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evildragon

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Everything posted by evildragon

  1. evildragon

    Chocolate Doom

    I'm not having any video problems.. Did you quote the wrong person?
  2. evildragon

    Chocolate Doom

    Oh it's disabled in the setup program? Ok, when I get home later I'll check it...
  3. evildragon

    Chocolate Doom

    Ok. Page 19 addresses why I have no music. Ironically it was me who brought it up.
  4. evildragon

    Chocolate Doom

    fwiw, i do have fully working sound.. midi is the only thing that doesn't work.. but perhaps it's because my Mac uses a PowerPC processor, and not an X86?
  5. evildragon

    Chocolate Doom

    Don't know, you'd have to ask the developer of Chocolate Doom. All the Doom engines I used that had music on my Mac, used QuickTime for it's MIDI use..
  6. evildragon

    Chocolate Doom

    I really don't know how an HD partition can mess up MIDI, but I don't know SDL very well. My problem is completely different than yours. I don't use Windows at all.
  7. evildragon

    Chocolate Doom

    What happens if you turn off "Correct Aspect Ratio"? Btw, Macs don't have the same MIDI engine as PC's, so Doom on a Mac lacks MIDI. Though DoomsDay does have music..
  8. evildragon

    Chocolate Doom

    Glad it got cleared up. Sorry if I seemed rude, having a rough day. I've been lovin chocolate doom since I got help in this very thread on the last page to get it compiled. Though without music for me..
  9. evildragon

    Chocolate Doom

    Here's how it works. Set the video mode like that. Then, the output is this double scanned 640x400 image. NO DIFFERENT than real 320x200 visually because the CRT gets the same sync either way. EDIT: Note that most Macintoshes only go as low as 480 lines, so 320x200 and 640x400 run in plain old 640x480 with letterboxing. (no matter what the aspect setting is).
  10. evildragon

    Chocolate Doom

    Probably more like never put the strings in the INF file. I hack my Nvidia drivers with custom resolutions right from the INF file. (or atleast used to some time ago). Thing is, the video card supports it, because DOS runs the DAC in the same 400 line mode as 320x200. So, it "can" do it.
  11. evildragon

    Chocolate Doom

    Your not understanding me. Chocolate doom will double scan 320x200 video in 640x400, so it will look EXACTLY the same. so it already handles your "emulate". Being old computers VGA (MCGA) 320x200 video was outputted as 640x400 from the DAC anyway, there's NO change. EDIT: Simply put, Chocolate Doom ALWAYS renders in 320x200...
  12. evildragon

    Chocolate Doom

    Chocolate-Doom does have 640x400, and PS, that's the far better choice than 640x480.
  13. evildragon

    Chocolate Doom

    Considering that the VGA monitors can't actually scan as low as 200 lines (lowest is actually 350 lines), and since 320x200 gets double scanned to 640x400, if you can do 640x400, just chose that. Even though in the frame buffer it's a different resolution, to the monitor, it's exactly the same. I got the specifics btw as to why it's double scanned, if you'd like to know. Got in contact with someone who programmed for PC's back in the days..
  14. evildragon

    Chocolate Doom

    Different boot ROMs, different video ROMs to interface them. You can't slap a PC video card in a PowerPC Mac, but you could on an Intel Mac. (haven't tested this, but intel Macs have EFI, and now have AT BIOS emulators, so it "should" work.. PowerPC macs have OpenFirmware, which a PC video card can't interface with) I haven't found the cause for the lack of low resolution modes, but I seriously suspect it has to do with the ROMs either on the boot ROM, or the video ROM. Nothing a hack couldn't fix. ;) EDIT: Oh, and operating system. (for mac os x, video modes are selected by monitors EDID. windows it's selected by video card driver)
  15. evildragon

    Chocolate Doom

    I can also explain this. A VGA monitor can not actually display 200 lines or 240 lines of resolution. So, the VGA card duplicates each line (double scanned), and 200 lines becomes 400 lines, and 240 lines becomes 480 lines. An old VGA monitor like the IBM 8512, will even have 3 POTs, one called 350 line, 400 line, and the other 480... Here's more information on how VGA works: http://www.stanford.edu/class/cs140/projects/pintos/specs/freevga/vga/crtcreg.htm http://www.kryslix.com/nsfaq/Q.7.html (I have a feeling Fraggle knows all this though ;) ) Thing is though, those monitors "guess" what the horizontal pixels are, because by rules of a raster CRT, you can put as many horizontal pixels as you want, but all the monitor looks for is how many lines.. So if it sees 400 visible lines, it assumes it's DOS 80x25, which is 400 lines with 720 horizontal pixels (if you edited the text characters to sprites or something.. the demo "Yo!" does this). Thing is, 320x200 uses this same exact mode on the DAC. Other "gueses" the CRT make, are if 600 lines, it must be 800x600, if 768 lines, it must be 1024x768. LCD's on the other hand, are a little smarter, and will tell you exactly what pixels are visible, as they have to lock on the phase and clock. BUT, on a Macintosh, 400 line modes do NOT exist, and won't exist. It is my guess that it's Apples way of making their Macs stand out from PC's, by removing the critical 400 line mode that was used for both text mode, and 320x200 modes. However, Intel Macs regain these modes, but PowerPC Macs don't have them even, and enabling it produces a Kernel Panic at boot.
  16. evildragon

    Chocolate Doom

    heh, to me, i like seeing my CRT's scanlines, like i remember it doing when i used to play the game.. and being I use a good Trinitron CRT, the bluryness at 640x480 4:3 is visible to me.. I could have sworn though that the original Doom engine did support 320x240.. i remember that an ISA VGA card compared to a PCI card on the same computer and monitor yielded a different aspect ratio, thus thinking different resolutions (the ISA card being 200 lines, and the PCI one 240 lines).. It's been 8 years since I last used Vanilla Doom
  17. evildragon

    Chocolate Doom

    I tried the 640x480 4:3 aspect ratio, and there was no change.. Actually, my monitor reported that they were both the same scanrate, then I checked the terminal window, it never went into 320x240 anyway.. Macs don't have 320x200, 320x240, and 640x400 it seems, even if I try to add them, I get Kernel Panics at boot, just by "having" them.. EDIT: Here's the effect. Letterboxed 640x480.. http://blackevilweredragon.spymac.com/noscale.gif 4:3 Corrected 640x480 http://blackevilweredragon.spymac.com/scale2.gif It does a little filtering.. For a Mac, I don't know of any work around, unless there was a 640x480 double-pixeled mode with 1:1 pixel ratio, but then that would defeat the aspect ratio correction, but it would clear up the image for PowerPC Mac users (I think it only affects the last-gen PPC Macs, not sure though)
  18. evildragon

    Chocolate Doom

    don't worry about it ;) This reminds me of the day I BETA tested for Microsoft Windows ME, Whistler (XP), and Vista.. Bug? Reinstall the whole OS.. lol this is a piece of cake compared to that ;) anyways, that worked, i got good-ol classic Doom working in it's original quality on my Mac.. thanks for the help! (and im glad there are still active developers these days) EDIT: I found a 320x240 mode, with 4:3 fixed, and that on my Mac does allow full-screen, but it's "fuzzy" vertically, as if there's billinear filtering going on.. If I turn off aspect ratio correction and select 320x200, it just knocks me into 640x480 with letter boxing... EDIT2: Just noticed a small bug, but is probably got to do with SDL... If you use the mouse to move, the mouse cursor appears for a single-frame per movement.. the mouse cursor also flashes if you pick up a powerup (from the screen flash)
  19. evildragon

    Chocolate Doom

    I was hoping that would work, lol.. it did fix the first errors, but the bad V patch one at the end still occurs, which keeps bouncing me out of Chocolate Doom.. (oddly enough, any running applications before launch, lose their ability to minimize, including Finder.. though, that happens to any full screen application that crashes).. brandon-maceacherns-mac-mini:~/chocolate-doom Brandon$ ./chocolate-doom Chocolate Doom 0.2.0 Z_Init: Init zone memory allocation daemon. zone memory: 0x59e7000, 1000000 allocated for zone DEH_Init: Init Dehacked support. V_Init: allocate screens. M_LoadDefaults: Load system defaults. saving config in /Users/Brandon/.chocolate-doom/default.cfg W_Init: Init WADfiles. adding doom2.wad =========================================================================== DOOM 2: Hell on Earth =========================================================================== Chocolate Doom is free software, covered by the GNU General Public License. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. You are welcome to change and distribute copies under certain conditions. See the source for more information. =========================================================================== M_Init: Init miscellaneous info. R_Init: Init DOOM refresh daemon - [......................................] P_Init: Init Playloop state. I_Init: Setting up machine state. NET_Init: Initialise network subsystem. S_Init: Setting up sound. D_CheckNetGame: Checking network game status. startskill 2 deathmatch: 0 startmap: 1 startepisode: 1 player 1 of 1 (1 nodes) Emulating the behavior of the 'Doom 1.9' executable. HU_Init: Setting up heads up display. ST_Init: Init status bar. I_InitGraphics: 320x200 resolution is not supported on this machine. I_InitGraphics: Video settings adjusted to compensate: letterbox mode on (aspect_ratio_correct=1) screenmultiply=2 NOTE: Your video settings have been adjusted. To disable this behavior, set autoadjust_video_settings to 0 in your configuration file. Error: Bad V_DrawPatch Abort trap brandon-maceacherns-mac-mini:~/chocolate-doom Brandon$
  20. evildragon

    Chocolate Doom

    just rebuilt it, same thing.. here's the error, it looks the same too me.. brandon-maceacherns-mac-mini:~ Brandon$ cd chocolate-doom brandon-maceacherns-mac-mini:~/chocolate-doom Brandon$ ./chocolate-doom Chocolate Doom 0.2.0 Z_Init: Init zone memory allocation daemon. zone memory: 0x59e7000, 1000000 allocated for zone DEH_Init: Init Dehacked support. V_Init: allocate screens. M_LoadDefaults: Load system defaults. saving config in /Users/Brandon/.chocolate-doom/default.cfg W_Init: Init WADfiles. adding doom2.wad =========================================================================== DOOM 2: Hell on Earth =========================================================================== Chocolate Doom is free software, covered by the GNU General Public License. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. You are welcome to change and distribute copies under certain conditions. See the source for more information. =========================================================================== M_Init: Init miscellaneous info. R_Init: Init DOOM refresh daemon - [.......R_GenerateLookup: column without a patch (BIGDOOR6) R_GenerateLookup: column without a patch (BIGDOOR7) R_GenerateLookup: column without a patch (SW1CMT) R_GenerateLookup: column without a patch (SW1WOOD) R_GenerateLookup: column without a patch (SW2CMT) R_GenerateLookup: column without a patch (SW2WOOD) R_GenerateLookup: column without a patch (WOOD3) R_GenerateLookup: column without a patch (WOOD4) R_GenerateLookup: column without a patch (WOOD5) ............................... P_Init: Init Playloop state. I_Init: Setting up machine state. NET_Init: Initialise network subsystem. S_Init: Setting up sound. D_CheckNetGame: Checking network game status. startskill 2 deathmatch: 0 startmap: 1 startepisode: 1 player 1 of 1 (1 nodes) Emulating the behavior of the 'Doom 1.9' executable. HU_Init: Setting up heads up display. ST_Init: Init status bar. Error: Bad V_DrawPatch Abort trap brandon-maceacherns-mac-mini:~/chocolate-doom Brandon$
  21. evildragon

    Chocolate Doom

    PrBoom on Mac does it also. Btw, is there a way to change the resolution on Chocolate Doom? Because Macs don't really have 320x200, 320x240, and 640x400, and when it does 640x400 double-pixeled, it really shows up as a wide-screen image on a 640x480 VGA signal. So the aspect ratio is lost anyway.. So I was hoping for 640x480 double-pixeled.. (i noticed that the PC version could do the double-pixel stuff.. and on the title-screen before the crash on the mac, i could see the wide-screen image as it appeared to run in a 640x400 res.)
  22. evildragon

    Chocolate Doom

    it's a PowerPC Macintosh, G4 1.5GHz.. uname-a Darwin brandons-mac-mini.local 8.10.0 Darwin Kernel Version 8.10.0: Wed May 23 16:50:59 PDT 2007; root:xnu-792.21.3~1/RELEASE_PPC Power Macintosh powerpc
  23. evildragon

    Chocolate Doom

    yes, all my iwads are fine.. I got the Doom II one directly off the original DOS CD.. I also got my Ultimate Doom version from that disc at EB Games.. So they are both from pressed CDs, and work fine on the PC version of Chocolate Doom, and every other Mac Doom port..
  24. evildragon

    Chocolate Doom

    fraggle, I can help with the text-mode setup thing. I'm familiar with how DOS displays text, and I can easily explain this.. In real DOS mode, you get the text characters from the VGA BIOS (the actual ROM on the VGA card itself). In Windows window-mode, it is a true type font or a system bitmapped font. On a computer with an MCGA graphics chip (now those were the days ;) ), the DOOM setup program does NOT have those lines, in real DOS mode. so, trying to perfect it would be hard, as on each computer, it could look possibly different, depending on your VGA card, or DOS TSR that replaces the VGA BIOS fonts. Now, hopefully you or someone can help me with Chocolate Doom on a Mac. I use CD on my windows laptop, but my desktop is a Mac and would love to use it on it.. Here's my post on another Doom forum (i accidentally thought you were on that forum) here is the error.. i can see the title screen, but as soon as I press Escape, it just blanks out.. Last login: Wed Aug 29 06:13:24 on ttyp1 Welcome to Darwin! brandon-maceacherns-mac-mini:~ Brandon$ cd desktop brandon-maceacherns-mac-mini:~/desktop Brandon$ cd doom2 brandon-maceacherns-mac-mini:~/desktop/doom2 Brandon$ ./chocolate-doom Chocolate Doom 0.2.0 Z_Init: Init zone memory allocation daemon. zone memory: 0x59e7000, 1000000 allocated for zone DEH_Init: Init Dehacked support. V_Init: allocate screens. M_LoadDefaults: Load system defaults. saving config in /Users/Brandon/.chocolate-doom/default.cfg W_Init: Init WADfiles. adding doom2.wad =========================================================================== DOOM 2: Hell on Earth =========================================================================== Chocolate Doom is free software, covered by the GNU General Public License. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. You are welcome to change and distribute copies under certain conditions. See the source for more information. =========================================================================== M_Init: Init miscellaneous info. R_Init: Init DOOM refresh daemon - [.......R_GenerateLookup: column without a patch (BIGDOOR6) R_GenerateLookup: column without a patch (BIGDOOR7) R_GenerateLookup: column without a patch (SW1CMT) R_GenerateLookup: column without a patch (SW1WOOD) R_GenerateLookup: column without a patch (SW2CMT) R_GenerateLookup: column without a patch (SW2WOOD) R_GenerateLookup: column without a patch (WOOD3) R_GenerateLookup: column without a patch (WOOD4) R_GenerateLookup: column without a patch (WOOD5) ............................... P_Init: Init Playloop state. I_Init: Setting up machine state. NET_Init: Initialise network subsystem. S_Init: Setting up sound. D_CheckNetGame: Checking network game status. startskill 2 deathmatch: 0 startmap: 1 startepisode: 1 player 1 of 1 (1 nodes) Emulating the behavior of the 'Doom 1.9' executable. HU_Init: Setting up heads up display. ST_Init: Init status bar. Error: Bad V_DrawPatch Abort trap I built it exactly as I was told from the website, and have the developer tools installed. I have OS X 10.4.10... Oh, and it does this no matter what IWAD I use, be it Doom 2 or Ultimate Doom... Also, the titlescreen lacked music. I also waited for the Doom Demo to run, and it crashes with the same problem too... (btw, your original port, is awesome! exactly how i remember the DOS version)
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