Hi,
> >Also note that I think HQ uses a separate set of sound resources (100+) for
> >tandy and the pc speaker. However, I don't know of any way the interpreter
> >could distinguish between them and thus decide which device to use, unless
> >CHECK_DRIVER returns different values on those platforms.
>
> I'll assume that CHECK_DRIVER relates to driver subfunction 0. If this is
> the case, it could be returning the maximum polyphony for the loaded driver
> or the resource number for the appropriate patch. Either could be used to
> make the distinction you see in HQ.
Ah! We don't return anything there ATM; I thought this was used just to initialize
sound objects. Thanks!
OK, I guess we have another bug... ;-)
(BTW: The commands to sound handle 0 probably come from ksound.c, line 122: If
only one parameter is specified, the obj address is set to zero. We should
check against argc==1 in the relevant functions).
(Could someone with a DOS box please check which of those two possibilities
it is? Decompressing script 0 and altering it to do
push0
callk 0x57 ; SetDebug
push1
push0
callk 0x31 02 ; DoSound
(or "76 43 57 00 78 76 43 31 02")
in Game::init() should do the trick.)
llap,
CHristoph
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