almost perfectly Rabel Moon rendered.
Some very little noticeable minor graphical glitches left.
Bugs 003 happens on original hardware and it looks to be an z-buffering bug or lack of. I would post a video, but my capture dongle doesn't go any lower than 640x480 .
Last edited by sharangad on 2025-07-31, 09:25. Edited 1 time in total.
- This *should* correct all outstanding Rebel Moon chroma keying bugs and perhaps not introduce new ones.
- There is a problem with the keyboard input sometimes not responding in the dosbox window after existing a Speedy3D game. Pressing [ALT] fixes this. This will be fixed .
[EDIT]Attaching PNG images to the forums produces cel-shaded low bitrate attachments. So here are links instead. So here are JPGs/[/EDIT]
[EDIT]At some point I should put up a video on how this was fixed[/EDIT]
Last edited by sharangad on 2025-07-31, 12:36. Edited 2 times in total.
ICR2: I've increased the base memory used by the game to its limit of 64 MB. The texture heap is a separate 256 MB. I think there's still some sort of internal partitioning going on, which stops the extra memory from being used.
By restricting Dosbox's RAM to 16 MB I got this:
1V:\CR>cart 2DOS/32A -- Protected Mode Run-time Version 7.35 3Copyright (C) Supernar Systems, Ltd. 1996-2005 4Sierra On-Line, Inc. 5Version 1.0.2-RN1 Build #61 6DMA Memory fragmentation: 7Pointer buf : 8Command buf : 9Digital Sound 10Port 220 IRQ 7 DMA 1 11Conf irmed with SB16 8 ST 12Memory Check: 584000 LO 13602800 HI 14186800 ALL 13Insufficient memory. Free up 69013168 bytes, and try again 14 15V:\CR>mem 16 17632 Kb free conventional memory 1863 Kb free upper memory in 1 blocks (largest UMB 63 Kb) 1914912 Kb free extended memory 2014912 Kb free expanded memory
This is with a 256 MB texture heap. It's complaining about the *other* memory (other than the texture heap).
69013168 = 69 MB. This version of the game needs 256 MB alone for the heap, so this has to mean it's complaining about everything else. Usually the entire game needs just 16 MB, with 6 MB for the texture heap and 10 MB for the rest. I *think* if I can unpartition the thing to use mroe RAM, textures would just work.
https://nirvtek.com/downloads/ICR2.64MB.OtherMemory.001.7z
MD5: 4ed3bc2eb1973c8809031bf9c3e7aae8
(This link is fairly useless, since the game behaves exactly the same, but I need it preserved in case of catastrophic hard drive and backup failures).