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Opcode galaxy mac emulator
Opcode galaxy mac emulator








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  1. OPCODE GALAXY MAC EMULATOR CODE
  2. OPCODE GALAXY MAC EMULATOR SERIES

Right now the Minilauncher is very primitive and a quick hack to support this one single game, but we plan to improve it later to a more reusable launch tool, probably similar to Apple’s old MiniFinder, to use as a stopgap tool for the first general-purpose version of M.A.C.E. For this purpose, we hacked very quickly a “MiniLauncher” tool, which allows not only selecting the launch application, but also passing a document in launch parameters – which is required to show the finale (as clicking “Show finale” on Macs actually launches “prologue – finale” application passing the “Show finale” as opened document to it). On real Macs they were opened using Finder, but we needed to have an easy-to-use way to open them when running the emulator from the single-click app bundle. The original game used a separate application for prologue, and also a dynamically generated file for viewing the finale after completing the game.

OPCODE GALAXY MAC EMULATOR CODE

Most of code needed to support running The Fool’s Errand was already implemented long time ago, but one of the most important things, a way to display the prologue and finale was missing. Minor fixes to allow streaming of The Fool’s Errand With these fixes, this particular Marathon terminal is now working without crashes – and looks identical to the one on real Macs: The previously crashed Marathon terminal that works now

  • TESetStyle was calling TESelView with an invalid pointer.
  • In styled text line height table handling code, the code that was used to zero newly added line heights (when adding new lines) was not working properly in the case number of lines was reduced (causing it to try to clear a negative number of lines, wrapping around to a crazy number).
  • There were two critical fixes in the TextEdit, one of which caused at least one of Marathon terminals to crash: However, in some cases, clicks are still present in the audio, mostly due to the way how original hardware handles square-wave and sampled sound as a mix of both unsigned and signed 8-bit samples (that is, square wave sound amplitude ranges from 0 to 255, while in same buffer, sampled sounds are in range -128 to 127, with different “silent” baseline level. By allocating the SDL2 audio buffer in default native format (usually 44100hz), and upsampling the audio data in emulator, most of this problem was eliminated. Even though it worked on Mac Pro, for example on M1 Macs it caused the audio in other applications to start cracking and breaking up. Originally the audio buffer with 22255 Hz sample rate was passed directly to SDL2, which caused some problems as some systems were not able to handle that format very well.

    opcode galaxy mac emulator

    OPCODE GALAXY MAC EMULATOR SERIES

    There has however been some bits of progress, which are summarized in this post:Įven though Sound Manager support is still under development (with relatively good progress), the audio support for “Classic” type audio (that is, the emulation of audio hardware of Mac 128K through Plus/SE/Classic series machines) has been improved a bit. For the past half year progress has been a bit more slower than usually, mostly due to Toni being busy with the daily work, playing around on Twitch, and experimenting with his retro raycaster 3D engine prototype, while Pekka has been busy with work and private stuff.










    Opcode galaxy mac emulator