Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Darkly)
  • No Skin
Collapse

Chebucto Regional Softball Club

  1. Home
  2. Uncategorized
  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?

Scheduled Pinned Locked Moved Uncategorized
325 Posts 1 Posters 0 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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
    0
    • 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
      0
      • 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
        0
        • 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
          0
          • 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
            0
            • 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
              Foone🏳️‍⚧️F This user is from outside of this forum
              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
              0
              • 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
                Foone🏳️‍⚧️F This user is from outside of this forum
                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
                0
                • 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
                  Foone🏳️‍⚧️F This user is from outside of this forum
                  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
                  0
                  • 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
                    Foone🏳️‍⚧️F This user is from outside of this forum
                    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
                    0
                    • 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
                      Foone🏳️‍⚧️F This user is from outside of this forum
                      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
                      0
                      • 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
                        Foone🏳️‍⚧️F This user is from outside of this forum
                        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
                        0
                        • 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
                          Foone🏳️‍⚧️F This user is from outside of this forum
                          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
                          0
                          • 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
                            Foone🏳️‍⚧️F This user is from outside of this forum
                            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
                            0
                            • 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
                              Foone🏳️‍⚧️F This user is from outside of this forum
                              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
                              0
                              • 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
                                Foone🏳️‍⚧️F This user is from outside of this forum
                                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
                                0
                                • 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
                                  Foone🏳️‍⚧️F This user is from outside of this forum
                                  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
                                  0
                                  • 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
                                    Foone🏳️‍⚧️F This user is from outside of this forum
                                    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
                                    0
                                    • 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
                                      Foone🏳️‍⚧️F This user is from outside of this forum
                                      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
                                      0
                                      • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                        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 This user is from outside of this forum
                                        Foone🏳️‍⚧️F This user is from outside of this forum
                                        Foone🏳️‍⚧️
                                        wrote last edited by
                                        #311

                                        yeah lets just return 17 bits from this function WHY NOT there are no rules

                                        Foone🏳️‍⚧️F 1 Reply Last reply
                                        0
                                        • Foone🏳️‍⚧️F Foone🏳️‍⚧️

                                          yeah lets just return 17 bits from this function WHY NOT there are no rules

                                          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
                                          #312

                                          correction: 33 bits

                                          Foone🏳️‍⚧️F 1 Reply Last reply
                                          0

                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • 1
                                          • 2
                                          • 3
                                          • 4
                                          • 5
                                          • 6
                                          • 16
                                          • 17
                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          Powered by NodeBB Contributors
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • World
                                          • Users
                                          • Groups