Category Archives: Toolbox

GWorlds and PixPats

Since the last update, there has been progress on many features, but especially on the following ones to highlight:

GWorlds

The GWorld routines are practical utility functions for easy creation and handling of off-screen color ports, relieving the developer from a lot of mundane tasks for allocating the memory structures and house-keeping them. In the old “classic” QuickDraw, the developers were forced to do all this by themselves, but on other hand, the old-style QuickDraw had a lot less complexity and fewer data structures. The color QD requires maintenance of PixMap structures, and possibly “fake” GDevice handles with unique color tables and inverse color lookup tables, etc. The routines which color version were implemented this time were (* indicates ones that previously existed for “classic” QD’s GWorld wrappers):

  • NewGWorld
  • LockPixels*
  • UnlockPixels*
  • DisposeGWorld
  • GetGWorld
  • SetGWorld
  • CTabChanged
  • AllowPurgePixels
  • NoPurgePixels
  • GetPixelsState
  • SetPixelsState
  • GetPixBaseAddr
  • GetGWorldPixMap

The games which benefitted most of the new GWorld routines were Wolfenstein 3D, SimCity 2000 and Civilization. It is also possible other games are utilizing them, but these were the ones first encountered in the test suite:

Wolfenstein 3D

PixPat support

Another new feature added in the color QuickDraw are the PixPat patterns. As old QuickDraw only allowed 1-bit monochrome patterns, these PixPats have much more flexibility allowing multi-color patterns and also higher resolutions (most commonly seen as powers-of-two from 8 to 64 pixels, and up to 256 colors, although the PixPat data supports also “direct” pixel data).

The interesting feature of these “pixel patterns” is the fact that they actually use regular PixMap data as the pattern storage, so that a lot of internal routines for PixMap manipulation were directly helpful in the implementation of the color patterns. The most code needed for pixpat-specific drawing were the conversion to target depth (using the shader PixMap translators), and handling the special pattern modes in blitters, with repetition of pattern with variable-size dimensions.

Glider 4.0 in color

The first games requiring use of PixPats were Glider 4.0 and Siege of Darkwood – but as a nice side effect, we now also have support for using color patterns on the desktop!

Other stuff

There were also many other minor improvements, some of which include:

  • Finally a proper region-clipped color blitter (was on TODO list for a long time…)
  • 32-bit PICT pixel data support, needed for Escape Velocity
  • CopyBits & ScrollRect, for Civilization and SimCity 2000 map scrolling
  • A bunch of new blitter modes
  • Partial resouce read support for SimCity 2000
  • Abstracted resource loading as a magic “CheckLoad” vector, to make AutoDoubler-compressed applications work (the one we encountered was the color version of Lemmings)
  • MANY bug fixes and other improvements (complete list of everything at the end of this post)

New videos

Since the the last post, we have two new videos of test applications running in color mode. First is Glider 4.0, which seems to now be playable, benefitting especially from the most recent transparent arithmetic transfer mode support:

Glider 4.0 running in color mode on M.A.C.E.

Also, here’s video of Wolfenstein 3D running (the lag is from QT video capture, game itself runs quite smoothly):

Wolfenstein 3D running on M.A.C.E.

And of course as Sound Manager is not yet implemented, there is no audio in either videos.

Status of some of the color test applications

There are also some other games which are starting to get more functional in color mode, here’s a brief update on where they’re at right now:

Most of these games run nicely, but there are some common issues still to be resolved:

  • Menu drawing still need to be updated to support color mode properly
  • List Manager does not yet handle hilite mode properly
  • Scroll Bars are still rendered as monochrome versions only
  • Standard File dialogs have still issues with color mode (folder popup menu, hilite mode, etc)
  • No sound yet because of incomplete Sound Manager implementation
  • Horizontal stretching for pixmap data is not yet implemented (although vertical stretching is), so horizontally scaled text/images do not yet appear properly
  • A lot of missing blitter modes (they will be written as needed in the first pass, but will be generalized and optimized later so that all cases will be properly covered)

There are also a couple cases with application-specific problems:

  • Maelstrom is playable & smooth, but gets stuck at end of level screen probably because of missing Sound Manager Implementation
  • Civilization has a rare bug where inverse color tables appear to break down after playing the game for some time
  • SimCity 2000 has a palette manager bug where a couple of palette entries go to wrong slots, causing a couple specific colors to not display properly (mostly visible in the title screen, and “Dispatch Firefighters” map sprite)
  • Escape Velocity gets to main menu, but crashes due to some unresolved 68k cpu emulation bugs which Pukka is investigating

The status page will be updated in the coming weeks to reflect this new status.

Full list of changes since last post

2020-04-07 00:38:42 +0300 • Add pixpat patOr mode for color rectangle blitter
2020-04-07 00:31:42 +0300 • Add srcBic support to color rectangle blitter
2020-04-07 00:30:52 +0300 • Fix outline/shadow text style in color text render
2020-04-06 21:29:15 +0300 • Do 68K VM stack guard magic check for native fra..
2020-04-06 01:07:31 +0300 • Set bg color in SetWinColor, fix Siege of Darkwood
2020-04-06 00:39:03 +0300 • Fix crash when decoding pixpats from PICT resource
2020-04-05 23:10:26 +0300 • Fix GetPalette bitmasking (missing window redraws)
2020-04-05 05:21:26 +0300 • Indexed transparent arithmetic region renderer
2020-04-05 04:39:00 +0300 • Indexed transparent arithmetic rectangle renderer
2020-04-05 03:22:26 +0300 • Indexed transparent arithmetic scanline renderer
2020-04-04 16:53:34 +0300 • Clean up old commented-out legacy code
2020-04-04 16:52:27 +0300 • Handle undefined EnvDefaultColorDepth case
2020-04-04 16:51:21 +0300 • Handle arithmetic mode setup for color mapping
2020-04-01 22:24:46 +0300 • Update test desktop background pattern
2020-04-01 03:01:26 +0300 • Color desktop ppat (forced on for now for testing)
2020-04-01 02:47:14 +0300 • Fix 8x8 pixpat expansion
2020-04-01 01:59:00 +0300 • Implement (mostly) pixpat conversion & rendering
2020-04-01 01:57:35 +0300 • Separate pixel translation from stretch blitter
2020-04-01 01:43:46 +0300 • Clear CGrafPort refs to pixpat in DisposePixPat
2020-03-30 16:59:25 +0300 • Add (partial) FillCRect/Oval/Arc/Rgn/Poly
2020-03-30 16:00:04 +0300 • Add EnvDefaultColorDepth for app-specific default
2020-03-30 15:32:31 +0300 • Fix region masking bug of diagonal Line/LineTo
2020-03-30 15:30:07 +0300 • Fix ErasePoly (typo from copy-paste)
2020-03-30 11:53:03 +0300 • Fix right-to-left color rectblit & right-edge mask
2020-03-30 04:57:07 +0300 • Add srcXor mode for non-colorizing stretch blitter
2020-03-30 04:54:25 +0300 • Color QD version of polygon operations
2020-03-30 04:47:10 +0300 • Add region-clipped color blitter & fix LOT of bugs
2020-03-30 04:44:10 +0300 • Fix invalid masking in srcCopy in translating blit
2020-03-30 01:18:15 +0300 • Fix iteration of region 3-only non-rect case
2020-03-28 21:53:06 +0200 • Fix inverted hilite flag check in colorized WDEF 0
2020-03-27 21:39:58 +0200 • Fix TextEdit locals saved forecolor overlap bug
2020-03-27 20:45:13 +0200 • Add color support also to WDEF 0 zoom box drawing
2020-03-27 19:34:27 +0200 • Add color support to WDEF 0 growbox drawing
2020-03-27 16:36:51 +0200 • Add (partial) color QD support for ScrollRect
2020-03-27 15:18:16 +0200 • Add Loony Labyrinth test app to CMake JSON configs
2020-03-27 15:17:43 +0200 • Implement SaveFore/Back & RestoreFore/Back
2020-03-27 02:46:11 +0200 • Fix (again) AnimatePalette
2020-03-27 01:36:19 +0200 • Set default palette in GetNewWindow/GetNewCWindow
2020-03-26 23:12:07 +0200 • Implement ReadPartialResource in ResourceDispatch
2020-03-26 22:26:03 +0200 • Fix HCreateResFile (dirID mishandled)
2020-03-26 21:02:04 +0200 • Improve StdText CGrafPort/GWorld compatibility
2020-03-26 21:00:46 +0200 • Fix CloseResFile stack frame mismatch
2020-03-26 20:11:11 +0200 • Implement SetPixelsState and AllowPurgePixels
2020-03-26 19:54:40 +0200 • Implement GetPixelsState selector in QDExtensions
2020-03-26 19:46:06 +0200 • Implement SetGWorld selector in QDExtensions
2020-03-26 19:33:15 +0200 • Implement GetGWorldPixMap selector in QDExtensions
2020-03-26 19:16:17 +0200 • Implement GetGWorld in QDExtensions
2020-03-26 19:12:42 +0200 • Implement Palette2CTab
2020-03-26 18:45:36 +0200 • Add SimCity 2000 test app to CMake JSON configs
2020-03-26 17:24:03 +0200 • CopyBits improvements (fix Escape Velocity crash)
2020-03-26 02:59:02 +0200 • Add 32-bit to indexed color conversion to blitter
2020-03-26 02:57:00 +0200 • Fix rgb PICT data unpack for rowBytes > 250
2020-03-26 02:56:00 +0200 • Implement DisposeCIcon
2020-03-25 22:09:57 +0200 • Support 'PICT' packType=4 RGB data (run-packed)
2020-03-25 20:45:05 +0200 • Start collision check from current link, not next
2020-03-25 19:08:43 +0200 • Fix color blitter for <=32bit wide transfers
2020-03-25 18:35:49 +0200 • Conditionalize Paletter Manager debug log output
2020-03-25 18:34:59 +0200 • Handle collisions in inverse color table lookup
2020-03-25 14:08:12 +0200 • Validate input in SetEntries & clear cached fonts
2020-03-25 03:01:34 +0200 • Fix UInt16/SInt16 RGB delta bug in palette update
2020-03-25 01:13:22 +0200 • Add missing A6 setup for the CheckLoad wrapper
2020-03-25 01:05:40 +0200 • Add secret "CheckLoad" hook (AutoDoubler support)
2020-03-25 00:57:35 +0200 • Add color Lemmings JSON to CMake test apps configs
2020-03-24 22:34:47 +0200 • Clamp cursor hotspot between [0, 15]
2020-03-24 22:34:15 +0200 • Fix color CopyBits thePort/dstBits comparison bug
2020-03-24 19:55:58 +0200 • Extract color QD rect blitter to own module
2020-03-24 19:30:09 +0200 • Implement DisposeGDevice (used in DisposeGWorld)
2020-03-24 14:47:56 +0200 • Implement color QD version of ClosePort
2020-03-24 04:24:57 +0200 • Unreserve palette entry when cleared (single GD)
2020-03-24 04:23:41 +0200 • Set MemErr to noErr in ReservMem on success
2020-03-24 02:35:37 +0200 • Fix negative dstLeft corruption @ B/W stretch blit
2020-03-23 21:01:59 +0200 • Implement DeleteMCEntries
2020-03-23 20:50:33 +0200 • Paint window (and invalidate) on ActivatePalette
2020-03-23 20:49:14 +0200 • Draw desktop pattern for PaintOne(nil) case
2020-03-23 20:44:03 +0200 • Fix AnimatePalette for srcIndex > 0 cases
2020-03-23 01:41:36 +0200 • Fix GetCatInfo bug by previous fix (non-WDCB case)
2020-03-23 01:27:40 +0200 • Minor menu color entry manipulation tweaks
2020-03-23 01:25:58 +0200 • Fix monochrome QD compilation error
2020-03-22 23:36:53 +0200 • Implement SetEntryColor
2020-03-22 23:24:53 +0200 • Implement GetPalette trap for Palette Manager
2020-03-22 22:09:37 +0200 • Extract PaletteDispatch routines to own C module
2020-03-22 21:42:58 +0200 • Add Ultimate Doom test app to JSON configs
2020-03-22 21:42:24 +0200 • Add CTabChanged and (partial) DisposeGWorld
2020-03-22 07:33:06 +0200 • Give more CPU time for 68020+ mode
2020-03-22 06:46:10 +0200 • Fix buffer size bug in NewGWorld w/ pixelDepth = 0
2020-03-22 03:55:04 +0200 • Implement FCMPS in FP68K (SANE) for Wolf3D
2020-03-22 03:42:46 +0200 • Improve bits opcode (9x) for non-indexed support
2020-03-22 03:37:10 +0200 • Implement NoPurgePixels selector
2020-03-22 03:36:45 +0200 • Fix unassigned pmBounds.left bug in NewGWorld
2020-03-22 02:23:21 +0200 • Implement color QD version of NewGWorld
2020-03-22 02:22:18 +0200 • Resolve WDCB to DirID in GetCatInfo ioFDirIndex>1
2020-03-21 18:50:18 +0200 • Add 'qdrw' Gestalt selector (Quickdraw features)
2020-03-21 04:44:26 +0200 • Fix pixpat opcodes in DrawPicture
2020-03-21 04:42:32 +0200 • Implement unpacked pixmap data load in DrawPicture
2020-03-21 04:40:28 +0200 • Fix CloseWD crash (ignore ioNamePtr)
2020-03-21 03:43:35 +0200 • Implement CopyPixMap
2020-03-21 02:26:20 +0200 • Fix GetPenState bug (caused gray fills everywhere)
2020-03-21 01:33:43 +0200 • Implement color QD version of ScrnBitMap
2020-03-21 01:20:54 +0200 • Hack tmp SoundBase to make Glider 4 happy in color
2020-03-21 01:19:08 +0200 • Implement color CopyMask (untested!)
2020-03-21 01:17:37 +0200 • Fix missing argument deref in color pat conversion
2020-03-21 01:16:34 +0200 • Add 'vm ' Gestalt selector (returns 0 for no VM)
2020-03-21 01:14:12 +0200 • Add HWPriv & dummy FlushData/FlushInstructionCache
2020-03-20 19:18:33 +0200 • Fix colorQD highlight bug of radio/checkbox button
2020-03-20 19:09:02 +0200 • Implement grayishTextOr mode for StdText
2020-03-20 19:07:55 +0200 • Implement GetGray selector for PaletteDispatch
2020-03-20 19:06:06 +0200 • Tweak signature of rgb delta calculation to UInt16
2020-03-20 18:20:45 +0200 • Implement patBic mode in pattern rect blitter
2020-03-20 06:22:31 +0200 • Fix StdGetPic, handle byteCount as unsigned UInt16
2020-03-20 06:20:48 +0200 • Implement GetPixBaseAddr selector in QDExtensions
2020-03-20 05:27:15 +0200 • Fix masking bug in color stretch blitter
2020-03-20 03:38:11 +0200 • Add a bunch empty dummy SoundDispatch placeholders
2020-03-20 02:57:14 +0200 • Implement QDError trap
2020-03-20 02:54:26 +0200 • Implement FSpOpenResFile and FSpCreateResFile
2020-03-20 02:52:57 +0200 • Implement HCreateResFile
2020-03-20 02:29:20 +0200 • Add semi-dummy ResolveAliasFile selector
2020-03-20 02:08:52 +0200 • Add Escape Velocity test app to cmake configs
2020-03-20 02:08:30 +0200 • Add missing file from previous commit
2020-03-20 02:08:18 +0200 • Add Pack12 & Fix2SmallFract+SmallFract2Fix+RGB2HSL
2020-03-20 00:06:06 +0200 • Fix signature of SwapMMUMode
2020-03-19 23:25:45 +0200 • Fix text styling buffer overflow in color QD
2020-03-19 23:22:36 +0200 • Apply kernMax in color font renderer
2020-03-19 19:18:59 +0200 • Update & re-seed GDevice pmTable in SetEntries too
2020-03-19 16:01:13 +0200 • 4-bit debug palette view
2020-03-19 16:00:59 +0200 • Implement SetPortPix trap
2020-03-19 01:26:06 +0200 • Add fake SwapMMUMode trap
2020-03-19 01:24:19 +0200 • Add dummy 'snd ' Gestalt selector
2020-03-19 01:23:39 +0200 • Dummy SoundDispatch (& dummy SndPlayDoubleBuffer)
2020-03-19 00:40:09 +0200 • Add Maelstrom test app to cmake configs
2020-03-19 00:39:47 +0200 • Dispose auxCtlRec also in DisposeControl trap
2020-03-19 00:29:57 +0200 • Fix 'cctb' ID=0 bug
2020-03-19 00:15:34 +0200 • Implement ProtectEntry and ReserveEntry traps
2020-03-18 23:53:47 +0200 • Fix RS stack frame mismatch in FrameRect
2020-03-18 23:53:10 +0200 • Implement TestDeviceAttribute & SetDeviceAttribute
2020-03-18 23:44:13 +0200 • Implement GetCWMgrPort trap

2 year anniversary of MACE! And some color progress & bonus

It is now two years since we started this project, and so far the progress is looking promising. At this point, it is good to take a brief overall look at where we are right now… so far, we have a lot of phase #1 goals accomplished:

  • Good enough 68000 emulation to run majority of games designed to use that CPU.
  • Majority of “classic” QuickDraw traps implemented to allow black & white games which needs them to work. Also hardware-level VIA page-swapping support for double-buffered games such as Dark Castle and Continuum.
  • Complete “.Sound” driver functionality, including ~99% coverage of low-level sound hardware emulation to allow games such as Dark Castle, Tetris and Pirates! to have working sound.
  • External file system emulation with HFS metadata support abstracted to ADF files, with almost all read/write operations tested working (except delete/rename, which have so far been rarely needed)
  • Basically implemented most of toolbox calls needed to, get out of the 87 test applications, 78 to work in at least somewhat usable way, and 43 to function near-perfectly.
  • Ability to run (or try running) the test applications/games as native OSX application bundles (and now with Windows support, also as windows EXE files), with full mouse/keyboard support, fullscreen/windowed and pixel-double support. Sound also mostly works but the SDL buffering needs some tweaking especially on windows…

As the toolbox is quite large, and there is a large number of traps/selectors which are rarely needed, and have not been encountered in the applications we have been testing vigorously. These APIs are still unimplemented, but they will be eventually added to the emulation. However, because these missing phase #1 features have such minor impact on most test applications, we also have started to work on some phase #2 features which are not only beneficial for a lot of current test suite, but which also will allow a huge number of new applications to be added to our tests:

  • 68020/030/040 emulation, which Pukka has already done a lot of progress on.
  • Color QuickDraw support, which was started after Christmas (more about that later in this post – very important for getting color games to work!)
  • Some preliminary progress on System 7.x APIs (FSSpec calls, Folder Manager, Time Manager, Script Manager, etc.).

Because of the fact that as we are implementing new features in a parallel fashion, we don’t have any fixed schedule for milestones. But realistically we expect to get a lot progress on the color support during the spring, which is the biggest bottleneck for getting much larger test application coverage. The downside of this is, however, that a “generic” emulator release will get delayed, because we want it to be as complete as possible, so that you won’t have to suffer from the incomplete features until we get everything polished. You can always follow the test application coverage (and overall progress) on our status page at https://mace.software/status/.

Color QuickDraw progress & first color game (somewhat) playable: KYE!

Since the previous post, majority of work as focused on getting source-mode blitting to work within the color hardware and Color QD API emulation. One of the easiest test cases for that purpose is a fun game called KYE, which was one of personal favorites of Toni on his LC II in early 90’s. The reason why this particular game is nicely suited for this early-stage testing is the fact that it uses mostly just PlotCIcon to draw all of its “sprite” graphics. Thanks to this, we did not have to work on a huge number of different calls at once, but were able to focus on getting that single call working. That way we could get something visible progress on the screen, instead of the invisible “under-the-hood” type of progress which has more impact on the long term.

For curiosity, below is a set of screenshots taken during the PlotCIcon development, which shows how the bugs were squished one by one until the rendering was finally okay:

Here’s a screenshot of latest stage of PlotCIcon functionality in KYE:

Level 3 of KYE

As you can see in the screenshot, icon rendering is working nicely, but text rendering is still completely missing. We also updated the WDEF 0 to have most of color support, so it uses now shading from the default ‘wctb’, leading to authentic System 7-style look and feel. Because of early stage of implementation, the color blitter has right now following limitations:

  • Blitter only works on “indexed” targets (1-8 bit pixmaps), i.e. not on “direct” (16/32-bit) screens
  • Only supports indexed sources too
  • Only simple srcCopy and srcOr modes supported (non-colorized)
  • No stretching support yet (only 1:1 scaling)
  • No arithmetic modes yet
  • Focus at this stage is on accuracy – that is, getting the output results to look exactly same as on the original, “real” Color QD – so performance is far from optimal for now. Leaves a lot of space for blitter optimization in future though…
  • Probably a lot of other use cases which I can’t recall right now…

Below is also a short video of level 2 gameplay:

Test run of level 2 of KYE (in 8-bit color mode)

Anniversary bonus! PT-109 gameplay video

To celebrate the two-year anniversary, we also recorded 90 minutes of PT-109 gameplay to show the current state of that game’s compatibility with M.A.C.E. below:

90 minutes of PT-109 campaign gameplay (16 missions)

This video shows what to expect when we get the “generic” emulator released some day in the future. For now, we can only share the video of this awesome game as it is sadly copyrighted – but we have a bunch of freely available games at our downloads page at https://mace.software/files for both Mac OS X and Windows 64-bit.

If you are interested in keeping up with our progress (now that we start the third year with full speed) you can follow this blog, or one or more of the following:

Full list of changes since last post

2020-02-23 22:32:57 +0200 • Add srcOr transfer mode to generic (=slow) blitter
2020-02-22 21:39:25 +0200 • Fix MOVE SR,-(A7) bug
2020-02-22 19:27:03 +0200 • Fix byteswap bug of ctSeed & tweak 2-&4- bit cluts
2020-02-22 18:51:04 +0200 • PenMode color QD compatibility
2020-02-22 18:50:30 +0200 • Add patXor mode for pixpat color rectangle blitter
2020-02-22 18:03:25 +0200 • Implement color QD versions of Get/SetPenState
2020-02-22 18:02:26 +0200 • Implement PenPixPat
2020-02-22 17:25:03 +0200 • Apply source mask to region scanlines when seeking
2020-02-22 17:24:06 +0200 • Fix align to destination in color srcCopy blitter
2020-02-22 17:21:57 +0200 • Fix b&w pixel data expansion being off by 32 bits
2020-02-22 17:19:46 +0200 • Add extra space after mask buffer for alignment
2020-02-22 17:18:43 +0200 • Keep rgn buffers 1-bit until destination expansion
2020-02-22 05:10:55 +0200 • Fix rowbytes calculation, cicns are now almost ok
2020-02-22 04:45:39 +0200 • Color blitter progress, KYE cicns almost visible
2020-02-22 02:33:59 +0200 • Region scanline to destination scaling functions
2020-02-21 22:50:17 +0200 • First successful pixel depth & clut translation
2020-02-21 22:17:11 +0200 • Get source & mask pixel data to translation buffer
2020-02-21 22:14:54 +0200 • Fix missing DerefHandle in PlotCIcon pixmap setup
2020-02-21 02:59:49 +0200 • More work on color blitter (PlotCIcon case init)
2020-02-18 01:02:13 +0200 • Progress on pixel translation in color src blitter
2020-02-17 17:05:51 +0200 • First colorized WDEF 0 parts (doc variant tested)
2020-02-17 17:03:33 +0200 • Fix missing deref of pixpat handle in color mapper
2020-02-17 16:18:49 +0200 • Fix assignment of WMgrCPort in InitWindows
2020-02-17 16:17:55 +0200 • Fix byteswap bug in PlotCIcon (b&w case detection)
2020-02-17 16:16:12 +0200 • Fix invalid portRect in InitCPort
2020-02-17 02:53:34 +0200 • Add RSAllocArray to allocate arrays in the scratch
2020-02-16 01:58:21 +0200 • Separate color QD CopyMask trap from "classic" one
2020-02-16 01:57:31 +0200 • Add dummy color stretch blitter & map use cases
2020-02-13 02:28:58 +0200 • Fix WindowManager colorQD CalcVis portBits mapping
2020-02-13 02:26:55 +0200 • Fix incorrect source rect passed in PlotCIcon
2020-02-13 02:01:51 +0200 • Half-dummy PlotCIcon, missing still src blitters
2020-02-13 02:00:49 +0200 • Fix window port bitmap size for color QD wCalcRgns
2020-02-12 02:24:35 +0200 • Fix MovePortTo (target rect did not map to pixmap)
2020-02-11 23:09:14 +0200 • Implement GetCIcon
2020-02-11 00:41:10 +0200 • Single-device colorQD DeviceLoop implementation
2020-02-11 00:29:28 +0200 • Improve WDEF 0 color compatibility for NewWindow
2020-02-11 00:20:50 +0200 • Fix default AuxWinHandle result of GetAuxWin trap
2020-02-10 23:46:56 +0200 • ColorQD version of BackPat
2020-02-10 21:25:14 +0200 • Fix wrong pattern given by QDDrawRegion to blitter
2020-02-10 06:25:48 +0200 • MovePortTo and PortSize colorQD compatibility
2020-02-10 05:37:21 +0200 • Fix colorQD multidevice StdArc drawing
2020-02-10 05:03:29 +0200 • Refactor 'MBDF' 0 for more color QD compatibility
2020-02-10 02:36:45 +0200 • Finish implementation of SetMCEntries
2020-02-10 02:16:13 +0200 • First (non-complete) InitPalettes pass
2020-02-10 02:15:26 +0200 • Add RSEnter/RSReturn pair to colorQD PenNormal
2020-02-10 02:14:46 +0200 • Fix RSEnter/RSReturn imbalance in QDDrawRegion
2020-02-10 02:14:11 +0200 • Tweak GestaltQDVersion selector result in color QD
2020-02-10 02:13:24 +0200 • Tweak default placeholder device mode
2020-02-09 23:05:22 +0200 • Tweak fake-ROM clut table seeds to match rsrc IDs
2020-02-09 03:38:12 +0200 • Implement NewPalette in Palette Manager
2020-02-09 02:33:13 +0200 • Implement GetNewPalette trap for Palette Manager
2020-02-08 17:09:07 +0200 • ColorQD compatible SetPortBits (no-op @CGrafPorts)
2020-02-08 17:08:02 +0200 • ColorQD SetOrigin (dereference CGrafPort pixmap)
2020-02-08 13:43:47 +0200 • Fix GrayRgn calculation in colorQD mode
2020-02-08 13:41:36 +0200 • Add ColorQD Region draw operations (non-masked)
2020-02-08 05:29:59 +0200 • Fix window manager clip bug in colorQD InitWindows
2020-02-08 05:27:57 +0200 • Fix detection of color port in ColorStretchBits
2020-02-08 04:54:31 +0200 • ColorQD Line and LineTo + line renderer
2020-02-08 02:42:58 +0200 • Implement ColorQD Move and MoveTo
2020-02-08 02:12:25 +0200 • ColorQD versions of PenNormal and PenPat
2020-02-08 02:02:08 +0200 • Fix CGrafPort/GrafPort target check for patterns
2020-02-08 02:00:44 +0200 • Start work on FillCRoundRect (PixPat expansion)
2020-02-08 00:01:45 +0200 • 8- & 16-bit scanline srcCopy & fix PixPat handling
2020-02-07 17:20:08 +0200 • 1, 2 & 4-bit scanline blitter and region expansion
2020-02-07 01:52:53 +0200 • Unify color QD and classic QD Arc draw traps
2020-02-07 01:44:43 +0200 • Generalize color QD pattern expansion for arcs too
2020-02-06 22:54:14 +0200 • Implement custom grafProcs support for Arc drawing
2020-02-06 22:36:47 +0200 • Refactor scanline blitters into separate module
2020-02-06 04:11:58 +0200 • Tweak base address and rowbytes for arc draw loop
2020-02-06 03:46:00 +0200 • Major region buffer refactor part #1 for color QD
2020-02-06 03:33:18 +0200 • Setup default mctb colors for drawing the menu bar
2020-02-03 22:58:37 +0200 • Implement GetMaskTable
2020-02-01 19:28:29 +0200 • Use OpenCPort instead of OpenPort in color QD init
2020-02-01 19:27:36 +0200 • Add RGBWhite/RGBBlack low-mem globals
2020-02-01 19:26:23 +0200 • GetForeColor/GetBackColor CGrafPort support
2020-02-01 19:14:41 +0200 • Implement GetMCEntry
2020-02-01 18:05:19 +0200 • Implement GetMaxDevice
2020-02-01 01:44:33 +0200 • Fix ShieldCursor/ShowCursor imbalance in QDDrawArc
2020-02-01 01:04:38 +0200 • Fix byteswap bug in rectangle region recording
2020-02-01 01:03:00 +0200 • Disable ROM write check for now, DungeonOfDoom fix

First steps into a more “colorful” emulation

One of the major features of phase #2, as we originally wrote in the milestone and phase plan two years ago, is adding support for Color QuickDraw emulation. Even though a lot of APIs considered part of phase #1 are still incomplete, the application compatibility and overall progress of project appears good enough to justify starting the work on that particular feature at this point. Nevertheless, all missing phase #1 features will be worked on simultaneously as they come up when testing the applications.

Adding color support will eventually allow us to test a huge number of new applications and games, and it will also allow trying out the existing ones in color modes. Especially games from the early 1990s have very good support for multiple color depths, so it should be interesting (for example, Civilization’s support for 1-bit and 256 colors, Railroad Tycoon’s 1-bit and 16 color support, Glider’s 16-color art, etc…)

First steps: The slot-based architecture

Originally Apple’s Mac II lineup had a quite different architecture from the old “classic”-type compact macs, which also reflects on how Color QuickDraw operates. Instead of dividing the memory space into four regions as in “classic” Macs (4mb RAM, 4mb ROM, 4mb I/O and 4mb VIA space), the slot-based models (in original 24-bit model) divide memory into 1mb “slots”, which are more dynamically assigned. For example, IM:Memory 3-6 describes the following model (in 24-bit mode):

  • 0x000000-0x7FFFFF: RAM
  • 0x800000-0x8FFFFF: ROM
  • 0x900000-0xEFFFFF: Nubus slot addresses
  • 0xF00000-0xFFFFFF: I/O

That particular model fits quite well with the currently implemented 24-bit memory manager, so we use that as a starting point for Color QuickDraw machine emulation. It also allows us to partially emulate slow manager APIs (as slot numbers $9 through $E match their address space as on real Macs), and allows possibility for emulating multiple screen using multiple “virtual” slot manager cards, one for each screen. The drawback of this, though, is that only one megabyte is assigned for each video device in 24-bit mode, which limits usable VRAM to that 1 megabyte. What this practically means, is that these are the approximately maximum supported “standard” resolutions for each color depth:

  • 1-bit (black & white): 3840 x 2160 (4K)
  • 2-bit (4-color): 2560 x 1440 (QHD)
  • 4-bit (16-color): 1920 x 1080 (FHD)
  • 8-bit (256-color): 1280 x 720 (HD)
  • 16-bit (32K colors): 832 x 624 (Mac 16″)
  • 32-bit (16.7M colors): 512 x 384 (Mac 12″)

Of course, when we later someday add 32-bit memory manager support, we will have 256 megabytes per video device, and can get rid of this limitation.

The slot driver

One key component between the “virtual” slot-based video device emulation, and the Color QuickDraw, is the device driver for the slot device. In our case, we added the .Display_Video_MACE_FB driver (following Apple’s naming convention for slot drivers), which is used by QuickDraw’s and Color Manager to control video modes, color table, etc.

On real Macs slot manager would be responsible for iterating parsing sRsrc:s and other slot-specific data structures, but we forego those hardware-specific details and address the native video device data (currently SDL) through our platform-abstraction interface.

The DRVR calls are still important to implement properly, as they were quite standard on real Macs, and there might be apps using them directly, even though well-behaving apps should always use GDevice, Color Manager and Color QuickDraw API calls.

Platform abstraction for color video

As we already had prepared for adding color support when starting the project two years ago, most of the support for it existed already in the platform abstraction layer. There were a couple tweaks needed, but most work was just adding the output renderers for each of the new color depths (originally there was only 1-bit blitter, as it was the only color depth supported on classic Macs). This also included adding the color lookup tables in the pipeline, so that we are ready for Palette Manager when we get to the point of implementing it.

GDevices

As there may exist any number of screens, with any resolution and various color depths, Color QuickDraw added the concept of GDevices. Each GDevice represents one screen/video card attached to the system, with its own screen buffer, color & gamma tables, etc.

Color QuickDraw allows drawing to all of these devices at once using the standard toolbox API, doing all the color conversion and addressing for the user. This is what we need to implement next also in our emulator.

Color Manager

One key component of Color QuickDraw is Color Manager, which is responsible for managing the color tables for each GDevice. What this means, that it creates and manages the inverse color lookup tables (which are used to map RGB colors to indexed colors), and handles those lookups. It also keeps track of seed values for color tables, which are used to determine when color tables have changed, which is important especially if a previously expanded pattern is drawn after a new color table has been activated. For now, we implemented a very basic ITable generation for allowing RGBColors to work on indexed color modes.

Inverse color-lookup table

As meantioned above, one key feature of Color Manager is the generation and management of ITab data structures, which are used to map RGB Colors back into color table indices in indexed video modes (2-, 4- and 8-bit depths). The generator is run in MakeITable trap handler, which takes handle of color table, handle of output inverse table, and desired channel resolution as arguments.

The inverse table is actually a RGB cube, where the cube’s channel size is defined by the number of bits given as the resolution; so for example resolution of 4bits gives 2^4 = 16, and the entire RGB cube would take 16x16x16 bytes which is 4096 bytes, or 4K of memory. As in three-dimensional XYZ space, RGB cube can be thought of in the same way; Each R, G, B coordinate are used to locate index in the cube’s 3-dimensional table.

When Color QuickDraw wants to get for example, index of RGB color #E39EA0, Color Manager would convert first the RGB components into cube’s resolution range (in this case, result would be (14, 9, 10]), and use those values of index the ITab data to get the value.

When the cube is generated by MakeITable, it is initially empty, but is given the seed values from the source color table; each seed value is the color lookup table index, placed at the RGB coordinate which it specifies. After this, the seed values are progressively iterated, so that each value “spreads” into adjacent RGB cube slots in any of the six axis directions (+R/-R, +G/-G, +B/-B). This is repeated as long until there are no longer any unfilled slots left in the RGB cube. This is familiar method from basic pathfinding, and some maze generation algorithms, and ensures that each RGB cube slot contains the index of color lookup table which is the closest available approximation for that particular RGB color.

PixMaps (and PixPats)

As BitMaps only supported 1-bit graphics, Apple added PixMap in Color QuickDraw to allow representing graphics of any bit depth using a standard data structure. Additionally, the GDevices use PixMap to represent the VRAM buffers, and PixPat (multi-color patterns) structure also uses PixMap as storage for the pattern data. And they also are by default implemented as Handles, which means they can be moved in the heap during compaction to prevent memory fragmentation (but require locking in certain cases).

The first step: Using legacy GrafPorts with Color QuickDraw

As Color QuickDraw has a lot of layers to provide backwards-compatibility for older applications, the first step was to start from the most basic one, legacy GrafPort support. As the very first call done to QuickDraw is to gray out the screen at startup, we focused on getting the most basic case for FillRect working at first. With adding support for pattern expansion to any pixel depth, and adding new srcCopy blitters, we got this fist monochrome output result after a couple weeks of coding:

First 1-bit monochrome rectangles using Color QuickDraw in 640×480 mode

When emulating the old-style GrafPorts, of of their interesting features to simulate was support for the 8 old-style QuickDraw colors (which map mostly to the colors used in ImageWriter printers with CMYK ribbon). With proper color mapping, and a couple days of banging the head against desk, we ended up with this result:

Rectangles drawn in old-style 8-color GrafPort using Color QuickDraw

Second step: CGrafPort support

As mentioned earlier, the old-style GrafPorts were limited to only displaying those 8 colors, so to get the full range of RGB colors displayed, we had to add a proper CGrafPort support. This included implementing OpenCPort and InitCPort, and initialization of all related data structures. For example, all patterns in CGrafPorts are PixPat patterns, so we had to do a Pattern-to-PixPat conversion.

Most importantly, the fgColor/bkColor no longer represented the old-style color constants, but instead needed to be mapped to bit-depth specific index (on indexed device modes) or pixel value (on direct device modes). To control these colors, we implemented the RGBForeColor/RGBBackColor traps, which map the RGB values to the mode-specific values.

After a couple of days of more hard work, we now have the RGB colors working in CGrafPorts:

There is still A LOT of things to do before we can get much beyond simple rectangles on the screen, but the tasks should get easier as we go along. A lot of the routines (such as color mapping) can probably be shared as-is with most of other Color QuickDraw APIs. Some of the tasks next up are:

  • Adding region masking variant to the color blitter
  • Adding other pattern modes beyond patCopy
  • Adding source transfer modes (only patCopy done at the time of writing this)
  • Color versions of the special horizontal single-scanline blitters
  • A lot of other stuff
  • OPTIMIZATION!

Full list of changes since last post

2020-01-31 18:02:57 +0200 • Basic support for "oldPat" PixPats in CGrafPorts
2020-01-31 16:35:14 +0200 • Implement InvertColor (default gdCompProc only!!!)
2020-01-31 13:47:55 +0200 • Some progress on CGrafPort colormapping & bugfixes
2020-01-30 02:10:42 +0200 • Add ColorQD Fore/BackColor & RGBFore/BackColor
2020-01-30 01:25:49 +0200 • Init default ColorQD PixPat patterns in InitCPort
2020-01-29 20:06:33 +0200 • Implement NewPixMap and NewPixPat
2020-01-29 01:42:41 +0200 • Initialize WMgrCPort (color port) in InitWindows
2020-01-29 01:41:59 +0200 • Implement OpenCPort and (mostly) InitCPort
2020-01-29 00:48:03 +0200 • Implement GetPixPat and GetCCursor colorQD traps
2020-01-28 22:12:56 +0200 • Implement DisposePixPat trap handler in color QD
2020-01-28 01:46:18 +0200 • Fix non-default colored patterns in 1-bit mode
2020-01-28 01:11:02 +0200 • ColorQD compatible GlobalToLocal/LocalToGlobal
2020-01-27 20:22:27 +0200 • Fix palette alignment issue in 8- and 15-bit modes
2020-01-27 20:20:38 +0200 • 15-bit (thousands of colors) SDL rendering support
2020-01-27 20:20:04 +0200 • 2-bit SDL output rendering support
2020-01-27 20:19:27 +0200 • Disable grayscale flag for now, test&fix it later
2020-01-27 20:18:37 +0200 • Fix last palette entry missing (zero-based count)
2020-01-27 13:33:46 +0200 • Add support for direct colors in color mapping
2020-01-27 13:26:34 +0200 • Set GDevice's gdType properly at initialization
2020-01-27 10:38:45 +0200 • GDev CLUT setup & rendering (first colors output!)
2020-01-27 09:44:47 +0200 • ColorQD ForeColor/BackColor in old-style GrafPorts
2020-01-27 09:43:56 +0200 • Fix initialization of QDColors low-mem global
2020-01-27 04:59:25 +0200 • Use Color2Index in color mapping for correct color
2020-01-27 04:56:41 +0200 • Set GDevice's gdResPref in the InitGDevice handler
2020-01-27 04:39:29 +0200 • Color2Index proto (no hidden color handling yet)
2020-01-27 04:36:27 +0200 • Fix the one-entry off "black-most black" index bug
2020-01-27 04:11:57 +0200 • Finish the first proto of MakeITable
2020-01-27 03:19:38 +0200 • Remove unneeded mitq resource from build
2020-01-27 03:18:51 +0200 • "Plant" seeds for the ITab generator from the clut
2020-01-26 00:24:21 +0200 • Start work on MakeITable
2020-01-26 00:23:50 +0200 • Tweak pattern blitters, preparing 8-bit support
2020-01-26 00:22:14 +0200 • Dummy Color2Index stub, prep use in colormapping
2020-01-25 17:05:21 +0200 • Hack 4- and 8-bit (16 & 256-color) output support
2020-01-25 17:01:45 +0200 • Fix old-type pattern to 8-bit conversion
2020-01-25 16:55:25 +0200 • Fix mask calculation for non-1-bit rectangle blits
2020-01-25 02:21:23 +0200 • First simple non-region FillRect case for ColorQD
2020-01-25 02:20:38 +0200 • Block attempting to post events before InitEvents
2020-01-25 02:19:04 +0200 • Fix the "dummy buffer" string RSAlloc overflow
2020-01-24 02:35:50 +0200 • Some progress on color blitter rectangle culling
2020-01-24 02:34:20 +0200 • Add QDErr low-mem global
2020-01-24 00:05:55 +0200 • Do CQD old 1-bit pattern to b&w GrafPort expansion
2020-01-23 00:18:35 +0200 • First CQD color mapping pass for old-type GrafPort
2020-01-22 17:53:29 +0200 • A bit of work on the color QD color mapping
2020-01-21 01:32:09 +0200 • Implement portBits to PixMap conversion to colorQD
2020-01-21 01:30:38 +0200 • Init lot of lowmem globals for default videodevice
2020-01-21 01:27:42 +0200 • Fix byteswap bug on device depth in CVGetVidParams
2020-01-20 15:02:02 +0200 • Refactor QD a bit in preparation of color support
2020-01-20 02:34:13 +0200 • Disable for now dirtyrect optimization in color QD
2020-01-20 02:22:37 +0200 • ColorQD versions of InitPort and OpenPort
2020-01-20 01:33:36 +0200 • Save LastMode/-Fore/-Back/-Depth in FMSwapFont
2020-01-20 01:32:29 +0200 • Fix two indexing bugs in ColorVideoInitOneSlot
2020-01-20 01:30:00 +0200 • Implement most of InitGDevice trap for color QD
2020-01-20 01:28:50 +0200 • Add empty stub for MakeITable trap
2020-01-19 23:29:53 +0200 • Add GetDeviceList trap
2020-01-19 20:37:49 +0200 • Add grayscale flag to video devices
2020-01-19 14:36:11 +0200 • Fill in GDevice's VPBlock from color video driver
2020-01-19 14:35:34 +0200 • Fill in DCE slot info in Open call for slot device
2020-01-19 05:03:02 +0200 • Add one more missing ROM clut resource
2020-01-19 05:02:32 +0200 • Add DisposePixMap, New/InitGDevice, GetNextDevice
2020-01-19 04:59:55 +0200 • Use cmake source_group TREE to clean up projects
2020-01-19 04:59:08 +0200 • Add MacVideo header
2020-01-18 23:54:18 +0200 • A couple more CQD resources (gama, mitq, cluts)
2020-01-18 05:51:16 +0200 • Add unit table debug dump tool to device manager
2020-01-18 05:50:37 +0200 • Add "virtual" slot DRVR installation support
2020-01-18 04:29:39 +0200 • Tweak video driver name & fix default slot amount
2020-01-18 04:26:22 +0200 • Implement DoVBLTask trap (untested)
2020-01-17 17:27:46 +0200 • Add SlotManager module + slot queue initialization
2020-01-17 01:52:09 +0200 • Implement color version of InitGraf
2020-01-17 01:28:37 +0200 • Add GetCTSeed/GetCTable/DisposeCTable to ColorMgr
2020-01-17 01:18:38 +0200 • Add TableSeed and HiliteRGB low-mem globals
2020-01-17 01:17:59 +0200 • Add default 'clut' tables to color ROM resources
2020-01-16 01:50:16 +0200 • Clean up linker errors for missing color QD stubs
2020-01-16 01:43:16 +0200 • Add setup of menubar 'mctb' color table (untested)
2020-01-16 01:35:33 +0200 • Empty stubs for GetCIcon, PlotCIcon & DisposeCIcon
2020-01-16 01:27:38 +0200 • GDevices module & GetMainDevice/GetMaxDevice stubs
2020-01-16 01:20:13 +0200 • Add empty stub for _ActivatePalette
2020-01-16 01:15:39 +0200 • Empty stubs for Delete/SetMCEntries & InitPalettes
2020-01-16 01:06:12 +0200 • Tweak ClassicSound to not fail colorQD compilation
2020-01-16 00:56:30 +0200 • Tweak some CMake configs for color-only apps
2020-01-16 00:55:31 +0200 • Refactor VBL code out of VIA + add slot# to video
2020-01-15 02:52:16 +0200 • Improve compilation of QDExtensions with color QD
2020-01-15 02:41:14 +0200 • Improve Menu Manager color QD compatibility
2020-01-15 02:40:40 +0200 • FMSwapFont color QD tweaks & LastSPExtra type fix
2020-01-15 02:36:37 +0200 • Fix ClassicSound compile error w/o Sound driver
2020-01-15 00:49:29 +0200 • Separate Mono & Color fake roms + add 32-mode flag
2020-01-15 00:47:24 +0200 • Add the DRVR 120 (.Display_Video_MACE) to fake rom
2020-01-15 00:45:59 +0200 • Add color video initialization call to boot code
2020-01-15 00:44:02 +0200 • Add stub for the color video driver
2020-01-15 00:42:54 +0200 • Add symbol name to binary-to-C converter

Finding the Finder

Recently, somebody was asking on Emaculation forums, what would happen if Apple’s Finder would be attempted to run in M.A.C.E.? That was an interesting question, which motivated us to try it out.

Mac System Software architecture

To think about what would make Finder work, let’s consider the classic Mac system software as an architecture consisting of roughly three layers (in real Macs):

  • ROM: Most of Toolbox APIs, ROM resources and stage 0 boot loader.
  • System: Patches to ROM, extensions, system zone, the so-called “kernel” of old MacOS.
  • Finder: The “desktop metaphor” front-end running as a regular Mac application.

This categorization is very naïve, does not consider details such as role of hard drive drivers in boot process, etc. Additionally, M.A.C.E. combines roles of ROM and System as a single entity implemented in native code.

The interesting part to highlight is how Finder is basically “just another” application running on the System, and was even replaced by alternate startup applications on the old Macs (such as MiniFinder, MultiFinder, or other applications using the “Set Startup” option). As such, especially on System 6.x and older, the undocumented dependencies between System and Finder might be few in number, if any.

The first run

So, the question was, what would happen if we would try to run it? Well, we got this far on the first attempt, and with a couple minor fixes to progress further:

So, almost there. What we needed was a couple new (missing) routines and some fixes:

  • Fixed the 0x16 and 0x17 csCodes for .NativeFS driver, which return the logical/physical ICN# data for the volume icon (as seen on the desktop). We actually had that icon already one year ago, but this was the first time anything wanted to access it. 🙂
  • Added working directory indexing to GetWDInfo, which Finder uses to close all open working directories, presumably left open by misbehaving applications under System 6.x.
  • Fixed a buffer overflow bug in GetVolInfo (in volume name).
  • Implemented File locking APIs, which Finder wants to use to maintain the Desktop file.

Getting to the desktop

After a long and tedious session of debugging, it was discovered that due to a stupid bug in GetWDInfo Finder was crashing upon attempting to enumerate volumes. After that fix, we got nice Finder desktop, and a lot of functionality already working:

Operating on the Finder windows added need to implement a couple other missing traps, although as dummy versions for now (SetCatInfo and SetVolInfo, which Finder attempts to use to write metadata about modifications done in the spatial finder windows, icons, etc). Some points:

  • Finder and system icons appear as documents, but that might be because those don’t yet exist in the System file. Not sure about that yet.
  • It’s nice to see how a Finder 6.1.8 from Apple’s real System 6.0.7 behaves nicely even though M.A.C.E. System declares being version 7.0. 🙂
  • For some reason, doing “Get Info” on our Hard Drive turns our custom icon returned by the .NativeFS DRVR to a generic floppy icon.
  • It’s interesting how Finder considers at the moment our custom Hard Drive as “AppleTalk” device, but that might be because we’re hooking into the ExtFS file manager hooks which *I think* were used by AppleTalk in the real System 6.x. Just another thing which needs more investigation.
  • The modification and creation dates shown in “Get Info” (and list-style finder windows) use International Utilities date & time formatting functions, which are still placeholders. And as such, they only display mostly the numeric value of date-time instead of the proper, human-readable format.

Making the Desktop file work

At this point, we didn’t yet get the proper application and document icons to appear, so we did a bit more debugging on what was happening with the Desktop file – which Finder uses to keep track of known application creator & types, file comments, etc. It turned out, that we accidentally had all the “hasBundle” (0x2000) bits turned off in applications, which is why they were not detected by Finder.

As this issue was fixed, Finder started to process the applications properly, and quickly needed a some improvements to Resource Manager APIs. Mostly, it wanted to use UniqueID to allocate unique IDs for resources inside the Desktop file’s resource fork (to avoid conflicts). After that, updating Desktop file seems to work quite nicely, resulting in some fancy icons now appearing in the Finder under M.A.C.E.:

For now, running the real Finder remains as a curiosity, but nevertheless works as a great test case for a various number of Toolbox File Manager APIs which still need work (among some other minor bugs). The summary of the major known issues is:

  • The launching of programs “almost” works. Everything else appears to be fine, but it suffers from the same issue as previously found out using the “Transfer” command in THINK Pascal: The Font Manager data caches do not clear completely, leaving some dangling handles/pointers to the old application zone, which cause crash on attempting to reference them after the zone has been reinitialized for the new application.
  • Getting back to Finder (or any shell) is not yet possible, as ExitToShell is still hard-coded to terminate the entire emulator, instead of launching LMGetFinderName() application. Getting this to work would also encourage researching the Emscripten and Process Manager compatibility, as all of those features share a common need for a better in-emulator process management.
  • SetCatInfo/SetVolInfo are still dummy placeholders, so Finder is trying to use them to update metadata, though it is not yet saved.
  • Folder creation (_DirCreate), File/Folder deletion (_Delete), renaming (_Rename) are not yet implemented, so attempting those operations on Finder will still fail.
  • The _Eject trap is not yet implemented (and in any case you will not be able to eject the NativeFS drives).
  • As previously pointed out, Date & Time formatting does not yet work
  • The “Rebuild Desktop” operation (though using option + cmd keys at startup) does not yet seem to do the actual rebuild on a “fresh” start (i.e. if Desktop file has been wiped). Additionally, attempting that operation while old Desktop file exist will error out because _Delete is unimplemented, and old file cannot be removed out of the way.
  • Maybe other issues too, those are just the ones found out in the quick testing.

The “generic” M.A.C.E. environment might benefit of this though, as a replacement shell and/or program launcher, that could be optionally used by the end-user.

Full list of changes since last post

2019-12-12 18:19:41 +0200 • Add UniqueID/…1ID, to allow Desktop file updates
2019-12-12 17:49:18 +0200 • Add Disk Initialization Pack2 to keep Finder happy
2019-12-12 17:46:55 +0200 • Fix byteswap bug in NativeFS _Allocate handler
2019-12-12 15:00:12 +0200 • Add missing NativeFS.c changes for previous commit
2019-12-12 04:34:28 +0200 • Add dummy SetCatInfo and SetVolInfo selectors
2019-12-12 04:02:48 +0200 • Fix GetWDInfo bug (ioVRefNum & ioWDVRefNum mixed)
2019-12-09 02:58:47 +0200 • Fix memFullErr check in SetApplLimit
2019-12-08 06:31:06 +0200 • Fix filename overflow in GetVolInfo NativeFS call
2019-12-08 06:30:06 +0200 • Implemented CloseWD
2019-12-08 06:29:03 +0200 • Add WD indexing to GetWDInfo
2019-12-08 06:27:20 +0200 • Add Finder test app to cmake configs
2019-12-08 06:27:01 +0200 • Implement icon csCodes in NativeFS Control call
2019-12-08 06:25:52 +0200 • Make more macros in memory manager MSVC friendly
2019-12-08 06:25:18 +0200 • Add dummy SetFilLock and RstFilLock
2019-12-08 06:23:36 +0200 • Fix FinderName lowmem global
2019-12-06 23:44:06 +0200 • Add Bash Big Blue to cmake config for testing
2019-12-04 21:21:36 +0200 • Fix QD_LOG to respect debug settings
2019-12-04 20:48:17 +0200 • Add Cairo ShootOut! to cmake config for testing
2019-11-30 02:02:05 +0200 • Fix empty VA_ARGS problem in MaceLog macro
2019-11-29 23:55:30 +0000 • Make SWAP and MIN/MAX macros MSVC compatible
2019-11-29 23:54:08 +0000 • Made vararg ellipsis parameters MSVC compatible
2019-11-29 23:52:21 +0000 • Make Memory Manager return macros MSVC compatible
2019-11-29 23:51:27 +0000 • Make ROMScratch macros MSVC compatible
2019-11-29 23:50:08 +0000 • Move SwapPoint to MacQuickDraw.h to make it inline
2019-11-29 23:48:05 +0000 • Change void* to UInt8* in fake ROM (for MSVC)
2019-11-29 23:46:50 +0000 • Make SANE conversion macros MSVC compatible
2019-11-29 23:33:03 +0000 • Merge branch 'master' of
2019-11-29 23:32:43 +0000 • WinAPI EndianXX_Swap macros
2019-11-30 01:30:54 +0200 • Add UInt128 type to EmuMacTypes.h

SoftPC (and the quest for the XT memory map)

Before Macintosh was created, there was a computer architecture called IBM PC. With Intel 8086 processor, it was incompatible with the Motorola 68000 family used in Macintosh computers – and thus, no IBM PC software would work in Macintosh. But there were some really smart people, who created a special application called SoftPC in mid-80’s, which interpreted Intel’s x86 instructions on the fly, and emulated enough PC architecture and BIOS ROM to allow those programs to run on Macintosh. And now, SoftPC finally also works on M.A.C.E.

SoftPC 2.51 architecture

The version of SoftPC we got to run is 2.51, which happened to be compatible with the “Classic”-type 68000 Macintosh computers, one which M.A.C.E. aims to emulate in the Phase 1. That is, it works on 68000 processor, supports the 1-bit “classic” QuickDraw on 512×342 screen, and appears to be compatible with System 6 level Toolbox calls.

The IBM PC architecture which SoftPC 2.51 emulates is IBM XT with 640 kilobytes of RAM, and a CGA monochrome display. It also supports two serial ports (although M.A.C.E. serial port drivers are still unfinished to try them out), a printer port (no printing support for us yet), two hard drives (through disk images), and two physical floppy drives (which we don’t either emulate yet).

The XT memory map

The challenging part of getting SoftPC to work was ingenious way it emulates the PC memory map. As everybody knows, IBM PC has physically 20-bit addressing scheme (through 16-bit segment and offset register pairs, which give 4+16 bits of usable virtual address space, as there is overlap between segments). This 20 bits equals 2^20 = 1048576, or 1 megabyte of address space. What SoftPC does, is that it allocates this entire 1 megabyte area to be linearly accessible throughout the physical Macintosh address space, but it saves memory by allowing this area to have “holes” in it for the non-used areas of the PC memory map. This is basically the layout it creates:

  • 000000-09FFFF: RAM
  • 0A0000-0B7FFF: hole
  • 0B8000-0DDFFF: CGA video memory
  • 0DE000-0EFFFF: hole
  • 0F0000-0F4FFF: ROM BIOS #1
  • 0F5000-0FDFFF: hole
  • 0FE000-100000: ROM BIOS #2

The steps it uses to ensure this linear layout is created is quite unique, and a good challenge to test the memory manager implementation:

  1. For starters, the availability of large enough linear memory space is ensured by doing allocation of 1048576+32 bytes of memory using NewPtr. If this fails, it will know that there won’t be enough memory.
  2. The allocated space is shrunk down to the 640K+32 RAM size using SetPtrSize. (The 32 bytes extra is used for aligning the actual addresses inside allocations to 16-byte boundaries for apparently memory access speed optimization on later Macs).
  3. The three other blocks (CGA memory and two ROM areas) are allocated at correct locations using the following algorithm:
    1. The size of “hole” preceding the allocation is calculated. For example, having video memory at B8000 would leave 18000 bytes space between A0000 and B8000.
    2. Two pointers are allocated after each other using NewPtr: one for the hole (using calculated hole size), and the actual memory block (+32 bytes for alignment).
    3. Now this is where the magic happens: If the latter allocated block’s start would not be within alignment range of the required offset (in CGA case B8000) from start of RAM (the 640K block), the size of hole would be decremented with 16 bytes, the two blocks would be disposed, and allocation re-attempted at step 3-2.
    4. After repeating steps 3-2 through 3-3 enough so that required range is reached, the pointer to the allocated hole block is saved, and next one of the three blocks is allocated starting from step 3-1. (It should be noted, that because of a very minor bug in M.A.C.E. memory manager, the allocation size failed to decrease, and this loop would be terminated after 64 attempts, with incorrect block left allocated.)
  4. After all three blocks have been allocated at correct offsets, the holes preceding each of them would be disposed using DisposePtr. This part of process leaves space inside the emulated PC address space, which the Toolbox can use for any regular memory allocations – pointers and handles, even resources. It is not 100% certain, but it may be that SoftPC may optimize performance in such way, that writing to PC address space at these holes might actually even cause native memory to get corrupted, BUT for now we did not try to see if that might happen.

The issue with Memory Manager in step 3-4 was, that as the DisposePtr call on the two blocks actually creates two adjacent “free” blocks, the allocation of new block using NewPtr right after that with only 16 bytes smaller size, would actually not return a physical block with smaller size. This was, because the block allocation routine checks if the space between allocated and next block would be less than minimum allowed block size (for creating new “free” block between allocation and next block), it would actually merge that small bit of space back to the physical allocation. The bug in Memory Manager was, that the when allocating block in free space, it was supposed to always merge the next “free” block after the allocation, and slice the new “free” space from that. A real Mac merges only one extra “free” block after allocation, but in M.A.C.E. for simplicity we fixed this by merging all free space in one run, thus at the same time reducing clutter of having many adjacent free blocks.

With this fix in Memory Manager, SoftPC is now finally able to boot up. Thanks to the Standard File Package implemented earlier this autumn, we could not only configure the hard disk image (C:/), but also set up a “shared” network disk (E:/) through a folder inside emulated Mac file system. This allows easy access of files (and thus DOS applications) from the M.A.C.E. file system, including some games. The shared disk access routines, however, surfaced luckily a couple File Manager bugs, related to the ioNamePtr handling in _GetCatInfo and _GetFileInfo calls, which possibly also improve compatibility of other applications too.

Screenshots

Below are some screenshots of the configuration dialogs of SoftPC (click for larger image):

And here is DIR command output right after booting up:

Also, there was GWBASIC included with the DOS installation, so we can run GWBASIC compatible BASIC programs:

And also some games work nicely. The Monochrome CGA emulation has interesting approach of emulating the 320×200 resolution with 1.5x scaling as 480×300 pixel bitmap display. The four CGA colors are also mapped into distinct vertical stripe patterns, which might also have been used on some old monochrome CGA displays:

Of the two above games, SOPWITH appears to be quite responsive and playable, but ALLEYCAT controls are very laggy. Also Sierra adventure games seem to run:

The Black Cauldron (pictured above) seems to work just fine, although for some reason the function keys were not working, while they did work in GWBASIC earlier (opening of doors with F6, for example). Also, none of the games produced any sound although the SoftPC boot beep works, so it might be that SoftPC may lack actual PC speaker emulation in this particular version (beyond the beep).

Other issue that we also fixed while working on this was a bug in Scrap Manager, which caused the clipboard to misbehave when working in “on-disk” mode (after _UnloadScrap was called). This allows Copy-Paste operations to work nicely in SoftPC, and it also improves clipboard functionality in other applications.

Only remaining issue with SoftPC is that some routine, possibly in SANE and most likely related to converting PC date & time, is causing divide overflow error to popup at random times, which appears to be related to the actual date & time. This needs to be investigated still at later point.

Full list of changes since last post

2019-11-27 00:34:43 +0200 • Fix a Scrap Manager bugs, fixes SoftPC copy+paste 
2019-11-26 23:06:55 +0200 • Fix ioDirFlag to be 4 which appears to be correct 
2019-11-26 23:06:27 +0200 • Don't crash on invalid zone in Handle validation  
2019-11-26 04:01:31 +0200 • Fix register-based 68k->native UPP calls' D0 nuke 
2019-11-26 03:57:20 +0200 • Don't overwrite *ioNamePtr if not indexing files  
2019-11-22 03:41:15 +0200 • Add FREMS selector to SANE's FP68K dispatcher     
2019-11-22 03:40:22 +0200 • Force merge of free blocks at end of BlockFindSize
2019-11-19 22:59:13 +0200 • Fix bug where everything left of a list got erased
2019-11-19 22:55:27 +0200 • Redraw modified cell in LSetCell                  
2019-11-19 01:42:03 +0200 • Add support 23 new native 68k exception handlers  

Bug fixing & stabilization

Since the previous update, focus has been mostly on improving the compatibility and stability of existing test applications through debugging, bug fixes and finishing some partially implemented features. This has so far had mostly effect on Excel, THINK Pascal and Fokker Triplane Flight Simulator:

Microsoft Excel 3.0 progress

Seems that Excel was complaining the out of memory error only because it could not locate the ‘PACK’ 6 resource (IntlUtils package). Adding a ‘PACK’ wrapper resource to System file, in similar fashion to the one which was added earlier for ResEdit as ‘PACK’ ID = 0, allowed this check to pass. After that a couple of new IntlUtils selectors were needed, with a couple file manager tweaks, and now Excel is able to start up successfully (albeit with a alert about not finding Excel, which can be passed).

It seems that a lot of tools and features are already functional, including basic worksheet creation, cell selection/modification, shape drawing, basic formatting etc. However, the most important feature, text input to allow entering data to worksheet cells, still requires TEDispatch to be implemented.

THINK Pascal 4.0 progress

One application which surfaced a lot of bugs and issues was THINK Pascal 4.0, here’s a rough summary of the issues found & ‘fixed’:

  • Reallocation of resources was not working properly in ChangedResource. Resource Manager did not save & restore active resource entry when measuring space available between current and next resource, which caused the new resource allocation in growth case to end up in wrong resource entry in the map (the next one was reallocated instead of current).
  • Removing name was attempted even if no name existed, causing resource names to get corrupted
  • RmveResource was not offsetting the types properly when removing the last instance of a given type.
  • The internal routine RGetResourceCount was trashing the resource entry pointer in resource manager’s stack state, causing some resources to be skipped altogether in iteration.
  • SetHandleSize was allowing locked blocks to move during the operation, which was explicitly told in Inside Mac documentation would not happen. This bug caused sometimes locked memory to move, with dereferenced pointers becoming invalid, causing crash during pascal code compilation.
  • A very rough approximation of MoveHHi was added. It works well enough to allow THINK Pascal to move resources out of the way to not prevent heap fragmentation from growing size of locked handles – but still causes sometimes fragmentation enough to surface this issue. However, this is for now enough to get the projects compile roughtly 2 to 3 times in one session before memory fragmentation kicks in and crashes the compiler.
  • The resource copy phase of THINK Pascal surfaced a bug in CountResources/GetIndResource, where CurMap was used instead of TopMap (CurMap should only be used when operating on 1-deep versions of the calls, Count1Resources/Get1IndResource). With this fix, the resource file copy phase succeeds.
  • Using “Transfer” command in THINK Pascal can be used to launch another app – in most cases, the application that was just compiled. However, the application zone teardown was – and still is – largely unfinished, having a number of issues. One that was fixed, was that resource manager attempts to release and purge all font caches with allocations in the application zone, which would be invalid upon launching the new program.
  • GetScrap trap had a minor issue, in which the case of hDest being nil it would crash, instead of just returning the scrap size as it was supposed to. This fixes the clipboard to (almost) work in THINK Pascal.

Now even a bit more complex programs can be compiled using THINK Pascal, for example one of Toni’s old games from as early as 1998. However, there are still minor glitches in various places:

  • Sometimes clipboard operation does not work on the first attempt.
  • Replacing existing application with “Build application” & replace dialog does not yet work because _Delete trap is still unfinished.
  • Sometimes text editing has very tiny minor selection glitches (when doing “Search again” in source code, where previous hit was selected and visible in area which was scrolled only little up, the old selection is left on when highlighting the new one).
  • Because resource map compaction is (still) unfinished, each time resources are updated and/or written in resource files, the file size grows indefinitely (by size of modified resource).
  • Compiling only works a couple times (2-3) on large projects, before heap fragmentation crashes the compiler.
  • The “Go” option does not yet work, because when running applications inside the THINK Pascal IDE, it does not actually launch a separate applications process for it. Instead, it loads the application “on top” of the pascal IDE, and in order to do this, it wraps a lot of its handlers to toolbox routines, and to do this, it manipulates the trap tables directly. This however assumes the toolbox trap table is located at 0xC00 on mac plus (0x75)-type machine, while it is currently located at 0xE00 (later machines). Because some currently used low memory globals overlap this area in non-compatible ways (for example, cursor device), they need to be adjusted a bit to behave differently on “Classic” type environment (like on real Mac Plus), and other way on later (slot-based / color-QD) environment.

Fokker Triplane Flight Simulator

It seems that the only issue causing Fokker Triplane to freeze upon starting new game was actually the lack of low-level interrupt handler emulation. The game attempted to override system VBL handler by adding its own VBL interrupt handler in the Lvl1DT low memory area containing the list of VIA’s Level 1 interrupt handler table, and as it was never called, caused the lock-up. The VBL, and 1-second timer, have now proper handlers in this low memory area, which is checked upon triggering the emulated VBL interrupt. This also includes the familiar performance optimization, where unpatched handlers skip the MixedMode interface with direct method call. It seems that with this change, the game is now fully playable with sound effects (although not thoroughly tested).

Full list of changes since last post

2019-11-16 04:08:45 +0200 • Lowlevel VIA interrupt handler for Fokker Triplane
2019-11-13 03:50:11 +0200 • Tweak SndNewChannel to not crash ResEdit          
2019-11-09 09:03:38 +0200 • Dummy OpenDeny/OpenRDeny (=>paramErr for local FS)
2019-11-09 07:51:53 +0200 • Workaround for mapping wideOpen Rgn in DrawPicture
2019-11-09 07:49:02 +0200 • Move File Manager commands to separate module     
2019-11-09 07:47:37 +0200 • Move SoundDriver test code to separate module     
2019-11-09 02:29:58 +0200 • Add dummy BitMapRgn trap for aWorm                
2019-11-06 05:40:10 +0200 • Respect port clipRgn in CopyBits                  
2019-11-06 04:31:42 +0200 • Fix edge cases in UnpackBits                      
2019-11-04 21:32:35 +0200 • If GetScrap argument hDest = nil, return only size
2019-11-04 11:31:38 +0200 • Clear font caches when closing res file w/ fonts  
2019-11-04 04:16:41 +0200 • Add IUMagString & improve Transliterate for Excel 
2019-11-04 03:09:38 +0200 • Fix Count…/GetIndResource to begin at TopMap    
2019-11-04 02:15:21 +0200 • Add memLockedErr enum missing from previous commit
2019-11-04 02:14:56 +0200 • (HACK) MoveHHi added - works, but not as in specs!
2019-11-04 02:12:08 +0200 • Fix SetHandleSize for locked blocks (don't move)  
2019-11-04 02:06:36 +0200 • Fix tail check in the zone check                  
2019-11-04 02:04:53 +0200 • Fix name allocation in AddResource                
2019-11-04 02:03:14 +0200 • StdFile: No "New folder" button in old dialogs    
2019-11-03 05:53:37 +0200 • More verbose heapcheck & optional free space debug
2019-11-02 18:13:37 +0200 • Fix possible TextEdit calibration memory move bug 
2019-11-02 17:40:30 +0200 • Fix resource map validation for maps with no names
2019-11-01 17:55:35 +0200 • Add dummy cstr2dec and pstr2dec selectors in Pack7
2019-11-01 17:54:15 +0200 • Don't trash ResourceEntry ptr in RGetResourceCount
2019-11-01 02:30:02 +0200 • Dummy IUMagWString & Transliterate(Text) for Excel
2019-11-01 00:43:41 +0200 • Add 'PACK' 3,4,5,6&7 mapping (Excel now starts up)
2019-10-31 21:33:21 +0200 • Resource fork compact placeholder code            
2019-10-31 01:01:48 +0200 • Fix RmveResource offset bug at last item of a type
2019-10-30 21:56:35 +0200 • Don't try to remove name if entry doesn't have one
2019-10-30 21:55:55 +0200 • Add map checks to Resource Manager calls for debug
2019-10-30 04:54:54 +0200 • Fix reallocation of resource in ChangedResource   

Standard File Package

It’s been quite a while since last update, which is due to combination of us being busy real-life jobs, and focusing work on this project on a monolithic feature, which in this case is nothing less than getting the Standard File Package to work!

Features

This is list of the features which the M.A.C.E. Standard File Package emulation is currently capable of:

  • All 8 selectors for Pack3 (SFPutFile, SFGetFile, SFPPutFile, SFPGetFile, StandardPutFile, StandardGetFile, CustomPutFile, & CustomGetFile). The ones tested are highlighted, but others should work too.
  • Support for custom file dialogs (with assorted hacks to convert MFS-style dialogs, such as the “Save” dialog in MS-BASIC 2.00, to the new HFS-style format)
  • Supports both SFReply and StandardFileReply outputs
  • File listing using List Manager, which displays currently System 6-style SICNs, but with System 7.1+ style spacing (later expandable to use the real icons, when we get Desktop Manager interface)
  • Path popup menu, visually and functionally like on real System 7.x
  • Desktop folder support
  • Focus on selected items (including file list with highlight frame), alterable by mouse or tab key
  • Most of common SF key shortcuts: Clipboard shortcuts, Cmd+S (Save), Cmd+O (Open), Cmd+N (New folder), Cmd+D (Go to desktop), Cmd+Up (Go to parent), Cmd+Shift+Up (Go to root/desktop), Cmd+Down (Open folder), (Cmd+Left/Right to browse volumes not yet implemented)
  • Filename field input filtering (prevents “:” from being used in filenames, which is path separator). Also, copy-pasted filenames will be filtered with proper alert messages.
  • Most of SF items/hooks implemented:
    • Items: sfItemOpenButton, sfItemCancelButton, sfItemVolumeUser, sfItemEjectButton, sfItemDesktopButton, sfItemFileListUser, sfItemPopUpMenuUser, sfItemDividerLinePict, sfItemFileNameTextEdit, sfItemPromptStaticText, sfItemNewFolderUser,
    • Hooks: sfHookFirstCall, sfHookCharOffset, sfHookNullEvent, sfHookRebuildList, sfHookFolderPopUp, sfHookOpenFolder, sfHookLastCall, sfHookGoToDesktop
    • Not yet implemented: sfHookOpenAlias, sfHookGoToAliasTarget, sfHookGoToNextDrive, sfHookGoToPrevDrive, sfHookChangeSelection, sfHookSetActiveOffset
  • File type filtering supported, both by typeList and FileFilterProc
A GIF animation showing the progress done in the past month, from scratch to the latest version

Known issues

Although most of the Standard File Package is functional, and usable, there are still some issues left:

  • Because DirCreate is not yet implemented in NativeFS layer, FindFolder cannot create the Desktop Folder/Trash folders to the file system, thus at least Desktop Folder needs to exist to allow access to “Desktop” level in the SF dialogs. This also prevents “New folder” from actually creating the folders.
  • Eject button does not yet do anything, as the NativeFS volumes are non-ejectable
  • There are minor differences to real System 7.x style SF dialogs, for example with certain elements being a few pixels off their intended locations, and popup menu’s width not always expanding
  • Some custom dialogs don’t yet work exactly as they should, for example THINK Pascal 4.0 “Add files” dialog erases left edge of the applications own custom list located below the SF file list, and for some reason it allows attempts to add folders as source files…
  • Location of the SF dialog is sometimes not correct (for example, Railroad Tycoon’s “Save game” dialog is partially under the menu bar)
  • We cannot yet create app bundles for the currently working freeware/shareware applications that use StandardFile, because when sandboxed the bundle file system is read-only, and thus attempting to save anything to it would straight out fail. To work around this, we need to implement certain changes to the way file system in bundled applications is handled, but we are already working on that for the next release

Other improvements made for Standard File

There were a couple features that were implemented as part of Standard File Package implementation, some of which were necessary to make it work

NativeFS AVL tree balancing and iteration support

One important feature was the need for catalog iteration, which is used by Standard File dialogs to enumerate the files in current folder to be displayed in the file list. This allows for example GetCatInfo to use ioFDirIndex in the parameter block to index specific files inside given directory.

Also, this gave a good excuse to finally implement the actual AVL balancing algorithm in the NativeFS file system, which until now had behaved mostly as a dummy binary tree. Below is a screenshot of how the file system structure was changed by the balancing algorithm:

“Before” and “After” debug visualizations of the NativeFS binary tree data structure (click for larger view)

On the right-hand side, is the unbalanced “dummy” binary tree, and on left-hand side is the same file system, when using AVL balancing algorithm to do the insertions. The deepest nodes were reduced from, in this case, from way over 100+ key comparisons into a rough maximum of 10+.

Popup Menu Control

One important feature of the HFS-style Standard File dialogs is the navigation aid provided by the path popup menu. For this, the Popup Menu Control CDEF 63 was implemented. On real Macs, this was originally part of Communications Toolbox, before it was merged to the System 7.x at some point. The Standard File dialogs use only a subset of its features, but foundation for most use cases was built at the same time, so taking it into more common use should be quite easy. As it uses the Menu Manager’s PopUpMenuSelect trap call, the actual menu selection was already there.

One fun and tricky part though was the need to add MDEF “wrapper” for SF popup path menu, to ensure that the opened popup menu would never be narrower than width of the popup control. To do this, the control imitates how the real Macs did this by adding temporarily a MDEF “wrapper”, which injects modified menuWidth value to the menu after it receives a mSizeMsg message from the Menu Manager, thus modifying the resulting popup menu size.

Picture Button Control

The CDEF 61, picture button, was implemented just to allow adding the “New folder” button to the “put” dialogs. It is quite simple, at least in monochrome version, just drawing a PICT resource as content of a regular push button

Dialog Manager improvements

The StdFilter, which is also used by Standard File dialogs, was improved to add features used by it:

  • Outlining default button with FrameRoundRect
  • Handle “cancel” item’s shortcut key as escape/cmd+dot
  • Track cursor to turn it into i-beam over enabled textedit fields
  • Handle update events for default items

Also, the default shortcut keys (Cmd+X/C/V for Cut/Copy/Paste) were also implemented in DialogSelect trap.

Other news: 68020/68040 support

In other news, Pukka has also been busy adding 68020/68040 support, which includes:

  • Bitfield instructions (bfins, bfset, bftst, bfchg, bfclr, bfextu, bfffo)
  • cas2.b/w/l instruction
  • divs.l/divu.l 32-bit division instructions
  • move16 instruction for 68040
  • Disassembler support for the new and improved instructions
  • Various other improvements

Full list of changes since last post

2019-10-21 02:25:22 +0300 • GetResource falls back to TopMap if CurMap invalid
2019-10-20 23:00:18 +0300 • Fix byteswap bug in LDEF -4000 (item font & size) 
2019-10-19 21:44:23 +0300 • Update ArmorAlley JSON config, it now almost works
2019-10-19 02:18:39 +0300 • Fix _Allocate, use ioFRefNum/FCB to get the vcbPtr
2019-10-19 02:06:57 +0300 • Make MemoryManager allocation alignment adjustable
2019-10-19 01:54:24 +0300 • Fix AddResource bug, ResErr not cleared on success
2019-10-19 01:44:31 +0300 • Implemented RmveResource                          
2019-10-18 17:44:45 +0300 • Set ioFDirIndex for GetCatInfo in SF popup refresh
2019-10-18 17:21:28 +0300 • Desktop folder support improved in SFUpdateReply  
2019-10-18 17:08:07 +0300 • Show files in Desktop Folders on desktop          
2019-10-18 16:25:39 +0300 • Update StdFile Eject button enable/disable state  
2019-10-18 03:39:11 +0300 • Close app resource file on exit from emulator     
2019-10-18 03:07:05 +0300 • Draw CDEF 63 popup triangle & hack to resize menu 
2019-10-17 00:07:14 +0300 • Fix StdFile dirID byteswap bug for popup menu item
2019-10-17 00:05:13 +0300 • Rough proto of autoTrack to CDEF 63 popup tracking
2019-10-16 23:28:35 +0300 • Add sfHookFolderPopUp trigger & handler to StdFile
2019-10-16 23:27:14 +0300 • Implement testCntl in CDEF 63 (& refactor headers)
2019-10-16 22:47:54 +0300 • Merge branch 'master' of  
2019-10-16 22:47:13 +0300 • Fix popup menu creation (fix title & set icon cmd)
2019-10-16 22:45:09 +0300 • Work on CDEF 63 (draw menu in the control)        
2019-10-16 22:44:10 +0300 • Implement mDrawItemMsg in MDEF 0                  
2019-10-16 22:40:13 +0300 • fix initializing 68040 processor type and linkin..
2019-10-16 04:50:31 +0300 • Implement mCalcItemMsg in MDEF 0                  
2019-10-16 03:59:46 +0300 • Implement calculation of popup bounds in CDEF 63  
2019-10-16 03:58:56 +0300 • Make Mac_GetMenu visible in public headers        
2019-10-16 03:58:31 +0300 • Fix bugs in StdFile path popup folder iteration   
2019-10-15 02:25:13 +0300 • Work on CDEF 63 init, dispose and calc messages   
2019-10-14 21:40:29 +0300 • disassembler fixes and support for bit field ins..
2019-10-14 02:50:31 +0300 • Work on CDEF 63: Init StdFile dir popup contents  
2019-10-13 07:21:56 +0300 • Fix filename in GetFileInfo for ioFDirIndex > 0   
2019-10-12 23:57:53 +0300 • Fix old-style StdFile filelist bounds byteswap bug
2019-10-12 23:56:36 +0300 • Fix ioFDirIndex>0 case for GetFileInfo in NativeFS
2019-10-12 04:29:25 +0300 • "New folder" dialog added, and many fixes & tweaks
2019-10-12 02:09:45 +0300 • Cmd+Down in SF & fix list arrow when no selection 
2019-10-11 22:40:18 +0300 • Handle Cmd+S, Cmd+O, cmd+D and cmd+N in StdFile   
2019-10-11 22:21:15 +0300 • Fix crash in CDEF 61 dispCntl message handler     
2019-10-11 05:12:59 +0300 • Enable "new folder" button in StdFile put dialogs 
2019-10-11 05:11:37 +0300 • Implemented CDEF 61 ('PICT' button control for SF)
2019-10-11 02:44:50 +0300 • Don't try to go to the parent of Desktop          
2019-10-11 02:39:49 +0300 • Open parent with cmd+up, desktop with cmd+shift+up
2019-10-11 01:49:34 +0300 • Implement cut/copy/paste handling in DialogSelect 
2019-10-11 00:08:41 +0300 • Fix inverted zonecheck result in handle validation
2019-10-11 00:06:45 +0300 • Finish IsCmdChar implementation (& fix signature) 
2019-10-11 00:05:16 +0300 • Fix KCHR load from ROM (RomMapInsert & TmpResLoad)
2019-10-10 22:27:30 +0300 • Cache KCHR 0 in script manager expand mem globals 
2019-10-10 10:32:50 +0300 • Handle escape key in StdFilter                    
2019-10-10 10:32:26 +0300 • Add dummy IsCmdChar to ScriptUtil dispatcher      
2019-10-10 02:43:08 +0300 • Handle iBeam cursor in StdFilter null/updateEvents
2019-10-10 02:25:40 +0300 • Frame default button in StdFilter (also disabled) 
2019-10-10 01:53:25 +0300 • Handle desktop folder and related buttons         
2019-10-09 22:58:06 +0300 • Use new defines for FindFolder folders in StdFile 
2019-10-09 22:57:33 +0300 • Call DirCreate in FindFolder when createFolder set
2019-10-09 22:56:44 +0300 • Add dummy DirCreate placeholder to FSDispatch     
2019-10-09 22:55:41 +0300 • Merge branch 'master' of  
2019-10-09 22:55:37 +0300 • Fix font strike size to inRec size scale ratio    
2019-10-09 22:20:59 +0300 • disassembler support for move16                   
2019-10-09 21:54:33 +0300 • remove unused sr_bits field from instruction data 
2019-10-09 21:33:53 +0300 • finish implementing move16 instruction            
2019-10-09 21:26:06 +0300 • update xcode 6 project                            
2019-10-09 17:23:48 +0300 • Fix FindFolder memory corrupt (ioNamePtr not set) 
2019-10-09 11:16:53 +0300 • Fix byteswap bug in fld# type comparison          
2019-10-09 11:15:00 +0300 • Fix fld# search to work on non-system folder lists
2019-10-09 03:46:40 +0300 • Add linecount script                              
2019-10-09 03:46:28 +0300 • Add empty desktop/trash folders to THINK Pascal   
2019-10-09 03:32:46 +0300 • AliasManager added, to implement FindFolder for SF
2019-10-09 02:42:02 +0300 • Implemented HOpenResFile                          
2019-10-08 00:43:44 +0300 • Implement sfHookCharOffset and sHookRebuildList   
2019-10-07 21:56:21 +0300 • Found hidden ListManager selector, used by StdFile
2019-10-07 21:55:09 +0300 • Add PageUp/Down and Home/End keys to SDL keymapper
2019-10-07 04:57:10 +0300 • Use inThumb also to draw control on SetCtlMin/Max 
2019-10-07 04:55:48 +0300 • Fix wrong zero-case part code bug in HiliteControl
2019-10-07 03:16:46 +0300 • Fix ignore dot & '%'-prefix items in InsertResMenu
2019-10-07 02:19:28 +0300 • Fix memory leak in DrawPicture                    
2019-10-07 02:18:10 +0300 • Fix conversion of uncompressed pixmap data to b&w 
2019-10-06 23:37:38 +0300 • fix divs.l, start implementing move16 instruction 
2019-10-06 00:00:12 +0300 • allocate move16 instruction                       
2019-10-05 23:07:36 +0300 • fixes for divs.l/divu.l instruction               
2019-10-05 22:00:21 +0300 • Merge branch 'master' of  
2019-10-05 21:59:44 +0300 • implement chk2.b/w/l instructions                 
2019-10-05 21:57:57 +0300 • Merge branch 'master' of  
2019-10-05 21:57:22 +0300 • Fix resource name remove bug                      
2019-10-05 21:27:28 +0300 • implement cas2.w and cas2.l instructions          
2019-10-05 20:34:46 +0300 • finish cas.b/w/l instruction implementation       
2019-10-05 04:50:14 +0300 • Fix bug in FindWindow (theWindow not initialized) 
2019-10-05 04:10:11 +0300 • Merge branch 'master' of  
2019-10-05 00:11:35 +0300 • make bsr instruction branchless                   
2019-10-04 23:43:40 +0300 • THINK Pascal def missing from root CMakeLists.txt 
2019-10-04 23:25:35 +0300 • register variants for bfins, bfset and bftst      
2019-10-04 23:05:14 +0300 • remove unused c16 param from bfxxx_read/write     
2019-10-04 22:42:22 +0300 • use read_pc_immediate for bit field extension     
2019-10-04 22:30:25 +0300 • fixes for bit field instructions                  
2019-10-04 01:06:20 +0300 • Add THINK Pascal 4.0 test app JSON config to CMake
2019-10-04 01:06:00 +0300 • Implemented MaxSizeRsrc                           
2019-10-03 22:25:37 +0300 • Reinforce fake handle handling in memory manager  
2019-10-03 22:21:15 +0300 • bfchg, bfclr, bfext, bfextu and bfffo instructio..
2019-10-03 22:09:06 +0300 • Revert "bfchg, bfclr, bfext, bfextu and bfffo in..
2019-10-03 22:08:15 +0300 • bfchg, bfclr, bfext, bfextu and bfffo instructio..
2019-10-03 04:04:45 +0300 • Escape MacRoman filenames & avoid UTF8 conversions
2019-10-03 00:27:19 +0300 • SF key filtering (max length, skip ':' & CR, etc.)
2019-10-03 00:26:24 +0300 • Support "autoKey" in keyboard and platform modules
2019-10-02 02:55:34 +0300 • Handle tab key in SFDialogFilter                  
2019-10-02 02:14:00 +0300 • Tweak list ListManagerClickTrackProc visible size 
2019-10-02 02:00:26 +0300 • Fix missing sfHookLastCall set on SF dialog close 
2019-10-02 01:58:50 +0300 • Escape characters in NFS (and fix full-path bug)  
2019-10-02 00:08:29 +0300 • Adjust Art Class JSON to use 68020 machine config 
2019-10-02 00:07:57 +0300 • Update SF reply records during event loop         
2019-10-02 00:07:24 +0300 • Handle invalid names and replace in "save" dialogs
2019-10-02 00:05:56 +0300 • Reduce keyboard debug logging                     
2019-10-01 22:34:26 +0300 • Fix missing origName in SFPutFile                 
2019-10-01 22:06:24 +0300 • Merge branch 'master' of  
2019-10-01 22:06:17 +0300 • Tweak Gestalt and fix M68kHelper for 68020 support
2019-10-01 21:35:17 +0300 • kemu header cleanup                               
2019-10-01 21:33:14 +0300 • update xcode6 project                             
2019-10-01 20:38:00 +0300 • 020 bit field instructions, optimizations, some ..
2019-10-01 17:01:23 +0300 • First successful "open" from Standard File        
2019-10-01 15:37:53 +0300 • Missing header update for no-read privilege flag  
2019-10-01 15:37:03 +0300 • Add missing part of previous LayerDispatch fix    
2019-10-01 15:36:20 +0300 • Handle cancel button & implement closing dialogs  
2019-10-01 15:20:57 +0300 • Handle opening of folder in file list             
2019-10-01 15:20:00 +0300 • Don't hilite disabled items in file list lDrawMsg 
2019-10-01 14:58:06 +0300 • Error dialog support for Standard File            
2019-10-01 14:57:19 +0300 • Add some more TODOs to StdFilter proc             
2019-10-01 14:56:52 +0300 • Fix bug in AutoPositionWindow lcParentWindow case 
2019-10-01 13:42:47 +0300 • Fix redraw bug in file list item selection        
2019-10-01 13:40:58 +0300 • Detect when a folder is opened instead of file    
2019-10-01 13:39:08 +0300 • Fix accidental file list framing in "Get" dialogs 
2019-10-01 03:24:36 +0300 • Update save/open button state (and title)         
2019-10-01 01:21:11 +0300 • Add Desktop Folder and Trash to TeachText config  
2019-10-01 01:20:45 +0300 • Add empty folder creation support to make.cmake   
2019-10-01 01:06:51 +0300 • Go to parent folder by clicking volume name       
2019-09-30 02:06:23 +0300 • Handle more events in SF(update, activate & mouse)
2019-09-30 02:02:42 +0300 • Fix byteswap bug in FindDialogItem                
2019-09-29 03:39:31 +0300 • SF activation handling: set reply & frame filelist
2019-09-29 03:35:48 +0300 • Fix more maxIndex bugs in LGetSelect and LSearch  
2019-09-28 03:54:21 +0300 • Add file type filtering & call custom file filters
2019-09-28 03:53:38 +0300 • Fix bug in Standard File dialog autopositioning   
2019-09-28 03:28:31 +0300 • Fix SF special folder detection bytes-wap bug     
2019-09-28 03:27:37 +0300 • Fix ioDrDirID for folders in GetCatInfo           
2019-09-28 03:08:52 +0300 • Handle list clicking in SF dialog event handler   
2019-09-28 03:08:12 +0300 • Fix maxIndex case in LClick selection clearing    
2019-09-28 03:07:09 +0300 • Set mouseLoc in ListRec in LClick                 
2019-09-28 03:05:32 +0300 • Fix ioDirFlg setup in GetCatInfo                  
2019-09-28 01:59:31 +0300 • Re-enable EraseRect calls in SF dialog item redraw
2019-09-28 01:57:24 +0300 • Fix ioNamePtr handling in GetCatInfo              
2019-09-28 01:56:01 +0300 • Draw volume icon & name in Standard File dialogs  
2019-09-27 15:40:16 +0300 • Finalize LDEF -4000 drawing for standard file list
2019-09-27 15:38:52 +0300 • Fix file type mapping bugs in standard file pack  
2019-09-27 15:37:44 +0300 • Add Scratch20 low memory global                   
2019-09-27 04:21:58 +0300 • First real filelist shown in Standard File Dialogs
2019-09-26 22:56:17 +0300 • Add balancing algorithm to the AVL tree (+debug)  
2019-09-26 22:54:32 +0300 • Add missing header from previous commit           
2019-09-26 22:53:19 +0300 • Finish volume/directory setup in SF initialization
2019-09-26 11:30:42 +0300 • Reset to VCBQHdr after last VCB in SF volume scan 
2019-09-26 04:06:05 +0300 • Work on volume state initialization in SF package 
2019-09-26 04:03:16 +0300 • Tweak FMGetDrive to allow passing nil driverRefNum
2019-09-26 04:02:01 +0300 • Support GetVolInfo calls with drvNum as vRefNum   
2019-09-26 04:01:13 +0300 • Add four flag bytes in front of DrvQEl in NativeFS
2019-09-25 04:33:14 +0300 • Set default SF volume&folder to application folder
2019-09-25 04:11:00 +0300 • Add indexing to GetCatInfo + fetch real ioDrNmFls 
2019-09-25 04:09:38 +0300 • Add rough iteration support to file system AVLTree
2019-09-22 13:09:58 +0300 • Refresh file list in StdFile dialogs              
2019-09-22 05:17:32 +0300 • First StdFile dialogs visible, not yet functional 
2019-09-22 05:15:58 +0300 • Support opcodes 0x12, 0x13 and 0x14 in pictures   
2019-09-22 04:41:36 +0300 • More progress on StdFilePack                      
2019-09-22 04:39:36 +0300 • Minor List Manager fixes and tweaks               
2019-09-22 04:37:15 +0300 • Placeholder for popup CDEF (63)                   
2019-09-19 23:06:31 +0300 • Finalize CheckWindow selector for LayerDispatch   
2019-09-19 03:25:17 +0300 • More work on Standard File Package                
2019-09-19 03:23:39 +0300 • Add two new selectors to LayerDispatch for StdFile
2019-09-18 03:58:15 +0300 • Some work on Standard File Package                
2019-09-18 03:54:32 +0300 • Use _RelString in IUMagIDString for now           
2019-09-13 01:48:34 +0300 • Mac OS X 10.6.8 compatibility                     
2019-09-11 21:30:30 +0300 • Enable GetNextEvent CPU throttle for Arkanoid     
2019-09-11 18:25:41 +0300 • Add Crystal Quest and Armor Alley test apps       
2019-09-09 01:31:04 +0300 • Bump up runtime version for new bundles           
2019-09-09 00:58:48 +0300 • Tweak IAGO cmake config                           
2019-09-07 14:04:32 +0300 • Add two more test app configs, IAGO and EveryMan 1
2019-09-07 14:04:02 +0300 • Add substitution for missing fonts in Font Manager

A bit of nVIR-A experience, and a new test application

Infection compatibility

We had this week a rather interesting thing happen by accident, which was rather unusual: While trying out a couple potential test applications with the emulator, we ran into an application which was infected by nVIR A type virus ( https://en.wikipedia.org/wiki/NVIR ). What makes this interesting, is that it apparently was able to infect the System file of that application’s bundle, as we now have near-complete resource write support:

Above is partial output of the System file’s resource map debug dump (and Rezilla screenshot of infected System file), and the ‘nVIR’ and ‘INIT’ resources were actually written into the System file by the virus in infected application – and the system resource map seemed to be (mostly) still functional! I only found this out because a bug in resource writing corrupted Geneva font, causing the infected application to crash. A kind of controversial achievement, having good enough compatibility for even viruses to work in the toolbox emulation…

One of the positive sides of the current per-application bundling of files as isolated file systems, is that the infection never was able to break out of the application bundle. We have also scrubbed through all the disk images and Mac files downloaded we use for development and testing, to make sure there will not be any risk of infection at later time (and run Disinfectant on the source Macs/emulators regularly). These viruses are ancient, but can awake up at any time it seems…

New test application: IAGO

After we got the infection sorted out and everything back to normal, we experimented with a couple of new test applications, and found out that IAGO, which is a public domain game written by David Reed in 1984.

We were able to identify one bug in ROXLI.L instruction, which caused the game timer to not advance correctly. After it was fixed, the game works as smoothly as it does on a (fast) real Macs. It is now also available for testing as application bundle in the downloads section.

Performance improvements and menu stuff

The past few weeks have mostly gone to improving performance of the runtime environment. Although all the apps have been running smoothly without any issues, there was not much focus on improving the actual CPU usage of the host system.

Unlike hardware-based emulators such as Mini vMac, where everything including applications, ROM, and system software run on 68K, in M.A.C.E. there is distinct separation of execution between 68K based code, and the Toolbox code written in native C. This creates some minor issues with managing performance, as especially in regards of early software – QuickDraw routines would be much slower on real 68000 hardware, and thus games depending on certain 68000 execution speed would experience certain slowdown of using those QuickDraw (and other Toolbox) routines.

However, in M.A.C.E., the native code always runs at full speed, and those expectations break down as experienced in Stunt Copter, Zero Gravity, Harrier Strike Mission II, Brickles among some other applications. To mitigate this, there is an artificial slowdown that the emulator can optionally enable delay throttle in GetNextEvent, which we have so far used to make most of the aforementioned applications usable.

68K emulation throttle

Pukka added an experimental throttle to the 68K emulator, which attempts to slow down applications which do for example busy-looping and polling of TickCount to perform timing. In the old non-multithreading MacOS, this kind of timing was pretty common especially in games that required precise control on the CPU resources. This should in future help CPU usage in programs heavy on 68K code in game loops, such as Dark Castle and Apache Strike. This however does not help the cases which rely a lot on Toolbox, such as the applications which benefit of the GetNextEvent delay throttle.

SystemTask and execution yielding in Toolbox routines

As some may remember, when Apple transitioned from Mac OS 9 to X, one way to yield execution was to add SystemTask calls to blocking loops (in cases where WaitNextEvent would not be desirable). As the Toolbox in M.A.C.E. is completely implemented in C, we have the power to choose yielding strategy ourself, and for that we are experimenting at the moment with very small delays of 1 millisecond on each call to SystemTask, and any other busy-looping toolbox routines, which include:

  • MenuSelect and PopUpMenuSelect
  • TrackControl and DragControl
  • DragTheRgn (affecting DragGrayRgn and DragWindow), GrowWindow and TrackBox
  • TEClick
  • LClick
  • Delay (it had earlier implementation used by the GetNextEvent hack, but was implemented in a rather stupid way which ended up as a busy-loop on host CPU…)
  • File Manager synchronous command queueing
  • Device Manager synchronous command execution, and driver close

Video rendering and dirty-rectangle detection

Another optimization feature was the addition of detection of video memory “dirty rectangles”, which define which areas of video memory have changed, so that only those would need to be drawn to the screen. This optimization is being experimented especially to improve the future fullscreen and pixeldouble modes (which are not yet enabled due to requiring still some work), and depending on the machine and application, there is varying degree of performance improvement, but not very much (which is to be expected as the 512×342 screen with 1-bit colors does not require a lot of the CPU in regards of pixel format expansion and SDL surface updates).

With these changes, we got CPU usage of 100% to drop to around 7-10% on a Mid-2010 Mac Pro, and 9-12% on 2015 MacBook Pro of the currently bundled applications. Of course, some test applications we are experimenting with still require further work to gain these benefits, but this should help at least keep those fans more quiet on MacBook computers 🙂

We have also updated the test application bundles with these new optimizations in the downloads section on this blog.

Hierarhical menus and PopUpMenuSelect

In addition to performance optimizations, we also finally added the hierarhical menu and popup menu support which was for a long time waited to make especially Railroad Tycoon way more playable.

There was a bit of tweaking, bug fixing, polishing, more bug fixing and tweaking to get those two features to work, but now they appear to work exactly like on a real Mac (timing, positioning, mouse tracking behaviour, screen buffer saving, etc). Sadly we don’t have yet any bundled test applications to demonstrate this, but at least the applications we are using internally all work perfectly.

These are again another major features which gets us closer to the “general classic replacement” release, although there is still lot of work needed to get us there. The progress is however very promising at current pace.

Full list of changes since last post

2019-09-05 01:47:24 +0300 • Add dirty rectangle visualization to debug build 
2019-09-05 00:35:24 +0300 • Update runtime version in cmake script 
2019-09-04 12:44:03 +0300 • Fix offset of minimum-intersection dirty-rectangle 
2019-09-04 03:38:02 +0300 • Finally fix that darn StretchBits… 
2019-09-04 03:14:55 +0300 • Improved, faster dirty rectangles with bit-o-magic 
2019-09-03 22:35:25 +0300 • Implement GetItemIcon and SetItemIcon traps 
2019-09-03 22:21:14 +0300 • Add pixel-double support also to windowed mode 
2019-09-03 22:20:11 +0300 • Fix uninitialized mouse loc in PopUpMenuSelect 
2019-09-03 01:27:55 +0300 • Implement prototype dirty-rectangle video renderer 
2019-09-02 22:42:44 +0300 • Add EnvRunBackgroundTasksReleaseCPULockWithYield 
2019-09-02 20:43:19 +0300 • Fix hit-testing of hierarchical menus in MBDF 
2019-08-30 22:31:02 +0300 • Fix mouse button check in relative mouse mode 
2019-08-30 03:13:25 +0300 • Update trap list XLS/CSV 
2019-08-30 03:06:21 +0300 • Implement basic non-styled TEPaste 
2019-08-30 02:56:58 +0300 • Fix two masking bugs in CopyMask 
2019-08-30 02:07:25 +0300 • Implement pic opcodes 0x1A & 0x1B (RGBColor fg/bg) 
2019-08-30 02:04:08 +0300 • Fix popup menu crash 
2019-08-30 01:13:42 +0300 • Initial fullscreen (and pixel-double) support 
2019-08-28 22:25:51 +0300 • Enable delay hack in Brickles test app 
2019-08-28 22:25:34 +0300 • Add execution yield for 1ms to SystemTask 
2019-08-28 21:54:36 +0300 • Fix the earlier video update limiter adjustment 
2019-08-28 13:31:18 +0300 • Experimental change to lower CPU usage, has issues 
2019-08-27 23:54:36 +0300 • usleep logic to m68k helper 
2019-08-27 05:04:18 +0300 • First proto of PopupMenuSelect, has bugs 
2019-08-27 00:32:21 +0300 • Merge branch 'master' of  
2019-08-27 00:32:17 +0300 • Also handle shortcut keys for submenus in _MenuKey 
2019-08-26 21:46:33 +0300 • Merge branch 'master' of  
2019-08-26 21:45:28 +0300 • revert unwanted modification 
2019-08-26 17:02:42 +0300 • Fix left-hand side hierarchical menu handling 
2019-08-26 03:13:36 +0300 • Fix icon alignment in default MDEF 0 item drawing 
2019-08-26 02:30:48 +0300 • Merge branch 'master' of  
2019-08-26 02:30:42 +0300 • Add "bermuda triangle" to hierarchical menus 
2019-08-25 20:36:24 +0300 • move pc increment away from instructions + some optimizations 
2019-08-24 23:38:22 +0300 • Update instructions.c 
2019-08-24 23:17:34 +0300 • some optimizations and ea macros 
2019-08-24 15:33:05 +0300 • Improve hierarchical menu tracking 
2019-08-24 01:12:35 +0300 • Fix GetItemMark/Cmd/Style result byteswap bug 
2019-08-23 19:41:36 +0300 • Fix drawing of hierarchical menu items 
2019-08-23 04:36:38 +0300 • Merge branch 'master' of  
2019-08-23 04:35:57 +0300 • First rough proto of hierarhical menu support 
2019-08-22 21:51:52 +0300 • fix cmpm instruction with FAST_ADDRESSING 
2019-08-21 00:30:28 +0300 • Add cmake config for Brickles, which was missing 
2019-08-20 02:31:00 +0300 • Use rb fallback in NFSOpenFileHook is r+b fails 

A LOT of fixes, improvements and new test applications

It’s now approximately one month since last update, and a lot of “under the hood” type progress has been made.

M68K Tester and 68K bug fixes

One major task we had on roadmap was attempting to see how we could integrate Pukka’s emulator core with the amazing M68K Emulator Testsuite (by Gwenolé Beauchesne and Ray Arachelian, archived at this URL: http://web.archive.org/web/20090417202939/http://gwenole.beauchesne.info/en/projects/68ktester ). After holidays, Pukka was able to get the integration done, and we found a bunch of hard-to-find CPU bugs thanks to it:

Even though a lot of bugs were fixed, there are still test cases which do not pass, and will be fixed soon. However, with the fixes already done to the bugs that were found thanks to the test suite, Dark Castle and Beyond Dark Castle appear to be stable in rooms that used to crash before:

New relative mouse mode

A long-time task that has been waiting implementation has been the relative mouse mode, in which M.A.C.E. captures mouse cursor entirely, and instead of using the absolute position given by the host operation system, calculates mouse motion itself using the mouse delta vectors. This both prevents stray clicks outside emulated desktop window, and allows long delta swipes such as required to control helicopter in Apache Strike. As a result of this, Apache Strike can now be played, as previously it would immediately crash into the wall – and Pirates! no longer hangs in the swordfight at beginning – both which depended on certain low-level mouse low memory globals being emulated correctly:

Another fun feature which we added to complement the relative mouse mode as experimenting with game controller input API of SDL, which took about 30 minutes to do and works quite OK as seen on this video:

Apache Strike controlled using USB gamepad

Another issue that was fixed was missed clicks problem with “Tap to Click” MacBooks, which now should generate mouseDown events correctly.

Currently the cursor itself is still displayed using SDL “hardware” cursor API, but with the recent changes adding support for software cursor should not be a big problem – One that might be required to have decent cursor is certain games, where the cursor visibility depends on the cursor having ability to “invert” depending on underlaying graphics (such as the crosshair on black background in lemmings), which the SDL hardware cursor does not support.

Keyboard text input rewritten with proper character mapping

In first iteration of keyboard handler, we only had scancode support with minimal MacRoman mapping (without modifiers), which although was working for the simple use cases, did not allow flexibility required for example to enter upper-case letters.

For second iteration, we attempted to utilize host operating system keyboard layout mapping by using SDL text input API, and although it worked nicely for TextEdit text input, broke command keys and other things (such as Dark Castle & Lode Runner controls) horribly.

For the latest, third iteration, we went back to scancode based input, but instead are simulating the exactly same type KCHR scancode to MacRoman mapping like on real Macs. This allows every key to work properly in text editing, game input and menu shortcut etc, but one downside is that for international layouts we will need to have separate KCHR resources, currently only having U.S. as default layout. However, as “dead keys” are also working, typing special characters such as accents, umlauts, etc is working nicely even on this layout.

ResEdit bug “treasure chest”

ResEdit proved to be a real “treasure chest” of bugs and improvements, as it used literally every possible List Manager routine, and it also surfaced some unexpected bugs in other places such as TextEdit, Dialog Manager, QuickDraw, and other already heavily used toolbox traps.

Some major improvements found through testing ResEdit:

  • Most of List Manager calls were implemented, including resizing lists, deleting rows/columns, searching data. Also some bugs were fixed, such as corruption of data offsets in some cases, etc.
  • Dialog manager edit field handling had a number of bugs, which surfaced in the DLOG editor, and there also were bugs in item hiding/showing which were also manifesting in Civilization.
  • TextEdit had some bugs in the MixedMode handling of special case calling conventions, which caused crash in the hex editor. After fixing them, not only the hex editor works, but also MacPascal editing bugs were fixed, as it also used custom TEDoText hooks.
  • The PACK 1 (“BitEdit”) package in ResEdit surface a couple QuickDraw bugs, such as random SeedFill memory corruption (using the paint bucket tool) and StretchBits memory corruption. These also make MacPaint more stable, which was also suffering from the SeedFill bug.

Some of these fixes had quite universal effects, such as improving the previously buggy behaviour of Lists and TextEdit in HyperCard 1.x:

Other improvements

  • Text scaling and measuring had some bugs, which were fixed so that MacPaint and Macwrite can display text of all sizes, faces and styles.
  • MacWrite now works, at least kind of…all other edition options are working (styling, page breaks, font sizes, fonts, rulers, etc), except adding newline using enter/return causes text to corrupt.
  • As the region corruption bug in polygon rendering was fixed, PT-109 appears now the be completely stable.
  • With “dummy” SetPalette trap implemented, Railroad Tycoon is now able to proceed past first “End of Fiscal Period” report
  • Scrollbar (CDEF 1) implementation (and related Control Manager TrackControl/DragControl stuff) were finally finished, so the indicator thumb dragging works now.
  • Prototype of font fractional width support added, only test case for this is curently Photoshop, which enables them. Right now only FOND width tables are supported, but extended width tables could be easily added as soon as some application needs them.

New test applications added

Also, we have now finally two new test app bundles that should be complete enough for trying out. These are ZeroGravity by Duane Blehm, and Blob Manager Demo by Paul DuBois. They are now available for trying out in the Downloads section.

Additionally, the old test application bundles have been updated with the new M.A.C.E. runtime, which includes all the bug fixes and improvements done since their last update. For example, Stunt Copter uses now the new relative mouse mode, and all apps have been updated to support the “Tap to Click” trackpad mode on MacBooks.

Full list of changes since last post

There are too many changes to detail in a single post, so as a new feature below is the version control log of all changes made since last update:

2019-08-19 22:54:49 +0300 • Add SetDialogDefaultItem/CancelItem/TracksCursor 
2019-08-19 22:47:32 +0300 • Tweak TrackControl and LClick delay to 8 ticks 
2019-08-19 18:15:47 +0300 • Save alert default item also in the DialogRecord 
2019-08-19 16:23:03 +0300 • Partial support for default dialog StdFilter proc 
2019-08-19 07:03:12 +0300 • Bumb the M.A.C.E. version number & use current date 
2019-08-19 07:02:52 +0300 • Replace printfs with log, and add a few DEBUG #ifs 
2019-08-19 07:00:17 +0300 • Fix the SDL window title for now by using EnvStartupFile 
2019-08-19 06:59:57 +0300 • Tweak Blob Mgr Demo and ZeroGravity for release 
2019-08-19 06:00:30 +0300 • Work on FOND widthtable and fractional size support 
2019-08-17 03:17:27 +0300 • Work a little on resource map "shadowing" handling 
2019-08-17 03:04:32 +0300 • Fix WaitMouseUp to not return 1 extra "down" state 
2019-08-17 02:23:40 +0300 • Fix SeedFill random memory corruption case 
2019-08-15 23:36:01 +0300 • Merge branch 'master' of  
2019-08-15 23:35:56 +0300 • Fix TextEdit cursor right-side clamping 
2019-08-15 22:55:05 +0300 • add xcode 6 project 
2019-08-15 22:43:06 +0300 • Fix incorrect register usage in TEDoText overrides 
2019-08-15 21:21:29 +0300 • Fix StretchBits stack buffer overrun 
2019-08-14 23:46:30 +0300 • Fix scrollbar redraw bug in List Manager 
2019-08-14 23:25:48 +0300 • SetPalette classic-QD dummy trap 
2019-08-14 21:44:36 +0300 • Fix LSetSelect highlight bugs 
2019-08-14 19:28:32 +0300 • Fix lNoNilHilite flag handling in LSetSelect 
2019-08-13 03:14:24 +0300 • Fix value clamping in Control Manager 
2019-08-13 03:11:51 +0300 • Tweak CloseWD stub to not crash 
2019-08-13 03:11:28 +0300 • Implement LClrCell and proto of LDelRow/LDelColumn 
2019-08-12 21:10:26 +0300 • Fix a couple byteswap bugs in lists (selection) 
2019-08-12 17:39:11 +0300 • Fix one-cell delta calculation in list pageup/down 
2019-08-12 15:03:44 +0300 • Fix maxIndex bug in LNew 
2019-08-12 02:34:18 +0300 • List Manager LSize implementation 
2019-08-11 05:12:39 +0300 • Finished LAutoScroll, another easy one for ResEdit 
2019-08-11 04:56:40 +0300 • Implemented C_LFind, was simpler than I thought… 
2019-08-11 04:46:28 +0300 • Finish LNextCell trap, work on LClick multiselect 
2019-08-11 02:18:20 +0300 • Implement C_LClick scroll indicator handling 
2019-08-11 02:06:55 +0300 • Fix dividend overflow in scrollbar CDEF 1 rounding 
2019-08-11 01:43:52 +0300 • Implement DragControl, finish TrackControl & CDEF1 
2019-08-10 03:41:37 +0300 • Fix caps lock usage in SDL key event handler 
2019-08-10 02:01:37 +0300 • SDL gamecontroller support "hack" to Apache Strike 
2019-08-09 20:45:44 +0300 • Add FSpOpenDF, FSpCreate, FSpDelete, FSpGetInfo, FSpRename & (dummy) _Rename 
2019-08-09 18:08:02 +0300 • Hacked procinfo for UIMagIDString call in LSearch 
2019-08-09 03:28:00 +0300 • Fix buffer overflow in GetVolParms 
2019-08-09 02:42:54 +0300 • Added dummy GetVolParms selector to _FSDispatch 
2019-08-09 02:00:31 +0300 • Add Jigsaw test app 
2019-08-09 02:00:10 +0300 • Implement LSearch, and (dummy stub) IUMagIDString 
2019-08-09 01:58:42 +0300 • Implemented 1-bit NewGWorld in QDExtensions 
2019-08-08 17:10:34 +0300 • Fix allocation of key state buffer 
2019-08-08 02:45:45 +0300 • C_KeyTranslate Deadkey support + fix mac scancodes 
2019-08-07 18:30:41 +0300 • Fix dialog edit field handling 
2019-08-07 12:13:26 +0300 • Fix picture recording of port fgColor/bkColor 
2019-08-07 04:49:10 +0300 • Add git log generator, for fun 🙂 
2019-08-07 04:21:32 +0300 • Tweak type of ScrapSize in low memory 
2019-08-07 04:21:04 +0300 • Fix fromMode handling in Picture Line recording 
2019-08-07 04:19:58 +0300 • Fix picture line recording Point saving 
2019-08-07 04:17:59 +0300 • Fix Hide/Show dialog item bounds calculation 
2019-08-07 04:15:36 +0300 • Prevent editfield citation replacements in dialogs 
2019-08-06 19:43:28 +0300 • Fix Scrap Manager bugs 
2019-08-06 19:41:31 +0300 • Clean up Mouse module a bit 
2019-08-06 19:07:03 +0300 • Fix bug in DefaultShowCursor 
2019-08-06 16:38:47 +0300 • Un-obscure cursor before _MDrawCursor in CrsrTask 
2019-08-06 01:42:37 +0300 • Make phase-shift adjustment configurable 
2019-08-06 00:20:31 +0300 • Move audio phase-shift from RAM to ClassicSound 
2019-08-06 00:17:50 +0300 • Disable VM_MAP and reverse-page mapping 
2019-08-05 20:44:39 +0300 • Disable a couple of mouse debug log calls 
2019-08-05 00:10:21 +0300 • Updated some test apps with relative mouse mode 
2019-08-05 00:09:22 +0300 • Refactor cursor to support relative motion mode 
2019-08-04 00:30:38 +0300 • fix abcd, partially fix sbcd instruction 
2019-08-03 23:20:09 +0300 • fix zero status for subx.b/w/l instruction 
2019-08-03 00:40:07 +0300 • fix add.b, addx.b/w/l and negx.b/w/l status bits 
2019-08-03 00:40:01 +0300 • Merge branch 'master' of  
2019-08-02 00:05:57 +0300 • Fix TEIdle blinker 
2019-08-01 23:10:07 +0300 • Implement LLastClick and tweak trap glue generator 
2019-08-01 16:03:22 +0300 • Disable the extra log debug trace of heap compact 
2019-08-01 16:02:28 +0300 • Reduce logging in MixedMode calls 
2019-08-01 16:01:44 +0300 • Fix size bug in WriteResource 
2019-08-01 16:00:47 +0300 • Fix resProtected flag check in ChangedResource 
2019-08-01 15:58:51 +0300 • Fix dialog edit field disabled check + others 
2019-08-01 05:19:49 +0300 • Add missing lowmem changes for CurActivate bug fix 
2019-08-01 05:19:04 +0300 • Work on KeyTranslate KCHR mapping (fix keyboard) 
2019-07-31 01:21:08 +0300 • Add MacConcentration test app 
2019-07-31 01:20:39 +0300 • Implement FADDD & fix major 64-bit float SANE bug 
2019-07-31 01:08:21 +0300 • fix lsl and lsr instruction for shift > 31 
2019-07-30 22:53:46 +0300 • fixes for m68k tester 
2019-07-30 21:50:19 +0300 • move x68k xcode6 project to x68k root 
2019-07-30 21:48:42 +0300 • add m68k tester 
2019-07-30 21:46:25 +0300 • make kemu lib c++ compatible 
2019-07-29 15:51:21 +0300 • Tweak GunShy config to use version 1.3 
2019-07-28 04:54:27 +0300 • Fix window activation handling 
2019-07-27 04:36:27 +0300 • Fix GetFontInfo for scaled fonts 
2019-07-27 04:22:21 +0300 • Fix bug in fast-case of text blitter 
2019-07-27 02:13:56 +0300 • Set Lo3Bytes lowmem global properly 
2019-07-27 02:12:01 +0300 • Implemented ReadDateTime and (dummy) SetDateTime 
2019-07-27 01:26:28 +0300 • Fix LActivate 
2019-07-27 00:46:46 +0300 • Fix cursor leak 
2019-07-26 18:29:56 +0300 • Tweak InitResources to be (again) re-callable 
2019-07-26 17:32:20 +0300 • Fix UPP ProcInfo of DABeeper callback 
2019-07-26 15:46:55 +0300 • Implemented LActivate selector in List Manager 
2019-07-26 05:45:33 +0300 • Fix bug in resource manager name remove code 
2019-07-26 05:44:44 +0300 • Add Glider4 test app 
2019-07-26 05:44:24 +0300 • Fix possible bug in SetVol NFS handler 
2019-07-26 05:43:07 +0300 • Setup CurrentA5 during boot stage 2 for INITs 
2019-07-26 02:55:49 +0300 • Re-fix PurgeSpace to also return correct D0 
2019-07-26 01:52:59 +0300 • Optimize FramePolygon case 
2019-07-26 01:43:57 +0300 • Actually update the existing ADF header 
2019-07-26 01:36:18 +0300 • Finish SetFileinfo handler in NativeFS 
2019-07-26 01:35:28 +0300 • Fix region corruption bug in polygon drawing 
2019-07-25 23:16:56 +0300 • Fix MapRgn duplicate inversion point bug 
2019-07-25 23:07:21 +0300 • Fix MapPt negativity check 
2019-07-25 22:08:06 +0300 • Fix size of ScriptUtil selector 
2019-07-25 22:02:10 +0300 • Fix edge case bug in UnpackBits 
2019-07-25 21:02:00 +0300 • Fix ADF file create bug, mixed up rsrc and data 
2019-07-25 19:27:32 +0300 • Also reserve space for mapping in the stack after packBuffer