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Re: Graphic glitch in Event Horizon games

I thought I would try figure out if changes in the VGA code might have caused this issue, but I guess I would need an older version of the g++ complier for 0.60 or 0.61, because the current one doesn't seem to be compatible (compilation errors). Using the process of elimination might not have worked …

Graphic glitch in Event Horizon games

All of the Event Horizon RPG games (DarkSpyre, Dusk of the Gods, The Summoning, and Veil of Darkness) have a similar game engine mechanism where a status/inventory screen can be dragged up over the main view using the mouse. This sliding screen works fine until you reach the top, meaning the very …

Re: DOSBox Midi vs ScummVM Midi Question

donarumo: Some of the early LucasArts games that featured MIDI were for the MT-32/LAPC-1 and did not support General MIDI, so the MT-32 emulation in the CVS builds of DOSBox is probably what you're looking for; however you will need ROM images from an MT-32 to make it work, if you don't already have …

Re: DOSBox Midi vs ScummVM Midi Question

ScummVM has MT-32 pass-thru, munt-based MT-32 emulation, and also emulates an MT-32 through its software synth (Windows MIDI) option - no ROMs from an MT-32 required. If you find this thread pointless, it's because you've missed the point about this software synth option. Anyway, to get this thread …

Re: DOSBox Midi vs ScummVM Midi Question

To be sure it's not a simple translation. I believe they are taking the OPL FM instrument data and creating waveform instrument data (samples) out of it, either beforehand or on-the-fly, to use in a software synth that works with any soundcard. Not only is this a generic approach as a substitute for …

Re: DOSBox Midi vs ScummVM Midi Question

The Windows MIDI option in ScummVM is a feature of more recent versions. I can't speak with 100% certainty on this, but I believe it is a translation of the original AdLib FM synthesis to MIDI software synth. Many of the older games that ScummVM supports have at least AdLib music, and since AdLib …

Re: Aspect correction in DOSBox

Ah, that does seem to be more like it! :happy: By changing correct_ratio=(100.0/525.0) to correct_ratio=(100.0/539.0) in my test build it does make for a pixel aspect ratio of (almost) exactly 1.2 on 320x200 resolution modes. Not that this would be a general fix by any means, as it was apparently …

Re: Aspect correction in DOSBox

I looked at render.cpp to see if I could find anything relevant; and as you've said, it's less than obvious what's being done, or why. I wasn't posting here to report what I felt was a bug, per se, as it's really a minor innacuracy... there is probably some rationale behind it, and I was just …

Re: Aspect correction in DOSBox

I thought you might ask for that eventually, so I was in the process of making one. Here is one from a fairly well-known game, including the window title and borders. It's using ddraw for the output method, normal2x scaler, aspect=true. As you will see, the contained client window area is 640x467.

Aspect correction in DOSBox

Hi, I use the aspect correction feature in DOSBox, in windowed mode (not fullscreen), using the DDraw output method, and I like the result: corrected display aspect ratio achieved with subtle vertical blending of the pixel rows. But, I noticed something unexpected. I expected the 320x200 screens to …

Re: TR1 FMVs in Glidos 1.38

After that last post, I just noticed something... the width of the screenshot is 640 pixels including the window borders. Paul, could the fact that the client window width is slightly less than 640 lead to this "seam" artifact?

Re: TR1 FMVs in Glidos 1.38

Hmm, this got a bit off topic. Paul pretty much acknowledged the thing is there, so it doesn't seem to be a "happens for some, not for others" kind of thing... although some people might not notice it. This is a screenshot of the Core logo FMV that I chose because it's not as easy to see the "seam" …

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