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Chebucto Regional Softball Club

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  3. tandy put their sound chip on the 1A interrupt?
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

tandy put their sound chip on the 1A interrupt?

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  • Foone🏳️‍⚧️F Foone🏳️‍⚧️

    I suspect there may be an issue here: I identified a variable as containing the Soundblaster IO port, right? and I'm assuming everything that uses it is Soundblaster code.

    But it may just be "soundcard IO port" and there's other sound device code mixed in here. So that's why some of it doesn't make sense as soundblaster, it's actually tandy 3voice or something

    Foone🏳️‍⚧️F This user is from outside of this forum
    Foone🏳️‍⚧️F This user is from outside of this forum
    Foone🏳️‍⚧️
    wrote last edited by
    #288

    I just found a function (inside another function!) that's a fixed delay. How long is it?
    it's a loop that runs 256 times!

    Foone🏳️‍⚧️F 1 Reply Last reply
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    • Foone🏳️‍⚧️F Foone🏳️‍⚧️

      I just found a function (inside another function!) that's a fixed delay. How long is it?
      it's a loop that runs 256 times!

      Foone🏳️‍⚧️F This user is from outside of this forum
      Foone🏳️‍⚧️F This user is from outside of this forum
      Foone🏳️‍⚧️
      wrote last edited by
      #289

      that's so cute that this code considers "256 instructions" to be a meaningful length of time.

      Foone🏳️‍⚧️F 1 Reply Last reply
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      • Foone🏳️‍⚧️F Foone🏳️‍⚧️

        that's so cute that this code considers "256 instructions" to be a meaningful length of time.

        Foone🏳️‍⚧️F This user is from outside of this forum
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        Foone🏳️‍⚧️
        wrote last edited by
        #290

        there's code in here specifically to detect if it's running on an IBM PS/1 by looking at the CMOS area?

        WHAT THE

        Foone🏳️‍⚧️F 1 Reply Last reply
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        • Foone🏳️‍⚧️F Foone🏳️‍⚧️

          there's code in here specifically to detect if it's running on an IBM PS/1 by looking at the CMOS area?

          WHAT THE

          Foone🏳️‍⚧️F This user is from outside of this forum
          Foone🏳️‍⚧️F This user is from outside of this forum
          Foone🏳️‍⚧️
          wrote last edited by
          #291

          the menu system limits menus to having a maximum of 32 items.

          which is weird because ONLY 17 WILL FIT ON SCREEN

          Foone🏳️‍⚧️F 1 Reply Last reply
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          • Foone🏳️‍⚧️F Foone🏳️‍⚧️

            the menu system limits menus to having a maximum of 32 items.

            which is weird because ONLY 17 WILL FIT ON SCREEN

            Foone🏳️‍⚧️F This user is from outside of this forum
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            Foone🏳️‍⚧️
            wrote last edited by
            #292

            I did some experimenting with MSVC 5.1, and it's weird. I get the same strings in the exe as carmen.exe has, but the code itself looks completely different.

            either I set up my compiler wrong, or this game is full of assembly even for very simple functions

            Foone🏳️‍⚧️F 1 Reply Last reply
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            • Foone🏳️‍⚧️F Foone🏳️‍⚧️

              I did some experimenting with MSVC 5.1, and it's weird. I get the same strings in the exe as carmen.exe has, but the code itself looks completely different.

              either I set up my compiler wrong, or this game is full of assembly even for very simple functions

              Foone🏳️‍⚧️F This user is from outside of this forum
              Foone🏳️‍⚧️F This user is from outside of this forum
              Foone🏳️‍⚧️
              wrote last edited by
              #293

              I don't know exactly what this function does (I know it sets some flags based on something in the graphics context) but I DO know one important thing about it:

              they included it in the final binary FOUR TIMES.

              Foone🏳️‍⚧️F 1 Reply Last reply
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              • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                I don't know exactly what this function does (I know it sets some flags based on something in the graphics context) but I DO know one important thing about it:

                they included it in the final binary FOUR TIMES.

                Foone🏳️‍⚧️F This user is from outside of this forum
                Foone🏳️‍⚧️F This user is from outside of this forum
                Foone🏳️‍⚧️
                wrote last edited by
                #294

                byte-identical.

                this is a compiler & linker from 1988, it doesn't understand how to merge identical copies of functions apparently

                Foone🏳️‍⚧️F 1 Reply Last reply
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                • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                  byte-identical.

                  this is a compiler & linker from 1988, it doesn't understand how to merge identical copies of functions apparently

                  Foone🏳️‍⚧️F This user is from outside of this forum
                  Foone🏳️‍⚧️F This user is from outside of this forum
                  Foone🏳️‍⚧️
                  wrote last edited by
                  #295

                  I found another function which has 4 copies.

                  I'm starting to suspect this program originally had 4 C source files and the linker wasn't optimizing this

                  Foone🏳️‍⚧️F 1 Reply Last reply
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                  • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                    I found another function which has 4 copies.

                    I'm starting to suspect this program originally had 4 C source files and the linker wasn't optimizing this

                    Foone🏳️‍⚧️F This user is from outside of this forum
                    Foone🏳️‍⚧️F This user is from outside of this forum
                    Foone🏳️‍⚧️
                    wrote last edited by
                    #296

                    wait I bet it's drivers!
                    like, one version of this function is called by VGA_DrawFuncUnknown and nothing else.
                    Another one? CGA/Hercules.
                    the third? EGA
                    The last? Tandy.

                    They compiled the 4 video drivers separately, and then linked them into the EXE, with no deduplication across compile units

                    Foone🏳️‍⚧️F 1 Reply Last reply
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                    • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                      wait I bet it's drivers!
                      like, one version of this function is called by VGA_DrawFuncUnknown and nothing else.
                      Another one? CGA/Hercules.
                      the third? EGA
                      The last? Tandy.

                      They compiled the 4 video drivers separately, and then linked them into the EXE, with no deduplication across compile units

                      Foone🏳️‍⚧️F This user is from outside of this forum
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                      Foone🏳️‍⚧️
                      wrote last edited by
                      #297

                      yeah. Found another: VGAMalloc is the same as CGAMalloc (and Hercules doesn't have it's own HerculesMalloc, because it's in the same code unit as CGA: So it just uses CGAMalloc)
                      Tandy has TandyMalloc.

                      But not EGAMalloc. That one is completely different.

                      Foone🏳️‍⚧️F 1 Reply Last reply
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                      • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                        yeah. Found another: VGAMalloc is the same as CGAMalloc (and Hercules doesn't have it's own HerculesMalloc, because it's in the same code unit as CGA: So it just uses CGAMalloc)
                        Tandy has TandyMalloc.

                        But not EGAMalloc. That one is completely different.

                        Foone🏳️‍⚧️F This user is from outside of this forum
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                        Foone🏳️‍⚧️
                        wrote last edited by
                        #298

                        the DrawLine API is weird.
                        To draw the horizontal underline for the hotkeys in the menu, it calls DrawLine(0, -width).

                        It's DrawLine(int y, int x), and yeah you pass negative numbers

                        Foone🏳️‍⚧️F 1 Reply Last reply
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                        • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                          the DrawLine API is weird.
                          To draw the horizontal underline for the hotkeys in the menu, it calls DrawLine(0, -width).

                          It's DrawLine(int y, int x), and yeah you pass negative numbers

                          Foone🏳️‍⚧️F This user is from outside of this forum
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                          Foone🏳️‍⚧️
                          wrote last edited by
                          #299

                          it's also off by one.
                          because 0,0 is silly, you're always drawing at least one pixel. So DrawLine(0, -5) draws a six pixel wide horizontal line to the left

                          Foone🏳️‍⚧️F 1 Reply Last reply
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                          • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                            it's also off by one.
                            because 0,0 is silly, you're always drawing at least one pixel. So DrawLine(0, -5) draws a six pixel wide horizontal line to the left

                            Foone🏳️‍⚧️F This user is from outside of this forum
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                            Foone🏳️‍⚧️
                            wrote last edited by
                            #300

                            PUSH BX
                            PUSH ES
                            PUSH SI
                            CALL StartPlayingSound
                            POP BX
                            POP ES
                            POP SI

                            since when has the x86 stack been FIFO instead of LIFO?

                            Foone🏳️‍⚧️F 1 Reply Last reply
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                            • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                              PUSH BX
                              PUSH ES
                              PUSH SI
                              CALL StartPlayingSound
                              POP BX
                              POP ES
                              POP SI

                              since when has the x86 stack been FIFO instead of LIFO?

                              Foone🏳️‍⚧️F This user is from outside of this forum
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                              Foone🏳️‍⚧️
                              wrote last edited by
                              #301

                              the internal audio API used by this game is interesting.
                              LoadAndPlaySoundChunk is called with a chunk name from digisnd.dat, but you can also pass -1 or 0. I'm not sure what -1 does yet (maybe silence a currently playing sound?) but 0 means "wait until the sound finishes"

                              Foone🏳️‍⚧️F 1 Reply Last reply
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                              • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                the internal audio API used by this game is interesting.
                                LoadAndPlaySoundChunk is called with a chunk name from digisnd.dat, but you can also pass -1 or 0. I'm not sure what -1 does yet (maybe silence a currently playing sound?) but 0 means "wait until the sound finishes"

                                Foone🏳️‍⚧️F This user is from outside of this forum
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                                Foone🏳️‍⚧️
                                wrote last edited by
                                #302

                                I'm not really sure why it works that way, especially because calling LoadAndPlaySoundChunk(0) is equivalent to calling WaitUntilSoundFinishes().

                                So why not just do that instead?

                                Foone🏳️‍⚧️F 1 Reply Last reply
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                                • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                  I'm not really sure why it works that way, especially because calling LoadAndPlaySoundChunk(0) is equivalent to calling WaitUntilSoundFinishes().

                                  So why not just do that instead?

                                  Foone🏳️‍⚧️F This user is from outside of this forum
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                                  Foone🏳️‍⚧️
                                  wrote last edited by
                                  #303

                                  uh oh. the computer noise is triggered with:
                                  LoadAndPlaySoundChunk(217)

                                  but I look in the DIGISND.DAT file and it has chunks 200-216.

                                  So either my DAT file parsing is wrong or it's loading sounds from elsewhere, somehow? because the sound DOES play, so it's not just an error

                                  Foone🏳️‍⚧️F 1 Reply Last reply
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                                  • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                    uh oh. the computer noise is triggered with:
                                    LoadAndPlaySoundChunk(217)

                                    but I look in the DIGISND.DAT file and it has chunks 200-216.

                                    So either my DAT file parsing is wrong or it's loading sounds from elsewhere, somehow? because the sound DOES play, so it's not just an error

                                    Foone🏳️‍⚧️F This user is from outside of this forum
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                                    Foone🏳️‍⚧️
                                    wrote last edited by
                                    #304

                                    I thought it might just be playing from MIDISND.DAT instead (since the computer noise is very beepy, maybe it's just a synth sound?) but MIDISND.DAT starts at chunk id 218 and goes up.

                                    WHERE IS 217?

                                    Foone🏳️‍⚧️F 1 Reply Last reply
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                                    • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                      I thought it might just be playing from MIDISND.DAT instead (since the computer noise is very beepy, maybe it's just a synth sound?) but MIDISND.DAT starts at chunk id 218 and goes up.

                                      WHERE IS 217?

                                      Foone🏳️‍⚧️F This user is from outside of this forum
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                                      Foone🏳️‍⚧️
                                      wrote last edited by
                                      #305

                                      huh. weird. when you try to backspace too far in the name entry screen, it goes "duh-nuh" at you, but that isn't connected to a LoadAndPlaySoundChunk call.

                                      So it's using a different function for this ONE NOISE?

                                      Foone🏳️‍⚧️F 1 Reply Last reply
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                                      • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                        huh. weird. when you try to backspace too far in the name entry screen, it goes "duh-nuh" at you, but that isn't connected to a LoadAndPlaySoundChunk call.

                                        So it's using a different function for this ONE NOISE?

                                        Foone🏳️‍⚧️F This user is from outside of this forum
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                                        Foone🏳️‍⚧️
                                        wrote last edited by
                                        #306

                                        maybe it's hardcoded to pc speaker and I can't tell the difference between soundblaster and pc speaker because they're both coming out of the same laptop

                                        Foone🏳️‍⚧️F 1 Reply Last reply
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                                        • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                          maybe it's hardcoded to pc speaker and I can't tell the difference between soundblaster and pc speaker because they're both coming out of the same laptop

                                          Foone🏳️‍⚧️F This user is from outside of this forum
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                                          Foone🏳️‍⚧️
                                          wrote last edited by
                                          #307

                                          YEP. muted my soundblaster (MIXER SB 0:0) and it's still duh-nuhing at me.

                                          why would you do this to me, brøderbund?

                                          Foone🏳️‍⚧️F 1 Reply Last reply
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