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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🏳️‍⚧️

    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
            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
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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

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                            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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                                  • 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
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                                    • 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
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                                      Foone🏳️‍⚧️
                                      wrote last edited by
                                      #312

                                      correction: 33 bits

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

                                        correction: 33 bits

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                                        Foone🏳️‍⚧️
                                        wrote last edited by
                                        #313

                                        correction correction: 49 bits

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

                                          correction correction: 49 bits

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                                          Foone🏳️‍⚧️
                                          wrote last edited by
                                          #314

                                          did some stats:
                                          there's 729 functions in the EXE.
                                          I've named (in some way, counting placeholders) 355 of them, or 49%

                                          Foone🏳️‍⚧️F 1 Reply Last reply
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