First off, I'd like to thank everyone who has put any work into DOSEmu. It's a great program, and has allowed me to play some old gems that I haven't been able (for various reasons) to play for years!

Specifically, my favorite game of all time (still my favorite even compared to more recent games in its genre) is Star Command Revolution, and for the first time in over a year, I was able to get more than one instance of the game to communicate via IPX broadcast, and battle my siblings. ;)

I'm using 1.2.0, the tun/tap network interface, lsl, ipxodi, pdether, bridged ethernet driver, and other stuff I can't remember to get the network functioning, and it works great. No lag, and it interfaces with instances of the game running on both DOS and under DOSEmu.

I've only got one problem... DOSEmu allows you to cheat in this game! Now, for any of you who are not familiar with real time strategy games, it is a bad thing to be able to see your opponent's moves, unless you have achived the strategic right to do so.

Hence, the 'fog of war', which obscures bits of the battlefield that you have not explored.

However, in DOSEmu, the graphics layers are not reliably drawn, and on seemingly random frames, the fog of war layer (along with the mouse cursor, and other random things) is not drawn. This poses a slight strategic problem, as well as being annoying as heck.

How do I approach fixing this problem? I know somewhere between little and nothing about DOS graphics, and I know even less about the process of 'emulating' this graphics interface. What information would you need to be able to make this graphics emulation closer to the native DOS graphics? Is it possible that this is really a freedos bug? How would I track it?

I can send a copy of the game in question, although due to its size, I'm not sure how. (Its current size is ~50 megs, although I think I can make it smaller.)

Like I said, DOSEmu is great, and the community involvement that the OSS development model allows should make it even better!

Cheers
--Alex

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