Author Topic: What are we working on?  (Read 133779 times)

0 Members and 2 Guests are viewing this topic.

Offline Kawa

Re: What are we working on?
« Reply #135 on: July 01, 2017, 06:38:15 PM »
I just added an "Advanced" window to my launcher and put the "Show Console" option in there, along with aspect correction, full screen, and shaders. These settings, like show console before them, are stored in resource.cfg because the terp doesn't care, and instead of having a dosbox.conf file the launcher builds a series of command line arguments, basically ending up running something like dosbox .\sierra.exe -exit -c "config -set render aspect=true" -noconsole -scaler advmame3x.

I might add a preview image showing what each scaler looks like. Just a small one.

Next up: if we're running on Windows, use its MIDI API to get a device list and allow setting the midiconfig value from it. If we're not running Windows, just use a textbox instead. Why? Because I have no clue how to populate that list under other OSes! ;D

That icon bar I posted earlier remains fucky to me, and in completely unrelated news my conlang (as seen in my game) is Language of the Month. Go me.

Offline Collector

Re: What are we working on?
« Reply #136 on: July 01, 2017, 11:51:25 PM »
KQII Remake Pic

Offline Kawa

Re: What are we working on?
« Reply #137 on: July 02, 2017, 06:23:52 AM »
Indeed? Interesting little detail about the ports and such.

Offline Kawa

Re: What are we working on?
« Reply #138 on: July 04, 2017, 02:24:13 PM »
And today's reason to double-post:

Offline MusicallyInspired

Re: What are we working on?
« Reply #139 on: July 04, 2017, 07:03:40 PM »
Well done!
Brass Lantern Prop Competition

Offline Collector

Re: What are we working on?
« Reply #140 on: July 04, 2017, 07:42:45 PM »
Nice. I wonder how hard it might be to add a bit of randomness to the wave cycle.
KQII Remake Pic

Offline Kawa

Re: What are we working on?
« Reply #141 on: July 04, 2017, 07:53:04 PM »
Well, it's not shown in the gif but the delay is random already, much like the shuttle passing overhead, or Template Guy drinking.

Offline Kawa

Re: What are we working on?
« Reply #142 on: July 06, 2017, 01:00:00 PM »
As shown on Twitter and Tumblr:

Offline MusicallyInspired

Re: What are we working on?
« Reply #143 on: July 06, 2017, 05:34:09 PM »
Hehe
Brass Lantern Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #144 on: July 06, 2017, 06:24:08 PM »
What?

Offline MusicallyInspired

Re: What are we working on?
« Reply #145 on: July 07, 2017, 01:17:39 AM »
I like it. That's neat.
Brass Lantern Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #146 on: July 08, 2017, 04:37:07 AM »
I've been studying the DRV files a bit.

VGA320:
Code: [Select]
seg000:0000 seg000          segment byte public 'CODE'
seg000:0000                 assume cs:seg000
seg000:0000                 assume es:nothing, ss:nothing, ds:nothing
seg000:0000                 jmp     entry
seg000:0003                 align 2
seg000:0004                 dd 87654321h            ; Driver marker
seg000:0008                 db 0                    ; D_VIDEO
seg000:0009 aDrvID          db 6,'vga320'
seg000:0010 aDrvName        db 43,'VGA or IBM PS2, Models 25 & 30 - 256 Colors' ; not quite right
seg000:003C                 dd 0FEDCBA98h           ; ExtDrv marker
seg000:0040 word_40         dw 80h                  ; VGA
seg000:0042                 align 4
seg000:0044 dispatch        dw offset D_DETECT      ; DATA XREF: seg000:0DA7 (that's in entry --K)
seg000:0046                 dw offset D_INIT
seg000:0048                 dw offset D_TERMINATE
...

VESA:
Code: [Select]
seg000:0000 seg000          segment byte public 'CODE'
seg000:0000                 assume cs:seg000
seg000:0000                 assume es:nothing, ss:nothing, ds:nothing
seg000:0000                 dw 0                    ; There's no jump here, child.
seg000:0002                 dw 0
seg000:0004                 dd 87654321h            ; Driver marker
seg000:0008                 db 0                    ; D_VIDEO
seg000:0009 aDrvID          db 4,'VESA'
seg000:000E aDrvName        db 12,'VESA 640x400'
seg000:001B                 dd 0FEDCBA98h           ; ExtDrv marker
seg000:001F                 dw 80h                  ; VGA
seg000:0021                 dw 0
seg000:0021 seg000          ends                    ; Yup. --K

GENMIDI:
Code: [Select]
seg000:0000 seg000          segment byte public 'CODE'
seg000:0000                 assume cs:seg000
seg000:0000                 assume es:nothing, ss:nothing, ds:nothing
seg000:0000                 jmp     near ptr entry
seg000:0000 ; ---------------------------------------------------------------------------
seg000:0003                 align 2
seg000:0004                 dd 87654321h            ; Driver marker
seg000:0008                 db 1                    ; Music
seg000:0009 aDrvID          db 4,'dude'             ; Most music drivers I've checked have this.
seg000:000E aDrvName        db 37,'General MIDI for Roland MPU interface' ; wait no
seg000:0034                 dd 0FEDCBA98h           ; ExtDrv marker
seg000:0038                 dw 200h                 ; MPU Midi
seg000:003A                 db    0
seg000:003B                 db    0
seg000:003C aV1_08          db 'v1.08'
... ; Dispatch table is much further down.
« Last Edit: July 08, 2017, 04:38:39 AM by Kawa »

Offline Scavenger

Re: What are we working on?
« Reply #147 on: July 09, 2017, 01:48:18 PM »
I still can't figure out how to make a new interface for SCI1.1, so I made an AGS game instead in a month:
http://www.adventuregamestudio.co.uk/site/games/game/2170/ !

I'm really quite proud of it.

Offline Kawa

Re: What are we working on?
« Reply #148 on: July 09, 2017, 05:57:26 PM »
My install/setup app is now almost feature-complete. It just needs to show the extra details for devices like the MT-32 (already in its database), extra confirmation, not store a driver setting at all if there are no possible options (because yes, if you remove for example all your video drivers and then save in the original install.exe, it doesn't write a videoDrv line), and yeah I think that's about it besides maybe boot disk creation. I'll most certainly not do any "supported by your system" checks haha I want to live.

The built-in driver database (which is the full set it will recognize, as opposed to install.exe which'll complain on finding an unknown .drv even though they contain their own names and class) has everything from SCI1.1 and earlier, including a bunch of video drivers that won't actually work in practice on an SCI1.1 game, and still the entire thing is a single 28.4 KB file (33.5 if you build with -DISOFONT), opposed to install.exe/hlp/txt totalling 100 KB. Probably even if I did include the F1 descriptions (the \\___.hlp entries) it wouldn't be that large... considering install.exe makes up 74.4 of that 100.

I might make a variant that actually copies/unpacks game data from diskettes to HD, but that'll be instead of picking drivers.

I'm really quite proud of it.

Offline Scavenger

Re: What are we working on?
« Reply #149 on: July 12, 2017, 03:00:08 PM »
Why did you mimick me, Kawa? All I wanted to do was share something I thought y'all might like that I worked hard on. :\


SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.028 seconds with 23 queries.