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Messages - Jochen Schäfer

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1
Programming / Re: Dive: Why does not this work
« on: April 22, 2024, 12:35:44 pm »
I wonder then, how SDL work then. There is not one mention of WM_VRN*. It just blits the whole SDL surface to the buffer (no direct VRAM access).

2
Programming / Re: Dive: Why does not this work
« on: April 22, 2024, 11:33:25 am »
I understand that, but Classicube calls the draw buffer function with a rectangle to paint, so I setup the blitter in the draw function. This should work I would think.

3
Programming / Re: Dive: Why does not this work
« on: April 21, 2024, 03:24:28 am »
Yes, I do use the Dive functions, but WM_VRNDISABLED AND WM_VRNENABLED are not much use for me, since Classicube gives me the rectangles it wants to paint to, anyway. Moreover, SDL2 works without using the window messages, so it seems optional.
Really? Does it correctly handle the situation when the application window is partly obscured by another desktop window?
No need to get snarky. I don’t get anything, so I‘m really not interested in obscured windows in the first place.

4
Programming / Re: Dive: Why does not this work
« on: April 21, 2024, 03:22:49 am »
Code from Mozilla (widget\os2\nswindow.cpp #405), for querying whether the shadow buffer is enabled
Code: [Select]
  // Don't use DIVE if the Panorama video driver is in use
  // unless its shadow buffer is turned off.
  HMODULE hmod;
  if (!DosQueryModuleHandle("PANOGREX", &hmod)) {
    char      str[8];
    if (PrfQueryProfileString(HINI_USERPROFILE, "PANORAMA", "VBEShadowBuffer",
                              0, str, sizeof(str)) && !strcmp(str, "0")) {
      sUseDive = TRUE;
      printf("Video driver is Panorama - shadow-buffer is disabled\n");
    }
    else
      printf("DIVE is disabled - Panorama's shadow-buffer is enabled\n");

    return;
  }

  sUseDive = TRUE;
Thanks.

5
Programming / Re: Dive: Why does not this work
« on: April 20, 2024, 02:52:58 pm »
Look at the OS/2 toolkit, in the "beehive" sample code (in that code you can ignore everything that centers around sprite creation. You can also ignore everything that centers around full screen DIVE unless you really want to do that, that includes loading GAMESVR [deprecated since Warp 4] or PMMERGE  Dive Fullscreen Init procedure).

I think you will need to support the WM_VRNDISABLED and WM_VRNENABLED window messages and use DiveAllocImageBuffer,DiveBlitImage,DivFreeImageBuffer. Note that the sample does the blitting from a secondary thread.
Yes, I do use the Dive functions, but WM_VRNDISABLED AND WM_VRNENABLED are not much use for me, since Classicube gives me the rectangles it wants to paint to, anyway. Moreover, SDL2 works without using the window messages, so it seems optional.

Also note that you cannot do "direct mode" when you are using Panorama with "Shadow Buffer Enabled". Since that is the setting that about 95% of all remaining OS/2 users will use, you should honour that.
How can I get the option?

6
Programming / Re: Dive: Why does not this work
« on: April 20, 2024, 09:52:13 am »
Well, using BGR3 or RGB3 as draw buffer doesn't change anything.
I still have only frame with the desktop background in it.

7
Programming / Re: Dive: Why does not this work
« on: April 19, 2024, 11:10:24 pm »
Ok, then I have to look how I get that to work.

8
Programming / Re: Dive: Why does not this work
« on: April 19, 2024, 12:55:32 am »
Actually, BGR4 was what the driver was given me as screen color scheme. Also it's only the color scheme for the frame buffer, which gets blitted to the screen color scheme.

9
Programming / Dive: Why does not this work
« on: April 18, 2024, 08:24:42 am »
I'm trying to use pure OS/2 for ClassiCube instead the much unsupported SDL2 window system (it even has a big #error Don't use it sign at the entry).
So I'm trying to use DIVE, but all I get is the frame window and the background in it. When I move the window around, the background stays in it, i.e. nothing gets drawn.
I looked at the SDL implementation and the Toolkit samples, but I can't understand, what's wrong with my code.

If somebody please can take a look at the attached code give me some hints. I think the ClassiCube code is well structured and understandable, but if you have questions about ask me.

Thanks

10
Games / Re: PrBoom+
« on: April 16, 2024, 03:43:44 pm »
On GOG, you can get the full games for little money.
Just extract the WADs, put them in one of the wad directories, and you're good to go.

11
Games / Re: PrBoom+
« on: April 16, 2024, 09:44:10 am »
I have updated the dependencies and rebuilt the package.

12
Games / Re: PrBoom+
« on: April 16, 2024, 07:56:53 am »
Hi Jochen.

I installed it with yum, but I don't know where should I put the .wad files.
I located it on \usr\share\prboom-plus but the game list looks empty. (picture attached).

By the way: SDL2_mixer SDL2_net pcre are also needed so you can add those on the release info.

Regards
The search paths are:

  • /@unixroot/usr/local/share/games/doom
  • /@unixroot/usr/share/games/doom
  • /@unixroot/usr/local/share/doom
  • /@unixroot/usr/share/doom
The launcher has cache, so perhaps this had to be filled on the first launch?

I will add the dependencies.

13
Games / Re: PrBoom+
« on: April 15, 2024, 08:19:25 pm »
So, I finally sat down and fixed the issue with wrc playing well with cmake (include path with /@unixroot and -I parameters instead of -i=).
I had to make an custom command to link the resources in to the exe.

But without further ado: https://github.com/josch1710/prboom-plus-os2/releases/tag/v2.6.66a-os2

14
Games / Re: Minecraft
« on: April 12, 2024, 09:59:34 am »
Well, I just got DosExecPgm working (added the exe name to the parameter list).

@Rich: Does WinStartApp detach from the parent (apart from the sending the termination message)? Other advantages over DosExecPgm?

15
Games / Re: Minecraft
« on: April 11, 2024, 05:33:23 pm »
I'm absolutely positive, that I have a non-empty URL as an argument to the exe path, when calling DosExecPgm.
But, that's what's testing for ;-)

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