TOMi wrote:except for a little "chrck" after every sound
CSBwinCE11_1.exe attempts to get it right.Paul wrote:It is not perfect; it discards
a few samples at the end.
It sounds better to me.
Moderator: Zyx
I put the text 8 pixels from the left in order to have it aligned with all other interface parts.In the 'Portrait' definitions (240x320) you put the text at X=8. That causes a few pixels to go off the right edge. Did you do this for a reason?
huu? It shouldn't extend the 240 pixels by more than 1 or 2 viewable pixels for the marching order for example. (202+39=241, that means 2 pixels hidden)3) The configuration made for Werwolf does not fit in 240x240 pixels. Does that mean some parts are displayed out of the screen? Or does that mean your screen is larger than 240x240?
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; Portrait - compressed for 240x240 pixels with controls on top_2
windowTop = 0
windowLeft = 0
windowRight = 239
windowBottom = 239
CEDisplay HFULL_VCENTER 0 0 0 0 240 200 0 0 0 0
CEDisplay HCENTER_VFULL 40 0 0 0 240 200 0 0 0 1
CEDisplay PRISON_DOOR 80 0 0 0 240 200 0 0 0 2
CEDisplay PORTRAIT_A 0 0 0 0 64 28 1 0 0 6
CEDisplay PORTRAIT_B 69 0 60 0 64 28 1 0 0 5
CEDisplay PORTRAIT_C 138 0 120 0 64 28 1 0 0 4
CEDisplay PORTRAIT_D 207 0 180 0 64 28 1 0 0 3
CEDisplay VIEWPORT 0 33 8 104 224 136 0 1 1 7
CEDisplay SPELL_CONTROLS 233 33 153 30 87 42 0 1 0 8
CEDisplay ATTACK_CONTROLS 233 77 65 28 87 45 0 0 0 9
CEDisplay TURN_LEFT 233 124 0 29 22 21 0 0 0 11
CEDisplay MOVE_FORWARD 267 124 22 29 19 21 0 0 0 10
CEDisplay TURN_RIGHT 298 124 41 29 22 21 0 0 0 12
CEDisplay SLIDE_LEFT 233 147 0 50 22 23 0 0 0 14
CEDisplay MOVE_BACKWARD 267 147 22 50 19 23 0 0 0 13
CEDisplay SLIDE_RIGHT 298 147 41 50 22 23 0 0 0 15
CEDisplay SCROLLING_TEXT 0 169 0 73 200 31 0 0 0 16
CEDisplay MARCHING_ORDER 281 0 200 73 39 29 0 0 0 17
Code: Select all
; Portrait - compressed for 240x240 pixels with viewport in middle
;windowTop = 0
;windowLeft = 0
;windowRight = 239
;windowBottom = 239
;CEDisplay HFULL_VCENTER 0 0 0 0 240 200 0 0 0 0
;CEDisplay HCENTER_VFULL 40 0 0 0 240 200 0 0 0 1
;CEDisplay PRISON_DOOR 80 0 0 0 240 200 0 0 0 2
;CEDisplay PORTRAIT_A 0 0 0 0 64 28 1 0 0 6
;CEDisplay PORTRAIT_B 69 0 60 0 64 28 1 0 0 5
;CEDisplay PORTRAIT_C 138 0 120 0 64 28 1 0 0 4
;CEDisplay PORTRAIT_D 207 0 180 0 64 28 1 0 0 3
;CEDisplay VIEWPORT 0 33 8 29 224 136 0 1 1 7
;CEDisplay SPELL_CONTROLS 233 33 153 167 87 42 0 1 0 8
;CEDisplay ATTACK_CONTROLS 233 77 65 165 87 45 0 0 0 9
;CEDisplay TURN_LEFT 233 124 0 166 22 21 0 0 0 11
;CEDisplay MOVE_FORWARD 267 124 22 166 19 21 0 0 0 10
;CEDisplay TURN_RIGHT 298 124 41 166 22 21 0 0 0 12
;CEDisplay SLIDE_LEFT 233 147 0 187 22 23 0 0 0 14
;CEDisplay MOVE_BACKWARD 267 147 22 187 19 23 0 0 0 13
;CEDisplay SLIDE_RIGHT 298 147 41 187 22 23 0 0 0 15
;CEDisplay SCROLLING_TEXT 0 169 0 210 200 31 0 0 0 16
;CEDisplay MARCHING_ORDER 281 0 200 210 39 29 0 0 0 17
The width of the text area is determined
by the width of the 'Scrolling text' definition.
I certainly have. My first job was helping to buildGambit wrote:Has anybody really stopped to think
8 MHz. Took about 24 half-cycles (or 1.5 us) forgambit wrote:What kind of clock speed
I was NOT aware. My emulator is too smallTOMi wrote:(and I'm sure you're aware), a Debug Graphics "exception 2411" error accurs
Portable PCs are, of course, powerfull (I`m not sure how much), but they are (I think) much less powerfull than "ordinary" modern computers. CSBwin runs well on PPC only because Paul did an exact translation of the program wchich was written to run on a 7 Mhz Atari, so it was strictly intended to save the CPU time as much as possible. So, luckily, it fits well to PPC!Has anybody really stopped to think about how amazing this is?
I though I would like to get the time machine, set it to California 1988 and meet the FTL crew, saying: "hello, I came from 2008, your game (and CIII, a fan-made) are now (20 years later) playable on portable. All the ancient games from 80`s are deeply buried, but there are still people that love your masterpiece".pocket PCs of this power probably hadn't even been imagined as possible in 1987.
Gambit, I`m sure this is not the last word. Imagine portable computers for another 20 years; I bet one of them could easily beat whole today`s CERN grid...portable computer which is hundreds of times more powerful than the home computers of DM's day.
Code: Select all
; Portrait - compressed for 240x240 pixels with controls on top
CEDisplay SCROLLING_TEXT 0 169 0 [b]73[/b] 200 31 0 0 0 16
'Tain't necessarily a mistake. It might beChristophe wrote:finding the mistake in my configuration
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; Landscape - Original game layout
windowTop = 0
windowLeft = 0
windowRight = 319
windowBottom = 239
CEDisplay HFULL_VCENTER 0 0 0 0 320 200 0 0 0 0
CEDisplay HCENTER_VFULL 0 0 0 0 320 200 0 0 0 1
CEDisplay PRISON_DOOR 0 0 0 0 320 200 0 0 0 2
CEDisplay PORTRAIT_A 0 0 0 0 67 29 0 0 0 6
CEDisplay PORTRAIT_B 69 0 69 0 67 29 0 0 0 5
CEDisplay PORTRAIT_C 138 0 138 0 67 29 0 0 0 4
CEDisplay PORTRAIT_D 207 0 207 0 67 29 0 0 0 3
CEDisplay VIEWPORT 0 33 0 33 224 136 0 1 1 7
CEDisplay SPELL_CONTROLS 233 33 233 33 87 42 0 1 0 8
CEDisplay ATTACK_CONTROLS 233 77 233 77 87 46 0 0 0 9
CEDisplay TURN_LEFT 233 124 233 124 29 22 0 0 0 10
CEDisplay MOVE_FORWARD 262 124 262 124 28 22 0 0 0 11
CEDisplay TURN_RIGHT 290 124 290 124 30 22 0 0 0 12
CEDisplay SLIDE_LEFT 233 146 233 146 29 23 0 0 0 14
CEDisplay MOVE_BACKWARD 262 146 262 146 28 23 0 0 0 13
CEDisplay SLIDE_RIGHT 290 146 290 146 30 23 0 0 0 15
CEDisplay SCROLLING_TEXT 0 169 0 169 320 31 0 0 0 16
CEDisplay MARCHING_ORDER 281 0 281 0 39 29 0 0 0 17
CEDisplay TIME 0 0 0 200 0 0 0 0 0 0