Chibisteven, on 04 April 2015 - 02:36 PM, said:
Otherwise I love everything. I haven't been able to run 1996 PC version of Sonic CD since the last time I had a working Windows 98 Second Edition machine. I haven't been able to run Sonic 3D Blast since I last had a working Windows XP machine. Both of which are long gone. And Sonic & Knuckles Collection wouldn't terminate on it's own, I had to CTRL+ALT+DEL and end the process, now I can close the application and it terminates correctly. It's just the Microsoft Synthesizer (I hate that thing to hell) keeps dropping notes and SMPS that another person wrote has no lowpass filter option.
Thanks for your feedback! I had the same problem with Sonic & Knuckles Collection not terminating properly, I mentioned it here before. It happens because when the game shuts down, it calls FreeLibrary to unload the music library MIDIOUT.DLL from memory, but for some reason, that causes an access violation in MIDIOUT.DLL. I found out that by calling the "initialize" function of MIDIOUT before freeing, the error won't happen.
I will try to tackle Sonic R, but I can't say when.
Concerning Sonic & Knuckles Collection and Sound Blaster FM: I don't feel that's my department. The game has outsorced its complete music to the mentioned MIDIOUT.DLL library, whose interface is known. So, anyone could relatively easily create a compatible replacement for it to change everything about the music.
MainMemory, on 04 April 2015 - 04:52 PM, said:
It turns out I could add it, and it's in the latest download. The function is defined as void SetVolume(double volume).
Unfortunately, I'm still getting the problem with the games acting as if Up is held while joystick control is enabled, also it's got the Start/A/B/C buttons set to the D-pad, which is a common issue with this controller for some reason.
Great! By the way, I found another small issue with SMPSOUT: it expects that there's a MIDIOUTY.DLL. If there isn't, and you have a track configured to use the MIDI version, the game will crash. I think SMPSOUT should check first whether MIDIOUTY.DLL exists, and if it doesn't, use MIDIOUT.DLL instead.
Weird issue with your controller. I hope it'll work better once I have completed the new joystick handling code.
In other news, I got Bug! working, but it's not release-worthy yet (doesn't play its videos and music yet). The game lives up to its name and has a nasty bug in its DirectDraw initialization code, writing to a memory object that is allocated only later. But that's not actually what prevented it from running. As usual, it wants a 256 color video mode and also refuses to run in video modes wider than 1024 pixels. I guess they did this for performance reasons, but it was quite short-sighted, after all processing power is known to increase with each new CPU generation.
The nice thing is that the software 3D engine scales, so instead of playing it
like this (internal resolution: 320x240, stretched to 1920x1200) (or
with halftone stretching, which is usable here, as the game runs at 30 fps, not 60), you can play it
like this (internal resolution: 1920x1200). The textures and sprites are still awfully low-res up close, but they look nicer in the distance and the polygons are sharp.
Bug! also has a hidden cheat code: in the Help / About dialog box, there's an invisible edit field that is supposed to capture key input. If you typed "babyseals", it should activate a cheat menu entry with a few options. However, I don't see any way to give input focus to that edit field so that it would actually receive keypresses. Maybe it worked in older Windows versions. Anyway, I can easily activate that cheat menu by other means.
This post has been edited by Korama: 05 April 2015 - 03:52 PM