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Re: CVS Improvements for Lemmings2

There are no graphics errors if you disable EMS in the config file (but there are also no sound effects). Now to figure out why ... it may be the Int10 (function 3) scrollers (have yet to confirm this) Notice that only animated bits make it into the upper "ghosting" images. The scrollers work by …

Re: Ghostbusters 2 unstuck with debug

The process hangs independent of the output medium. So you could run it from PC speaker and it will still authentically crash. (I think you're right about the return address being incorrect, if it were just 4 bytes earlier then it would "set CX=0"..); There are 2 seperate but identical code segments …

Re: King's Valley

Just a brief update; a forced HGC with the provided zip'd game; It returns "!! You must have CGA or EGA or VGA or MCGA." If I force Tandy (~MCGA), I get this screenshot (There are still a few modes to implement, I'll try have them ready for the 0.61 release for ya wiebermensch)

Re: Ghostbusters 2 unstuck with debug

(NOPing, now why didnt I think of that .. ! .. Thats an even better solution than I was using since it only requires 2 debugs (Intro / Ingame) as compared to per sample. Nice one Qbix .. ) Hmm.. after further analysis it appears the PIC is masked just before running the sample. I get the impression …

Ghostbusters 2 unstuck with debug

(Not sure who originally posted that GB2 became stuck after Vigo's speech, but here's a brief outline of what is going wrong:) It appears the game enters an infinite loop .. To help it along, after firing up a copy; Wait until the Vigo's screen/speech... Wait some more.. then press "-" ; debug mode, …

Prehistoric 2 unstuck with debug

It appears the game enters an infinite loop .. To help it along, after firing up a copy; Wait until the screen is dark.. Wait some more.. then press "-" ; debug mode, switch across to the debugger window press ENTER ; a prompt "->" appears about mid-screen then enter: SM ES:[0002] 18 press F5 and it …

Re: Captive and "slightly" annoying blinking

Yes you are correct, I recently spotted that after disassembling most of the PM manager (.. aaarggh .. always the little things!) ... Here's a posibility, it fixes some things and breaks others (well prehistoric 2 is still blank so this may still be incorrect) .. let me know what you think: [Hmm.. …

Re: HGC( Hercules Monochrome) WIP report

Thanks Harekiet, that re-write looks much better than my efforts. AND pictures look much better without the scan lines! Now there still seems to be one last bug, (looses visiblity (ie wrong page) shortly after your screenshot); I'll try comparing sources, I think the 'hercules mask' is sticking ... …

Re: Captive and "slightly" annoying blinking

For those happy to help debug; heres what I have so far: Overview: cs:[007C] holds the current "Active Page" which is either 0xA000 (On Screen) or 0xB000 (offscreen). The Offscreen render is the "blank" (although it shouldnt be blank, the data is there, dosbox isnt) The code below shows how we …

Re: Captive and "slightly" annoying blinking

(Note that EGA works fine) its reading 0x9 from port 0x3da (VGA-Detect Retrace) every frame/blink .. so its alternating on every frame-retrace. (-- must be some kind of alternating 2-page scheme) Notice that if you click on the red writing to the left it "pauses" the game AND stops blinking! But …

Re: HGC( Hercules Monochrome) WIP report

Thanks Harekiet, Have the second graphics page up, not able to CVS so here is the change you need to make to vga_misc.cpp : -/* Hack around like it looks we are in 0xb000 segment */ - vga.gfx.miscellaneous=(vga.gfx.miscellaneous & ~0x0c)|0x0a; +/* Hack so it it looks like we are in 0xb000 or 0xb800 …

Re: HGC( Hercules Monochrome) WIP report

Was there a correct colour scheme? Call it nostalgia, but my days lack monochrome "green" (easy enough to program any other mono scheme, such as amber or grey) Mixing 4 colours looks quite impressive too. Resolution - 720X350 pixels and a beautiful 9x14 font set. (I think VGA default textmode is …

HGC( Hercules Monochrome) WIP report

Just a short note to see if anyone else is making progress, So far I've implemented the registers, but have yet to gain access to the VGA memory space from the HGC space. The graphics are chained like "mode-X" but with only 1bpp Please let me know if the colour "bands" looks correct. Also if anyone …

Re: CAPS LOCK breaks keyboard

Not sure if this will help, But if you replace the code in src/gui/sdlmain.cpp /* Special Keys */ default: code=KBD_1; LOG(LOG_KEYBOARD,LOG_ERROR)("Unhandled SDL keysym %d"... break; [change:] code=KBD_1; [to something like] code=KBD_leftshift; Then it will still report keyboard errors, but instead …

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