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	<title>
	Comments on: Quake &#038; QuakeWorld for MS-DOS update	</title>
	<atom:link href="https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/feed/" rel="self" type="application/rss+xml" />
	<link>https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/</link>
	<description>Fun with Virtualization</description>
	<lastBuildDate>Mon, 31 Oct 2011 15:26:50 +0000</lastBuildDate>
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	<item>
		<title>
		By: neozeed		</title>
		<link>https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/comment-page-1/#comment-2488</link>

		<dc:creator><![CDATA[neozeed]]></dc:creator>
		<pubDate>Mon, 31 Oct 2011 15:26:50 +0000</pubDate>
		<guid isPermaLink="false">https://virtuallyfun.com/?p=1564#comment-2488</guid>

					<description><![CDATA[in vid_ext.c Its best to have the Palette work done by the VGA method not the SVGA interrupt (which fails....)

change

vesa_modes[nummodes].setpalette = VID_SetVESAPalette;
to
vesa_modes[nummodes].setpalette = VGA_SetPalette;

So now if I jump into the LAVA on start.bsp then re-spawn my world isn&#039;t red shifted...  And I&#039;ve tested with Virtual PC 2007 sp1, and I have all kinds of awesome SVGA modes, and best of all is that they work!!!!]]></description>
			<content:encoded><![CDATA[<p>in vid_ext.c Its best to have the Palette work done by the VGA method not the SVGA interrupt (which fails&#8230;.)</p>
<p>change</p>
<p>vesa_modes[nummodes].setpalette = VID_SetVESAPalette;<br />
to<br />
vesa_modes[nummodes].setpalette = VGA_SetPalette;</p>
<p>So now if I jump into the LAVA on start.bsp then re-spawn my world isn&#8217;t red shifted&#8230;  And I&#8217;ve tested with Virtual PC 2007 sp1, and I have all kinds of awesome SVGA modes, and best of all is that they work!!!!</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: neozeed		</title>
		<link>https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/comment-page-1/#comment-2486</link>

		<dc:creator><![CDATA[neozeed]]></dc:creator>
		<pubDate>Mon, 31 Oct 2011 14:33:30 +0000</pubDate>
		<guid isPermaLink="false">https://virtuallyfun.com/?p=1564#comment-2486</guid>

					<description><![CDATA[Yeah more &amp; more updates, and of course the laundry list here... http://www.inside3d.com/qip/q1/qfix.htm]]></description>
			<content:encoded><![CDATA[<p>Yeah more &#038; more updates, and of course the laundry list here&#8230; <a href="http://www.inside3d.com/qip/q1/qfix.htm" rel="nofollow ugc">http://www.inside3d.com/qip/q1/qfix.htm</a></p>
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		<item>
		<title>
		By: Frank		</title>
		<link>https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/comment-page-1/#comment-2473</link>

		<dc:creator><![CDATA[Frank]]></dc:creator>
		<pubDate>Mon, 31 Oct 2011 05:20:15 +0000</pubDate>
		<guid isPermaLink="false">https://virtuallyfun.com/?p=1564#comment-2473</guid>

					<description><![CDATA[Haha, too bad it was all related to something entirely unrelated.  Gotta update your post now to say it connects properly to all servers that you&#039;re aware of.

Also, just be sure to raise MAX_SOUNDS and MAX_MODELS from 256 to 1024 and our codebases are the same as far as I&#039;m concerned.]]></description>
			<content:encoded><![CDATA[<p>Haha, too bad it was all related to something entirely unrelated.  Gotta update your post now to say it connects properly to all servers that you&#8217;re aware of.</p>
<p>Also, just be sure to raise MAX_SOUNDS and MAX_MODELS from 256 to 1024 and our codebases are the same as far as I&#8217;m concerned.</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: neozeed		</title>
		<link>https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/comment-page-1/#comment-2468</link>

		<dc:creator><![CDATA[neozeed]]></dc:creator>
		<pubDate>Mon, 31 Oct 2011 04:05:24 +0000</pubDate>
		<guid isPermaLink="false">https://virtuallyfun.com/?p=1564#comment-2468</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/comment-page-1/#comment-2464&quot;&gt;Frank&lt;/a&gt;.

In OS/2 I do it this way.... oddly enough directly manipulating the hardware.... :)

void    VID_SetPalette (unsigned char *palette)
{
int i;
int shiftcomponents;

shiftcomponents=2;
_outp8(0x3c8,0);
for(i=0;i&lt;768;i++)
        _outp8(0x3c9,palette[i]&gt;&gt;shiftcomponents);
}]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/comment-page-1/#comment-2464">Frank</a>.</p>
<p>In OS/2 I do it this way&#8230;. oddly enough directly manipulating the hardware&#8230;. 🙂</p>
<p>void    VID_SetPalette (unsigned char *palette)<br />
{<br />
int i;<br />
int shiftcomponents;</p>
<p>shiftcomponents=2;<br />
_outp8(0x3c8,0);<br />
for(i=0;i&lt;768;i++)<br />
        _outp8(0x3c9,palette[i]>>shiftcomponents);<br />
}</p>
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		<item>
		<title>
		By: Frank		</title>
		<link>https://virtuallyfun.com/2011/10/28/quake-quakeworld-for-ms-dos-update/comment-page-1/#comment-2464</link>

		<dc:creator><![CDATA[Frank]]></dc:creator>
		<pubDate>Mon, 31 Oct 2011 00:50:00 +0000</pubDate>
		<guid isPermaLink="false">https://virtuallyfun.com/?p=1564#comment-2464</guid>

					<description><![CDATA[Any clues on the palette issues?]]></description>
			<content:encoded><![CDATA[<p>Any clues on the palette issues?</p>
]]></content:encoded>
		
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