1. Neil 2 error...
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I checked out Pete's Eu Zone and d/ld Neil 2. Can't get it to work in =
DOS32 or WIN32. In DOS32 it crashes with the call_back() call, stating =
that it needs EXW. Under WIN32, it crashes saying it couldn't find =
"DeleteObject." The machine has Win95. What features are different in =
Neil2, I couldn't find a doc file ?
Mike Hurley
Web: http://members.xoom.com/MikesEuWeb/
EMail: mikehurley2 at netzero.net
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<DIV><FONT size=3D2>I checked out Pete's Eu Zone and d/ld Neil 2. =
Can't get=20
it to work in DOS32 or WIN32. In DOS32 it crashes with the =
call_back()=20
call, stating that it needs EXW. Under WIN32, it crashes saying it =
couldn't find "DeleteObject." The machine has Win95. What =
features=20
are different in Neil2, I couldn't find a doc file ?</FONT></DIV>
<DIV> </DIV>
<DIV><FONT size=3D2>Mike Hurley</FONT></DIV>
<DIV><FONT size=3D2>Web: <A=20
sEuWeb/</A></FONT></DIV>
<DIV><FONT size=3D2>EMail: <A=20
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2. Re: Neil 2 error...
On Sun, 3 Oct 1999 19:19:32 -0500, Mike Hurley <mikehurley2 at NETZERO.COM>
wrote:
>I checked out Pete's Eu Zone and d/ld Neil 2. Can't get it to work in
>DOS32 or WIN32. In DOS32 it crashes with the call_back() call, stating
>that it needs EXW. Under WIN32, it crashes saying it couldn't find
>"DeleteObject." The machine has Win95. What features are different in
>Neil2, I couldn't find a doc file ?
Neil2 is still pre-release, so not really intended for mass consumption
yet. I made it available so people could help me get the bugs out of the
Linux side of the graphics lib. I had started on the WIN32 routines, which
are ignored in Linux, but fail due to not having call_back under DOS. I've
moved the call to call_back to inside the WIN32 specific section, but I seem
to remember there were a few other problems. I'll post the fixed version
once I get the WIN32 section mostly working. The Linux part seems fairly
mature, it can run full-screen using SVGAlib.so or in an X11 window. I
wanted to make it run X11 full-screen, but the XF86_DGA library isn't
available in shared object form.
I haven't gotten around to rewriting the docs yet, because the routines are
still being changed around alot. New features include some neat color
blending and addition blits for both rectangles and rle sprites. The new
blits use a lookup table for 8-bit modes, and all others (15,16,24,32)
manipulate the rgb parts of the color directly. The alpha_blit routines add
the RGB components together and then divide by 2, performing a nice 50%
source and destination mix. The blend_blit routines just add the RGB values
together and clip them at the maximum value, to keep the color from rolling
over to zero.
>Mike Hurley
>Web: http://members.xoom.com/MikesEuWeb/
>EMail: mikehurley2 at netzero.net
>
Regards,
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