Sorry, been busy...
> You are right, it is not:(
[...]
> No need: I explicitly stated in brackets that it doesn't fix page faults
> (neither at startup nor at runtime).
[...]
> This patch touches only vm86 part of the kernel, which is used *only* by
> dosemu. So even if the patch is incorrect, it will break only dosemu.
> But it will not fix your problem anyway, so...
Phew! OK, I won't. Thanks for saying so, that puts me greatly at ease. =)
> BTW, your program (MegaZeux) uses DPMI, right? In this case
> you are out of luck, I suppose, as there is currently no
> active DPMI maintainer AFAIK.
> And if it doesn't use DPMI, it is worth to have a look at.
[Later...]
> Hmm, it doesn't seem to use DPMI and the crash is really 100%
> reproduceable - very good point to get it fixed:)
> I'll have a closer look at it within a few days (if noone will
> do it sooner:) to see what the problem is and if it is possible
> to do somethihg with it...
[STILL later...]
> Try the attached patch.
> Delimiting the output buffer length for int 2f, ax=1123 to
> 128 (Ralf Brown), avoids a memory corruption when the
> program passes junk instead of the path to redirector.
EGADS! The menu loads! =D
However...Some of the modules I load have unexpected results under the
"SoundBlaster Pro" card setting. For instance, try loading "CV_BOSS.MOD"
(From the included Caverns of Zeux game) with that card: After about
five seconds, MZX crashes back to the prompt with a Divide Error, which
doesn't happen in pure DOS. (Other modules included with other MZX games
do other things, from MZX crashing to the prompt with a garbage error to
causing DOSEMU to crash with a "general protection at 0x789ca:
31"...Weird. Wasn't able to get debug data from the later, though...It
only happened once...)
Not sure why, but I'm pretty sure these results only happen with
SBPro, not SB1.xx/2.xx. (Debug output doesn't look substantial enough
for me to pick out anything here to explain it, either.) Well, I can
live with it. This is a FAR from a fatal flaw. =)
Thanks, this is a HUGE coup for me! All that's needed to get MZX
working fully under X now is a dynamic font facility instead of just a
static .pcf, but it's not really needed for game debugging and I'm sure
it's not going to happen anytime soon anyway. (For those interested on
the list, though, there IS GPLed starter code for such a thing-Similar
to the way vmware emulates fonts, sans scale changes-In the
unfinished/unmaintained MegaZeux 2.7 codebase on SourceForge's megazeux
project. It adjusts to internal font changes pretty much without flaw,
though it doesn't do palettes like xdos does, but apart from that...)
Mr. Sergeev, you rule. Thank you SO much! May all your future
submitted patches be applied! =D
- D. Caswell / Megas of Vecanti - email [EMAIL PROTECTED]
"This calls for a very special blend Jabber [EMAIL PROTECTED]
of psychology and extreme violence." ICQ 19943038
-Vyvyan, "The Young Ones" AIM MegasofVecanti
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