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Re: SVN builds - new driver flood [Re: Anna Wu] #111827
12/23/17 02:32 PM
12/23/17 02:32 PM
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r09 Offline
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Okay, I've submitted a PR with a preliminary fix. It still doesn't work 100% properly when there's vertical scrolling also involved (and there are quite a few levels in TNZS like that), but it's a start, and I wanted to send all my changes before 0.193 anyway because I accidentally broke 16-bit sprites with a previous change.

Re: SVN builds - new driver flood [Re: Anna Wu] #111863
12/25/17 03:22 AM
12/25/17 03:22 AM
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So I saw a list of FM Towns games that support MIDI music; is that out the COM1 port or is there an expansion card or what?

Re: SVN builds - new driver flood [Re: Anna Wu] #111874
12/25/17 05:26 PM
12/25/17 05:26 PM
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Both, actually. There were the FMT-401/2/3 cards from Fujitsu, and some games also support an RS-232 interface. Genocide Square, for example:

[Linked Image]

I don't really know any technical details about the cards, other than that the FMT-403 apparently includes an SC-55 compatible synth on board.

Re: SVN builds - new driver flood [Re: r09] #111877
12/25/17 08:40 PM
12/25/17 08:40 PM
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mahlemiut Offline
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Gives an excuse to add support for the serial port, I suppose. smile


- Barry Rodewald
Re: SVN builds - new driver flood [Re: Anna Wu] #111878
12/26/17 03:34 AM
12/26/17 03:34 AM
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Al dumped some NuBus cards as a Christmas gift. Least I can do is have one running before the end of the day.

This is the BootBug card, which installs a low-level debugger very early in the Mac's boot process (specifically, before other slot cards are initialized if you put it in the right slot), and is intended for debugging the firmware on other NuBus cards. I/O is through a PC standard 16C450 connected to a terminal at 9600 8/N/1.

[Linked Image]

Re: SVN builds - new driver flood [Re: Anna Wu] #111894
12/27/17 02:35 AM
12/27/17 02:35 AM
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I have good, bad and ugly news about the Towns layer wrap stuff.

The bad: turns out that the preliminary fix caused a small number of nasty one-line glitches in other games.

The good: I just fixed those, and the new code is not only simpler and more elegant, it also works much better with layer 1 sprites and vertical scrolling. And as a bonus, I have refactored the layer zoom code to be much less repetitive and implemented all 16 levels of zoom supported by the hardware, not only the first 5.

The ugly: I just spent two hours trying to fix all the one-line glitches... only to discover that some of them (the misplaced lines in the Vain Dream intro, for example) were NOT caused by the wrapping code, but by some other change between 0.192 and now. I still don't know which one, exactly. I'll try to take a look at it tomorrow.

Re: SVN builds - new driver flood [Re: r09] #111907
12/27/17 10:47 PM
12/27/17 10:47 PM
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Haze Offline
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Originally Posted by r09
I have good, bad and ugly news about the Towns layer wrap stuff.

The bad: turns out that the preliminary fix caused a small number of nasty one-line glitches in other games.

The good: I just fixed those, and the new code is not only simpler and more elegant, it also works much better with layer 1 sprites and vertical scrolling. And as a bonus, I have refactored the layer zoom code to be much less repetitive and implemented all 16 levels of zoom supported by the hardware, not only the first 5.

The ugly: I just spent two hours trying to fix all the one-line glitches... only to discover that some of them (the misplaced lines in the Vain Dream intro, for example) were NOT caused by the wrapping code, but by some other change between 0.192 and now. I still don't know which one, exactly. I'll try to take a look at it tomorrow.


always nice when code ends up simplifying down like that, it's often a sign you're doing things right :-)

Re: SVN builds - new driver flood [Re: Anna Wu] #111916
12/29/17 08:50 AM
12/29/17 08:50 AM
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A quick summary of the latest Towns work:

Games that use line wrapping (which includes all Lucasarts aventure games, by the way) now look basically perfect, no more little annoyances to distract you while playing.

[Linked Image]

Misty has an option that makes an interesting use of hardware features: you can zoom on the backgrounds manually up to x16 and look around them. This is done fully on hardware through the layer zoom / scroll functions and only worked partially before.

[Linked Image]

Software that wants to display stuff in high resolution, high color mode needs to use the entire VRAM as a single layer, as otherwise there wouldn't be enough memory available. This is now supported so you can make shitty photobooks of Mai Oikawa to your heart's content.

[Linked Image]

Also, thanks to Carl's hard work, After Burner now looks like a real game. Funny how a single color can totally change the "feeling" of the whole thing.

[Linked Image]

Re: SVN builds - new driver flood [Re: r09] #111918
12/29/17 10:19 AM
12/29/17 10:19 AM
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mahlemiut Offline
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Nice job! laugh


- Barry Rodewald
Re: SVN builds - new driver flood [Re: Anna Wu] #111921
12/29/17 12:24 PM
12/29/17 12:24 PM
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Haze Offline
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excellent. I'll need to find a way to integrate some of this into the in-progress 2017 writeup :-) (even if some of it did miss the last release, it still happened this year)

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