
- DOSBOX WINDOWS 3.1 GPF ERROR UPDATE
- DOSBOX WINDOWS 3.1 GPF ERROR CODE
- DOSBOX WINDOWS 3.1 GPF ERROR DOWNLOAD
Just change the paths and if you are not targeting *.com files then change the /t switch accordingly. So each time I hit the enter on any asm file it will compile. I compiled it with Volcov commander extension script vc.ext like this: !.! !.obj /t !.obj Then place it to your *.com file and run. So take any image up to 800圆00 convert it to 256 color PCX with palette and rename it to image.pcx. Pcx: pusha decode pcx at ds:si to es:di cx = PCX sizeĭec correct next screen line position if end of PCX line Vesapag:pusha al=page switch vesa video page window A Mov cx,64000 some max value to fit into DS segment It simply loads file image.pcx and displays it on VESA then wait on key hit end exit. I did not add any checks or error messages. The image must fit into screen and its file size must be less than 64 KByte !!!
DOSBOX WINDOWS 3.1 GPF ERROR CODE
I removed the old code example and instead I created compilable and working 8bit PCX with color palette viewer in TASM. The original tool just plain ran the program and waited for it to complete.
DOSBOX WINDOWS 3.1 GPF ERROR UPDATE
It has text menues, binary file access, 320x200 sprite graphics, 3 human players This is an update to the RunExit tool I created a few years ago for Windows 3. What is the best way to move an object on the screen?.Newer files like LFN, Calmira, Real Player, and F-Prot are located near the bottom of the page. I have a lot of Windows 3.x resources stored on tape backup and CD-R, prolly 30gig of stuff dating back to the early 80s.
DOSBOX WINDOWS 3.1 GPF ERROR DOWNLOAD
Here another game example ( TASM) which uses own image file-format: Windows 3.x Resources 3.1 3.11 WfWG Download Files If you need something that is not here, email me at, include 'Windows 3.1 site' in the subject. (the routines to change VGA palette are included in the source you just need to extract the RGB values from PCX I think it was at the end of file) Look here:įor more info about MS-DOS game programing see PCGPE 1.0 This PCX loader however does not use palette from the image so you need to encode it. Now to visualize the image you would have to copy es:di content into VideoRAM (assuming A000:0000) for example with rep movsd or you can set es:di to it in the first place (but that could flicker). Beware it does support just 64 KByte size limit !!! It decodes loaded PCX file from memory ds:0 to raw VGA image at es:di. If it’s a DOS file, you can just change to the drive and directory it’. codeZ:> mount c c:yourdirectory /codeAfter that, it depends on the executable.
