On Sat, 28 Jul 2001, Matt wrote:
> On Sat, 28 Jul 2001, Christoph Reichenbach wrote:
> >
> > > The real real *real* problem seems to be that somewhere before
> > > gfxwop_dyn_view_draw(), the cel passed goes wrong. The cel
> > > parameter passed into this function contain different values after
> > > a certain point, as indicated by the asteriks below:
> > Anyway, even if the cel was invalid, the gfx subsystem should fail
> > gracefully. It shouldn't write over the border of the visual area either,
> > since we're supposed to do clipping in the operational layer.
> I agree. The end problem is that, in the crossblit_32 function,
> priority_buffer is read beyond it's bounds because the loop is iterated
> through too many times. That happens because yl is a larger value (for
> some reason) in fullscreen mode.
>
> I'll try some other games.
KQ4 logo screen exhibits same behaviour: the cel value between fullscreen
and windowed mode is different:
windowed:
cel=0 cel=1 cel=2 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=1
cel=1 cel=2 cel=2 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0
cel=0 cel=1 cel=0 cel=0 cel=0 cel=1 cel=0 cel=0 cel=0 cel=1
cel=0 cel=0 cel=0 cel=1 cel=0 cel=0 cel=0 cel=1 cel=0 cel=0
cel=0 cel=1 cel=0 cel=0 cel=0 cel=1 cel=0 cel=0 cel=0 cel=1
fullscreen:
cel=0 cel=1 cel=2 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=1
cel=1 cel=2 cel=2 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0
cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0
cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0
cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0 cel=0
I'm attempting to investigate this further.. will probably send a followup
email tonight.