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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🏳️‍⚧️

    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
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        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
                Foone🏳️‍⚧️F This user is from outside of this forum
                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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                                    • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                      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 This user is from outside of this forum
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                                      Foone🏳️‍⚧️
                                      wrote last edited by
                                      #308

                                      ah-ha! I found 217.

                                      DIGISND.DAT has PCM sound effects for 200-216.
                                      But there's also chunks in CARMEN.DAT for 200-229.

                                      I didn't think the ones in CARMEN.DAT were sound files because they're so small... but they're just the right size to be PC speaker sound effects!

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

                                        ah-ha! I found 217.

                                        DIGISND.DAT has PCM sound effects for 200-216.
                                        But there's also chunks in CARMEN.DAT for 200-229.

                                        I didn't think the ones in CARMEN.DAT were sound files because they're so small... but they're just the right size to be PC speaker sound effects!

                                        Foone🏳️‍⚧️F This user is from outside of this forum
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                                        Foone🏳️‍⚧️
                                        wrote last edited by
                                        #309

                                        the way the game works is that it loads CARMEN.DAT always, then if you have a sound card it supports, it loads DIGISND.DAT which replaces chunks 200-216 in memory with the DIGISND.DAT ones, which are PCM. But if you don't have a sound card, it still has the CARMEN.DAT ones loaded, and they're all pc speaker sound effects.

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

                                          the way the game works is that it loads CARMEN.DAT always, then if you have a sound card it supports, it loads DIGISND.DAT which replaces chunks 200-216 in memory with the DIGISND.DAT ones, which are PCM. But if you don't have a sound card, it still has the CARMEN.DAT ones loaded, and they're all pc speaker sound effects.

                                          Foone🏳️‍⚧️F This user is from outside of this forum
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                                          Foone🏳️‍⚧️
                                          wrote last edited by
                                          #310

                                          they hardcoded two sound effects into the EXE and the rest are loaded from the DAT files.

                                          eww. Someone hacked something in at the last moment!

                                          Foone🏳️‍⚧️F 1 Reply Last reply
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