using the CVS version of SDL. You'll see something like this: #if 0 /* FIXME .....*/ ....use hardware surface if requested.... #else ....always use software surface #endif Just change the "#if 0" to "# …

Re: dgVoodoo & Mechwarrior 2 3Dfx

in PC Emulation
There are several ways that we can make it work. If you don't mind disclosing dgVoodoo source code to me, I can help you integrate my changes into dgVoodoo. I have no intention of taking advantage of your work, and I respect your decision if you choose not to do so. Then, I need your email so that I …

dgVoodoo & Mechwarrior 2 3Dfx

in PC Emulation
I'm pleased to announce that I finally found a glide wrapper that works for Mechwarrior 2 3Dfx, it's dgVoodoo. A major hat off to Dege for the wonderful work. (I couldn't find your contact/email, or I could have mail your directly.) Thank YOU!!!!! Does it sound possible??? Mechwarrior 2 3Dfx was …

Re: Alpha version of Direct3D support

Priestlyboy, if you do a "grep -r 'USE_DIRECTX_OVERLAY' ." in your SDL source, you will see that it has been commented out. And, if you look further, the Overlay path in the SDL actually fallback to use DirectX offscreen. Even worst, if you look at the code in SDL_dx5video.c, the code actually force …

Re: Alpha version of Direct3D support

Why not using Overlay? Isn't overlay working on ATI card? I thought ATI cards have very good hardware overlay support. (All good video playback cards have good hardware overlay.) The most recent SDL has disabled overlay in its distribution. Not sure why they are doing this. I recompiled my SDL to …

Re: Alpha version of Direct3D support

Gulikoza, I understand that you're in vacation, but I really interested to see if Direct3D support can be implemented without explicitly required DirectX9-class hardware. It would be more helpful for lower-end cards if the requirement is DirectX7 or above, just like the latest MAME which can use …

Re: CVS build with MSVC6

That's because you're building the DEBUG build, which is slow, clumsy, lots of unneccessary checking and no optimization. The warning message that you mentioned in earlier thread only happens with DEBUG build, it doesn't complain about it with RELEASE build. The RELEASE build I got with MSVC6 is ~ …

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