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Re: Heads Up: Roland Sound Canvas VA VSTi Plugin!

Terribly sorry for disappearing like this (unexpected health problems) and thank you very much for investigating the suspected problem and coming up with such a thorough explanation. I'm pretty much using the default settings - just firing up the synth (I'm using the latest version which is 1.13), …

Re: Heads Up: Roland Sound Canvas VA VSTi Plugin!

Unfortunately no. The problem is that FSMP is written at a rather low level. It uses Win32 services/subsystems/system calls directly (such as WinMM, Directsound, ACM, Virtual memory handling etc.) This approach has the advantage of lower memory footprint/faster execution/finer tuning and best Win32 …

Re: Heads Up: Roland Sound Canvas VA VSTi Plugin!

I'm going to use a DAW with the plugin to render MIDI to audio. I've read Falcosoft's post in which he explains why 32Khz frequency should be opted for if possible and 48Khz/96Khz if not, but he was talking specifically about his player and the Munt plugin, so I'd like to confirm whether the same …

Re: Patch for pixel-perfect scaling

I've just checked - the same thing happens with output=surface. output=opengl and output=openglnb are fine With output=overlay the dosbox screen blinks for a second after I restore the minimized window, but apart from that, there doesn't seem to be any problem.

Re: Patch for pixel-perfect scaling

What is the problem exactly—that PAR = 1.0? Well, I'm not sure there's one, that's why I'm asking. =) There are no black bars on the left and right sides, the image fits the screen completely - is it how it's supposed to be? Does it go away when the screen is updated or does it stay? It goes away …

Re: Patch for pixel-perfect scaling

Fantastic work, Ant_222 . Both modes are now completely glitch free! One thing though, is 320x200 game supposed to scale like this with output=surfacenp? CONFIG:Loading primary settings from config file dsun.conf MIDI: Opened device:coreaudio Available area: 1440x900 Color data offset: 1 Scaling: …

Re: Patch for pixel-perfect scaling

Solanacean , I now want to release a normal fix for the problem with the color layout instead of the crutches I made for you. Will you please test the attached patch? Checking surfacepp and surfacenp will be enough. Unfortunately, it won't build. g++ -DHAVE_CONFIG_H -I. -I../.. -I../../include -I/ …

Re: Patch for pixel-perfect scaling

Can you please replace 3 with 4 in the rgb_32_fmt structures as shown in formats.cpp and restore the function ssPsEndUpdate.cpp to its original state (attached), and try again. No need to test several devices, just test with ega. EDIT: This should help with surfacepp and surfacenb , which copy …

Re: Patch for pixel-perfect scaling

Ant_222 wrote: If so, can you please delete the conditional compilation and test with […] Show full quote If so, can you please delete the conditional compilation and test with Copy code to clipboard 1 pix_out.pixels += 1; . Now it crashes with a segmentation fault.

Re: Patch for pixel-perfect scaling

Ant_222 wrote: The bug is in my patch and it is probably due to the difference in endianness between our machines. Is yours big- or little-endiean? It's little-endian. All modern macs are, the transition from PowerPC (which was big-endian) to Intel happened a long time ago.

Re: Patch for pixel-perfect scaling

Ant_222 wrote: Since I am not proficient in making patches, can you please test my patch with the modified function ssPsEndUpdate() from sdlmain.cpp. Just copy it from the attachment paste into sdlmain.cpp. Done. It glitches even more severely with the modified function.

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