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Mail Archives: djgpp/1999/09/06/16:19:55

From: "Damian Yerrick" <die DOT spammers AT pineight DOT 8m DOT com>
Newsgroups: comp.os.msdos.djgpp,comp.sys.mac.programmer.games
Subject: Re: Allegro unicode; Volunteers for mac wrapper needed
Date: Mon, 6 Sep 1999 14:52:02 -0500
Organization: Rose-Hulman Institute of Technology
Message-ID: <7r1642$h10$1@solomon.cs.rose-hulman.edu>
References: <8D53104ECD0CD211AF4000A0C9D60AE30162E5E0 AT probe-2 DOT acclaim-euro DOT net>
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Shawn Hargreaves <ShawnH AT Probe DOT co DOT uk> wrote in message
news:8D53104ECD0CD211AF4000A0C9D60AE30162E5E0 AT probe-2 DOT acclaim-euro DOT net...
> Damian Yerrick writes:
> > So how will I load a 16-bit Unicode font? 8-bit fonts are already
> > huge enough, and now we'll be making them 256 times bigger?
>
> It's a sparse font format, so you only include the character ranges
> that you are actually interested in using.

So if a script (Feanorian-Tengwar, Klingon, etc.) isn't
officially supported in the Unicode standard...

> Download the latest WIP code and try it out: the
> grabber has lots of functions for creating
> and manipulating multi-range fonts.

Does the Dat.exe grabber also have these features? I'm
not used to the GUI grabber because it tends to be
unstable on my

: What does it say?

Is the current WIP stable enough for me to upgrade now?

>8 (scissors applied here)
> > Anyone know how to port an Allegro game to Macintosh? (I want
> > to turn DOSArena into MacArena.)
>
> At least from my point of view, the nicest way would be to do a
> Mac port of Allegro. That is probably rather more work than just
> converting your code to use some other Mac-specific libs (I don't
> know enough about the Mac to comment on what is available there),

Any volunteers?

> but once you ported Allegro, lots of other software would then be
> usable there pretty much for free. The current WIP code already
> gives almost 100% source level compatibility between DOS
> (djgpp and Watcom), Windows, and Linux, with BeOS support
> on the way, and it would be very cool to add some Mac code as
> well. If you are interested in this, grab the latest code and have a
> look around: it has been very heavily reorganised since the 3.1
> versions, so although you would of course have to write Mac-
> specific versions of all the hardware and OS access functions,
> a majority of the code is now entirely portable and kept
> separate from the machine dependent parts. Most relevantly
> for you, it no longer depends on any gcc-isms, and
> there are C alternatives to all the asm drawing code,

including the tweaked modes? Or do they run in a window?

> so at least some things that don't do any hardware access
> (like the dat archiver utility) should build pretty much out of
> the box...

BTW, which Windows tool do you suggest for use with Allegro
under Win32? My laptop came with M$ Visual C++, and I have
successfully downloaded and configured RSXNTDJ 1.50.


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