/trunk/Aysalia DOS/AyDos.exe |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/AyDos.mnu |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/AyDos1.gam |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/AyDos2.gam |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/DOSBox License.txt |
---|
0,0 → 1,340 |
GNU GENERAL PUBLIC LICENSE |
Version 2, June 1991 |
Copyright (C) 1989, 1991 Free Software Foundation, Inc. |
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
Everyone is permitted to copy and distribute verbatim copies |
of this license document, but changing it is not allowed. |
Preamble |
The licenses for most software are designed to take away your |
freedom to share and change it. By contrast, the GNU General Public |
License is intended to guarantee your freedom to share and change free |
software--to make sure the software is free for all its users. This |
General Public License applies to most of the Free Software |
Foundation's software and to any other program whose authors commit to |
using it. (Some other Free Software Foundation software is covered by |
the GNU Library General Public License instead.) You can apply it to |
your programs, too. |
When we speak of free software, we are referring to freedom, not |
price. Our General Public Licenses are designed to make sure that you |
have the freedom to distribute copies of free software (and charge for |
this service if you wish), that you receive source code or can get it |
if you want it, that you can change the software or use pieces of it |
in new free programs; and that you know you can do these things. |
To protect your rights, we need to make restrictions that forbid |
anyone to deny you these rights or to ask you to surrender the rights. |
These restrictions translate to certain responsibilities for you if you |
distribute copies of the software, or if you modify it. |
For example, if you distribute copies of such a program, whether |
gratis or for a fee, you must give the recipients all the rights that |
you have. You must make sure that they, too, receive or can get the |
source code. And you must show them these terms so they know their |
rights. |
We protect your rights with two steps: (1) copyright the software, and |
(2) offer you this license which gives you legal permission to copy, |
distribute and/or modify the software. |
Also, for each author's protection and ours, we want to make certain |
that everyone understands that there is no warranty for this free |
software. If the software is modified by someone else and passed on, we |
want its recipients to know that what they have is not the original, so |
that any problems introduced by others will not reflect on the original |
authors' reputations. |
Finally, any free program is threatened constantly by software |
patents. We wish to avoid the danger that redistributors of a free |
program will individually obtain patent licenses, in effect making the |
program proprietary. To prevent this, we have made it clear that any |
patent must be licensed for everyone's free use or not licensed at all. |
The precise terms and conditions for copying, distribution and |
modification follow. |
GNU GENERAL PUBLIC LICENSE |
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION |
0. This License applies to any program or other work which contains |
a notice placed by the copyright holder saying it may be distributed |
under the terms of this General Public License. The "Program", below, |
refers to any such program or work, and a "work based on the Program" |
means either the Program or any derivative work under copyright law: |
that is to say, a work containing the Program or a portion of it, |
either verbatim or with modifications and/or translated into another |
language. (Hereinafter, translation is included without limitation in |
the term "modification".) Each licensee is addressed as "you". |
Activities other than copying, distribution and modification are not |
covered by this License; they are outside its scope. The act of |
running the Program is not restricted, and the output from the Program |
is covered only if its contents constitute a work based on the |
Program (independent of having been made by running the Program). |
Whether that is true depends on what the Program does. |
1. You may copy and distribute verbatim copies of the Program's |
source code as you receive it, in any medium, provided that you |
conspicuously and appropriately publish on each copy an appropriate |
copyright notice and disclaimer of warranty; keep intact all the |
notices that refer to this License and to the absence of any warranty; |
and give any other recipients of the Program a copy of this License |
along with the Program. |
You may charge a fee for the physical act of transferring a copy, and |
you may at your option offer warranty protection in exchange for a fee. |
2. You may modify your copy or copies of the Program or any portion |
of it, thus forming a work based on the Program, and copy and |
distribute such modifications or work under the terms of Section 1 |
above, provided that you also meet all of these conditions: |
a) You must cause the modified files to carry prominent notices |
stating that you changed the files and the date of any change. |
b) You must cause any work that you distribute or publish, that in |
whole or in part contains or is derived from the Program or any |
part thereof, to be licensed as a whole at no charge to all third |
parties under the terms of this License. |
c) If the modified program normally reads commands interactively |
when run, you must cause it, when started running for such |
interactive use in the most ordinary way, to print or display an |
announcement including an appropriate copyright notice and a |
notice that there is no warranty (or else, saying that you provide |
a warranty) and that users may redistribute the program under |
these conditions, and telling the user how to view a copy of this |
License. (Exception: if the Program itself is interactive but |
does not normally print such an announcement, your work based on |
the Program is not required to print an announcement.) |
These requirements apply to the modified work as a whole. If |
identifiable sections of that work are not derived from the Program, |
and can be reasonably considered independent and separate works in |
themselves, then this License, and its terms, do not apply to those |
sections when you distribute them as separate works. But when you |
distribute the same sections as part of a whole which is a work based |
on the Program, the distribution of the whole must be on the terms of |
this License, whose permissions for other licensees extend to the |
entire whole, and thus to each and every part regardless of who wrote it. |
Thus, it is not the intent of this section to claim rights or contest |
your rights to work written entirely by you; rather, the intent is to |
exercise the right to control the distribution of derivative or |
collective works based on the Program. |
In addition, mere aggregation of another work not based on the Program |
with the Program (or with a work based on the Program) on a volume of |
a storage or distribution medium does not bring the other work under |
the scope of this License. |
3. You may copy and distribute the Program (or a work based on it, |
under Section 2) in object code or executable form under the terms of |
Sections 1 and 2 above provided that you also do one of the following: |
a) Accompany it with the complete corresponding machine-readable |
source code, which must be distributed under the terms of Sections |
1 and 2 above on a medium customarily used for software interchange; or, |
b) Accompany it with a written offer, valid for at least three |
years, to give any third party, for a charge no more than your |
cost of physically performing source distribution, a complete |
machine-readable copy of the corresponding source code, to be |
distributed under the terms of Sections 1 and 2 above on a medium |
customarily used for software interchange; or, |
c) Accompany it with the information you received as to the offer |
to distribute corresponding source code. (This alternative is |
allowed only for noncommercial distribution and only if you |
received the program in object code or executable form with such |
an offer, in accord with Subsection b above.) |
The source code for a work means the preferred form of the work for |
making modifications to it. For an executable work, complete source |
code means all the source code for all modules it contains, plus any |
associated interface definition files, plus the scripts used to |
control compilation and installation of the executable. However, as a |
special exception, the source code distributed need not include |
anything that is normally distributed (in either source or binary |
form) with the major components (compiler, kernel, and so on) of the |
operating system on which the executable runs, unless that component |
itself accompanies the executable. |
If distribution of executable or object code is made by offering |
access to copy from a designated place, then offering equivalent |
access to copy the source code from the same place counts as |
distribution of the source code, even though third parties are not |
compelled to copy the source along with the object code. |
4. You may not copy, modify, sublicense, or distribute the Program |
except as expressly provided under this License. Any attempt |
otherwise to copy, modify, sublicense or distribute the Program is |
void, and will automatically terminate your rights under this License. |
However, parties who have received copies, or rights, from you under |
this License will not have their licenses terminated so long as such |
parties remain in full compliance. |
5. You are not required to accept this License, since you have not |
signed it. However, nothing else grants you permission to modify or |
distribute the Program or its derivative works. These actions are |
prohibited by law if you do not accept this License. Therefore, by |
modifying or distributing the Program (or any work based on the |
Program), you indicate your acceptance of this License to do so, and |
all its terms and conditions for copying, distributing or modifying |
the Program or works based on it. |
6. Each time you redistribute the Program (or any work based on the |
Program), the recipient automatically receives a license from the |
original licensor to copy, distribute or modify the Program subject to |
these terms and conditions. You may not impose any further |
restrictions on the recipients' exercise of the rights granted herein. |
You are not responsible for enforcing compliance by third parties to |
this License. |
7. If, as a consequence of a court judgment or allegation of patent |
infringement or for any other reason (not limited to patent issues), |
conditions are imposed on you (whether by court order, agreement or |
otherwise) that contradict the conditions of this License, they do not |
excuse you from the conditions of this License. If you cannot |
distribute so as to satisfy simultaneously your obligations under this |
License and any other pertinent obligations, then as a consequence you |
may not distribute the Program at all. For example, if a patent |
license would not permit royalty-free redistribution of the Program by |
all those who receive copies directly or indirectly through you, then |
the only way you could satisfy both it and this License would be to |
refrain entirely from distribution of the Program. |
If any portion of this section is held invalid or unenforceable under |
any particular circumstance, the balance of the section is intended to |
apply and the section as a whole is intended to apply in other |
circumstances. |
It is not the purpose of this section to induce you to infringe any |
patents or other property right claims or to contest validity of any |
such claims; this section has the sole purpose of protecting the |
integrity of the free software distribution system, which is |
implemented by public license practices. Many people have made |
generous contributions to the wide range of software distributed |
through that system in reliance on consistent application of that |
system; it is up to the author/donor to decide if he or she is willing |
to distribute software through any other system and a licensee cannot |
impose that choice. |
This section is intended to make thoroughly clear what is believed to |
be a consequence of the rest of this License. |
8. If the distribution and/or use of the Program is restricted in |
certain countries either by patents or by copyrighted interfaces, the |
original copyright holder who places the Program under this License |
may add an explicit geographical distribution limitation excluding |
those countries, so that distribution is permitted only in or among |
countries not thus excluded. In such case, this License incorporates |
the limitation as if written in the body of this License. |
9. The Free Software Foundation may publish revised and/or new versions |
of the General Public License from time to time. Such new versions will |
be similar in spirit to the present version, but may differ in detail to |
address new problems or concerns. |
Each version is given a distinguishing version number. If the Program |
specifies a version number of this License which applies to it and "any |
later version", you have the option of following the terms and conditions |
either of that version or of any later version published by the Free |
Software Foundation. If the Program does not specify a version number of |
this License, you may choose any version ever published by the Free Software |
Foundation. |
10. If you wish to incorporate parts of the Program into other free |
programs whose distribution conditions are different, write to the author |
to ask for permission. For software which is copyrighted by the Free |
Software Foundation, write to the Free Software Foundation; we sometimes |
make exceptions for this. Our decision will be guided by the two goals |
of preserving the free status of all derivatives of our free software and |
of promoting the sharing and reuse of software generally. |
NO WARRANTY |
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY |
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN |
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES |
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED |
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF |
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS |
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE |
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, |
REPAIR OR CORRECTION. |
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING |
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR |
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, |
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING |
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED |
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY |
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER |
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE |
POSSIBILITY OF SUCH DAMAGES. |
END OF TERMS AND CONDITIONS |
How to Apply These Terms to Your New Programs |
If you develop a new program, and you want it to be of the greatest |
possible use to the public, the best way to achieve this is to make it |
free software which everyone can redistribute and change under these terms. |
To do so, attach the following notices to the program. It is safest |
to attach them to the start of each source file to most effectively |
convey the exclusion of warranty; and each file should have at least |
the "copyright" line and a pointer to where the full notice is found. |
<one line to give the program's name and a brief idea of what it does.> |
Copyright (C) <year> <name of author> |
This program is free software; you can redistribute it and/or modify |
it under the terms of the GNU General Public License as published by |
the Free Software Foundation; either version 2 of the License, or |
(at your option) any later version. |
This program is distributed in the hope that it will be useful, |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
GNU General Public License for more details. |
You should have received a copy of the GNU General Public License |
along with this program; if not, write to the Free Software |
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
Also add information on how to contact you by electronic and paper mail. |
If the program is interactive, make it output a short notice like this |
when it starts in an interactive mode: |
Gnomovision version 69, Copyright (C) year name of author |
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. |
This is free software, and you are welcome to redistribute it |
under certain conditions; type `show c' for details. |
The hypothetical commands `show w' and `show c' should show the appropriate |
parts of the General Public License. Of course, the commands you use may |
be called something other than `show w' and `show c'; they could even be |
mouse-clicks or menu items--whatever suits your program. |
You should also get your employer (if you work as a programmer) or your |
school, if any, to sign a "copyright disclaimer" for the program, if |
necessary. Here is a sample; alter the names: |
Yoyodyne, Inc., hereby disclaims all copyright interest in the program |
`Gnomovision' (which makes passes at compilers) written by James Hacker. |
<signature of Ty Coon>, 1 April 1989 |
Ty Coon, President of Vice |
This General Public License does not permit incorporating your program into |
proprietary programs. If your program is a subroutine library, you may |
consider it more useful to permit linking proprietary applications with the |
library. If this is what you want to do, use the GNU Library General |
Public License instead of this License. |
/trunk/Aysalia DOS/DOSBox.conf |
---|
0,0 → 1,243 |
# This is the configurationfile for DOSBox 0.74. (Please use the latest version of DOSBox) |
# Lines starting with a # are commentlines and are ignored by DOSBox. |
# They are used to (briefly) document the effect of each option. |
[sdl] |
# fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back) |
# fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox. |
# fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768). |
# Using your monitor's native resolution with aspect=true might give the best results. |
# If you end up with small window on a large screen, try an output different from surface. |
# windowresolution: Scale the window to this size IF the output device supports hardware scaling. |
# (output=surface does not!) |
# output: What video system to use for output. |
# Possible values: surface, overlay, opengl, openglnb, ddraw. |
# autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock) |
# sensitivity: Mouse sensitivity. |
# waitonerror: Wait before closing the console if dosbox has an error. |
# priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized. |
# pause is only valid for the second entry. |
# Possible values: lowest, lower, normal, higher, highest, pause. |
# mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value. |
# usescancodes: Avoid usage of symkeys, might not work on all operating systems. |
fullscreen=false |
fulldouble=false |
fullresolution=original |
windowresolution=original |
output=surface |
autolock=false |
sensitivity=100 |
waitonerror=true |
priority=higher,normal |
mapperfile=mapper-0.74.map |
usescancodes=true |
[dosbox] |
# language: Select another language file. |
# machine: The type of machine tries to emulate. |
# Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe. |
# captures: Directory where things like wave, midi, screenshot get captured. |
# memsize: Amount of memory DOSBox has in megabytes. |
# This value is best left at its default to avoid problems with some games, |
# though few games might require a higher value. |
# There is generally no speed advantage when raising this value. |
language= |
machine=svga_s3 |
captures=capture |
memsize=16 |
[render] |
# frameskip: How many frames DOSBox skips before drawing one. |
# aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!. |
# scaler: Scaler used to enlarge/enhance low resolution modes. |
# If 'forced' is appended, then the scaler will be used even if the result might not be desired. |
# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x. |
frameskip=0 |
aspect=false |
scaler=normal2x |
[cpu] |
# core: CPU Core used in emulation. auto will switch to dynamic if available and appropriate. |
# Possible values: auto, dynamic, normal, simple. |
# cputype: CPU Type used in emulation. auto is the fastest choice. |
# Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch. |
# cycles: Amount of instructions DOSBox tries to emulate each millisecond. |
# Setting this value too high results in sound dropouts and lags. |
# Cycles can be set in 3 ways: |
# 'auto' tries to guess what a game needs. |
# It usually works, but can fail for certain games. |
# 'fixed #number' will set a fixed amount of cycles. This is what you usually need if 'auto' fails. |
# (Example: fixed 4000). |
# 'max' will allocate as much cycles as your computer is able to handle. |
# |
# Possible values: auto, fixed, max. |
# cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12) |
# cycledown: Setting it lower than 100 will be a percentage. |
core=auto |
cputype=auto |
cycles=auto |
cycleup=10 |
cycledown=20 |
[mixer] |
# nosound: Enable silent mode, sound is still emulated though. |
# rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality. |
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716. |
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged. |
# Possible values: 1024, 2048, 4096, 8192, 512, 256. |
# prebuffer: How many milliseconds of data to keep on top of the blocksize. |
nosound=false |
rate=44100 |
blocksize=1024 |
prebuffer=20 |
[midi] |
# mpu401: Type of MPU-401 to emulate. |
# Possible values: intelligent, uart, none. |
# mididevice: Device that will receive the MIDI data from MPU-401. |
# Possible values: default, win32, alsa, oss, coreaudio, coremidi, none. |
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use. |
# See the README/Manual for more details. |
mpu401=intelligent |
mididevice=default |
midiconfig= |
[sblaster] |
# sbtype: Type of Soundblaster to emulate. gb is Gameblaster. |
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none. |
# sbbase: The IO address of the soundblaster. |
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300. |
# irq: The IRQ number of the soundblaster. |
# Possible values: 7, 5, 3, 9, 10, 11, 12. |
# dma: The DMA number of the soundblaster. |
# Possible values: 1, 5, 0, 3, 6, 7. |
# hdma: The High DMA number of the soundblaster. |
# Possible values: 1, 5, 0, 3, 6, 7. |
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer. |
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'. |
# Possible values: auto, cms, opl2, dualopl2, opl3, none. |
# oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well). |
# Possible values: default, compat, fast. |
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly). |
# Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000. |
sbtype=sb16 |
sbbase=220 |
irq=7 |
dma=1 |
hdma=5 |
sbmixer=true |
oplmode=auto |
oplemu=default |
oplrate=44100 |
[gus] |
# gus: Enable the Gravis Ultrasound emulation. |
# gusrate: Sample rate of Ultrasound emulation. |
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716. |
# gusbase: The IO base address of the Gravis Ultrasound. |
# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300. |
# gusirq: The IRQ number of the Gravis Ultrasound. |
# Possible values: 5, 3, 7, 9, 10, 11, 12. |
# gusdma: The DMA channel of the Gravis Ultrasound. |
# Possible values: 3, 0, 1, 5, 6, 7. |
# ultradir: Path to Ultrasound directory. In this directory |
# there should be a MIDI directory that contains |
# the patch files for GUS playback. Patch sets used |
# with Timidity should work fine. |
gus=false |
gusrate=44100 |
gusbase=240 |
gusirq=5 |
gusdma=3 |
ultradir=C:\ULTRASND |
[speaker] |
# pcspeaker: Enable PC-Speaker emulation. |
# pcrate: Sample rate of the PC-Speaker sound generation. |
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716. |
# tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'. |
# Possible values: auto, on, off. |
# tandyrate: Sample rate of the Tandy 3-Voice generation. |
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716. |
# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible). |
pcspeaker=true |
pcrate=44100 |
tandy=auto |
tandyrate=44100 |
disney=true |
[joystick] |
# joysticktype: Type of joystick to emulate: auto (default), none, |
# 2axis (supports two joysticks), |
# 4axis (supports one joystick, first joystick used), |
# 4axis_2 (supports one joystick, second joystick used), |
# fcs (Thrustmaster), ch (CH Flightstick). |
# none disables joystick emulation. |
# auto chooses emulation depending on real joystick(s). |
# (Remember to reset dosbox's mapperfile if you saved it earlier) |
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none. |
# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away). |
# autofire: continuously fires as long as you keep the button pressed. |
# swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks. |
# buttonwrap: enable button wrapping at the number of emulated buttons. |
joysticktype=auto |
timed=true |
autofire=false |
swap34=false |
buttonwrap=false |
[serial] |
# serial1: set type of device connected to com port. |
# Can be disabled, dummy, modem, nullmodem, directserial. |
# Additional parameters must be in the same line in the form of |
# parameter:value. Parameter for all types is irq (optional). |
# for directserial: realport (required), rxdelay (optional). |
# (realport:COM1 realport:ttyS0). |
# for modem: listenport (optional). |
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr, |
# transparent, port, inhsocket (all optional). |
# Example: serial1=modem listenport:5000 |
# Possible values: dummy, disabled, modem, nullmodem, directserial. |
# serial2: see serial1 |
# Possible values: dummy, disabled, modem, nullmodem, directserial. |
# serial3: see serial1 |
# Possible values: dummy, disabled, modem, nullmodem, directserial. |
# serial4: see serial1 |
# Possible values: dummy, disabled, modem, nullmodem, directserial. |
serial1=dummy |
serial2=dummy |
serial3=disabled |
serial4=disabled |
[dos] |
# xms: Enable XMS support. |
# ems: Enable EMS support. |
# umb: Enable UMB support. |
# keyboardlayout: Language code of the keyboard layout (or none). |
xms=true |
ems=true |
umb=true |
keyboardlayout=auto |
[ipx] |
# ipx: Enable ipx over UDP/IP emulation. |
ipx=false |
[autoexec] |
mount c "." |
c: |
aydos.exe |
exit |
/trunk/Aysalia DOS/DOSBox.exe |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/SDL.dll |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/SDL_net.dll |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/Source/AyDos.cfg |
---|
0,0 → 1,35 |
-$A+ |
-$B- |
-$C+ |
-$D+ |
-$E- |
-$F- |
-$G+ |
-$H+ |
-$I+ |
-$J+ |
-$K- |
-$L+ |
-$M- |
-$N+ |
-$O+ |
-$P+ |
-$Q- |
-$R- |
-$S- |
-$T- |
-$U- |
-$V+ |
-$W- |
-$X+ |
-$YD |
-$Z1 |
-cg |
-AWinTypes=Windows;WinProcs=Windows;DbiTypes=BDE;DbiProcs=BDE;DbiErrs=BDE; |
-H+ |
-W+ |
-M |
-$M16384,1048576 |
-K$00400000 |
-LE"c:\program files (x86)\borland\delphi5\Projects\Bpl" |
-LN"c:\program files (x86)\borland\delphi5\Projects\Bpl" |
/trunk/Aysalia DOS/Source/AyDos.dof |
---|
0,0 → 1,84 |
[Compiler] |
A=1 |
B=0 |
C=1 |
D=1 |
E=0 |
F=0 |
G=1 |
H=1 |
I=1 |
J=1 |
K=0 |
L=1 |
M=0 |
N=1 |
O=1 |
P=1 |
Q=0 |
R=0 |
S=0 |
T=0 |
U=0 |
V=1 |
W=0 |
X=1 |
Y=1 |
Z=1 |
ShowHints=1 |
ShowWarnings=1 |
UnitAliases=WinTypes=Windows;WinProcs=Windows;DbiTypes=BDE;DbiProcs=BDE;DbiErrs=BDE; |
[Linker] |
MapFile=0 |
OutputObjs=0 |
ConsoleApp=1 |
DebugInfo=0 |
RemoteSymbols=0 |
MinStackSize=16384 |
MaxStackSize=1048576 |
ImageBase=4194304 |
ExeDescription= |
[Directories] |
OutputDir= |
UnitOutputDir= |
PackageDLLOutputDir= |
PackageDCPOutputDir= |
SearchPath= |
Packages=Vcl50;Vclx50;VclSmp50;Vcldb50;vclado50;ibevnt50;Vclbde50;vcldbx50;Qrpt50;TeeUI50;TeeDB50;Tee50;Dss50;TeeQR50;VCLIB50;Vclmid50;vclie50;Inetdb50;Inet50;NMFast50;webmid50;dclocx50;dclaxserver50;vclAbsDBd5 |
Conditionals= |
DebugSourceDirs= |
UsePackages=0 |
[Parameters] |
RunParams= |
HostApplication= |
[Language] |
ActiveLang= |
ProjectLang=$00000407 |
RootDir= |
[Version Info] |
IncludeVerInfo=1 |
AutoIncBuild=0 |
MajorVer=1 |
MinorVer=0 |
Release=0 |
Build=0 |
Debug=0 |
PreRelease=0 |
Special=0 |
Private=0 |
DLL=0 |
Locale=1031 |
CodePage=1252 |
[Version Info Keys] |
CompanyName=ViaThinkSoft |
FileDescription=Aysalia DOS Launcher |
FileVersion=1.0.0.0 |
InternalName=AyDos |
LegalCopyright=(C) 2018 ViaThinkSoft |
LegalTrademarks=Aysalia by Kai Breiling |
OriginalFilename=AyDos.exe |
ProductName=Aysalia DOS |
ProductVersion=1.0.0.0 |
Comments= |
[Excluded Packages] |
$(DELPHI)\Projects\Bpl\hbTapiD5.bpl=hbTapi Components 1.9.9 Standard Edt. |
/trunk/Aysalia DOS/Source/AyDos.dpr |
---|
0,0 → 1,266 |
program AyDos; |
// Aysalia DOS Launcher |
// Revision 2018-12-08 |
// (C) 2018 Daniel Marschall, ViaThinkSoft |
// This launcher does launch DOSBox with the correct *.conf file, |
// centers the window and changes the window title and icon at runtime. |
uses |
SysUtils, |
ShellAPI, |
Windows, |
Messages; |
{$R *.RES} |
const |
DOSBOX_EXE = 'DOSBox.exe'; |
AYDOS_MNU = 'AyDos.mnu'; |
AYDOS_COM = 'AyDos.com'; |
var |
hPsApiDll: Cardinal = 0; |
hIcon: THandle = 0; |
bCeneredOnce: boolean = false; |
(* |
function GetModuleFileNameEx(inProcess: THandle; inModule: THandle; |
Filename: PChar; size: DWord): DWord; stdcall; |
external 'psapi.dll' name 'GetModuleFileNameExA'; |
*) |
{$IFDEF UNICODE} |
function GetModuleFileNameEx(inProcess: THandle; inModule: THandle; Filename: PWideChar; size: DWord): Integer; |
type |
TGetModuleFileNameExFunc = function (inProcess: THandle; inModule: THandle; Filename: PWideChar; size: DWord): DWord; stdcall; |
var |
funcGetModuleFileNameEx: TGetModuleFileNameExFunc; |
begin |
if hPsApiDll <> 0 then |
begin |
@funcGetModuleFileNameEx := GetProcAddress(hPsApiDll, 'GetModuleFileNameExW'); |
if Assigned(funcGetModuleFileNameEx) then |
result := funcGetModuleFileNameEx(inProcess, inModule, Filename, size) |
else |
result := -1; |
end |
else result := -2; |
end; |
{$ELSE} |
function GetModuleFileNameEx(inProcess: THandle; inModule: THandle; Filename: PAnsiChar; size: DWord): Integer; |
type |
TGetModuleFileNameExFunc = function (inProcess: THandle; inModule: THandle; Filename: PAnsiChar; size: DWord): DWord; stdcall; |
var |
funcGetModuleFileNameEx: TGetModuleFileNameExFunc; |
begin |
if hPsApiDll <> 0 then |
begin |
@funcGetModuleFileNameEx := GetProcAddress(hPsApiDll, 'GetModuleFileNameExA'); |
if Assigned(funcGetModuleFileNameEx) then |
result := funcGetModuleFileNameEx(inProcess, inModule, Filename, size) |
else |
result := -1; |
end |
else result := -2; |
end; |
{$ENDIF} |
procedure ChangeTitleAndIcon(hWnd: Thandle); |
var |
Title: array[0..255] of Char; |
const |
TargetWinWidth = 640; |
TargetWinHeight = 480; |
resourcestring |
AyDosTitle = 'Aysalia DOS'; |
AyDos1Title = 'Aysalia DOS 1'; |
AyDos2Title = 'Aysalia DOS 2'; |
begin |
ZeroMemory(@Title, sizeof(Title)); |
GetWindowText(hWnd, @Title, sizeof(Title)-1); |
// Center window (once) |
if (Title = 'DOSBox') and not bCeneredOnce then |
begin |
MoveWindow(hWnd, GetSystemMetrics(SM_CXSCREEN) div 2 - TargetWinWidth div 2, |
GetSystemMetrics(SM_CYSCREEN) div 2 - TargetWinHeight div 2, |
TargetWinWidth, |
TargetWinHeight, |
true); |
bCeneredOnce := true; |
end; |
// Change window title |
if Pos('AYDOS1', Title) > 0 then |
SetWindowText(hWnd, PChar(AyDos1Title)) |
else if Pos('AYDOS2', Title) > 0 then |
SetWindowText(hWnd, PChar(AyDos2Title)) |
else if Pos('AYDOS', Title) > 0 then |
SetWindowText(hWnd, PChar(AyDosTitle)); |
// Change window and taskbar icon |
if hIcon > 0 then |
begin |
// Change both icons to the same icon handle. |
SendMessage(hWnd, WM_SETICON, ICON_SMALL, hIcon); |
SendMessage(hWnd, WM_SETICON, ICON_BIG, hIcon); |
// This will ensure that the application icon gets changed too. |
SendMessage(GetWindow(hWnd, GW_OWNER), WM_SETICON, ICON_SMALL, hIcon); |
SendMessage(GetWindow(hWnd, GW_OWNER), WM_SETICON, ICON_BIG, hIcon); |
end; |
end; |
function EnumWindowsProc(Handle: hWnd; dummy: DWORD): BOOL; stdcall; |
var |
Title: array[0..255] of Char; |
WinFileName: array[0..MAX_PATH] of Char; |
var |
PID: DWORD; |
hProcess: THandle; |
Len: Integer; |
begin |
Result := True; |
ZeroMemory(@WinFileName, sizeof(WinFileName)); |
GetWindowThreadProcessId(Handle, @PID); |
hProcess := OpenProcess(PROCESS_ALL_ACCESS, False, PID); |
Len := GetModuleFileNameEx(hProcess, 0, WinFileName, sizeof(WinFileName)-1); |
if Len > 0 then |
begin |
// GetModuleFileNameEx is available on newer operating systems; |
// it ensures that we find the correct window by checking its EXE filename. |
if SameText(WinFileName, ExtractFilePath(ParamStr(0)) + DOSBOX_EXE) then |
begin |
Result := False; // stop enumeration |
ChangeTitleAndIcon(Handle); |
end; |
end |
else if Len < 0 then |
begin |
// At Win9x, there is no psapi.dll, so we try it the old fashioned way, |
// finding the window by parts of its title |
ZeroMemory(@Title, sizeof(Title)); |
GetWindowText(Handle, Title, sizeof(Title)-1); |
if IsWindowVisible(Handle) then |
begin |
if (title = 'DOSBox') or ((Pos('DOSBox ', title) > 0) and |
(Pos('Cpu speed', title) > 0)) then |
begin |
Result := False; // stop enumeration |
ChangeTitleAndIcon(Handle); |
end; |
end; |
end; |
end; |
function ShellExecuteWait(hWnd: HWND; Operation, FileName, Parameters, |
Directory: PChar; ShowCmd: Integer; lpEnumFunc: TFNWndEnumProc=nil): DWord; |
var |
Info: TShellExecuteInfo; |
pInfo: PShellExecuteInfo; |
begin |
pInfo := @Info; |
with Info do |
begin |
cbSize := SizeOf(Info); |
fMask := SEE_MASK_NOCLOSEPROCESS; |
wnd := hWnd; |
lpVerb := Operation; |
lpFile := FileName; |
lpParameters := PChar(Parameters + #0); |
lpDirectory := PChar(Directory); |
nShow := ShowCmd; |
hInstApp := 0; |
end; |
ShellExecuteEx(pInfo); |
repeat |
result := WaitForSingleObject(Info.hProcess, 10); |
if Assigned(lpEnumFunc) then EnumWindows(lpEnumFunc, 0); |
until (result <> WAIT_TIMEOUT); |
end; |
function CanRunDosBox: boolean; |
var |
windir: array[0..MAX_PATH] of char; |
osVerInfo: TOSVersionInfo; |
begin |
osVerInfo.dwOSVersionInfoSize := SizeOf(TOSVersionInfo); |
if GetVersionEx(osVerInfo) then |
begin |
// DOSBox does not work with Windows 95 |
// It works on Windows 98 (but the VC++ Runtime must be installed) |
if osVerInfo.dwPlatformId = VER_PLATFORM_WIN32_WINDOWS then |
begin |
result := (osVerInfo.dwMajorVersion > 4) or |
((osVerInfo.dwMajorVersion = 4) and (osVerInfo.dwMinorVersion >= 10{Win98})); |
end |
else if osVerInfo.dwPlatformId = VER_PLATFORM_WIN32_NT then |
begin |
result := true; |
end |
else |
begin |
// This should not happen |
result := false; |
end; |
end |
else |
begin |
if GetWindowsDirectory(windir, sizeof(windir)) > 0 then |
begin |
// In case GetVersionEx fails, we are trying to see if command.com exists |
result := FileExists(windir + '\command.com'); |
end |
else |
begin |
// This should never happen |
result := false; |
end; |
end; |
end; |
function Main: Integer; |
var |
sFile: string; |
begin |
if CanRunDosBox then |
begin |
hPsApiDll := LoadLibrary('psapi.dll'); |
try |
hIcon := LoadIcon(hInstance, 'MainIcon'); |
bCeneredOnce := false; |
ShellExecuteWait(0, 'open', DOSBOX_EXE, '-noconsole -conf DOSBox.conf', |
PChar(ExtractFilePath(ParamStr(0))), SW_NORMAL, @EnumWindowsProc); |
sFile := IncludeTrailingBackslash(ExtractFilePath(ParamStr(0))) + 'stdout.txt'; |
if FileExists(sFile) then DeleteFile(PChar(sFile)); |
sFile := IncludeTrailingBackslash(ExtractFilePath(ParamStr(0))) + 'stderr.txt'; |
if FileExists(sFile) then DeleteFile(PChar(sFile)); |
finally |
FreeLibrary(hPsApiDll); |
hPsApiDll := 0; |
end; |
end |
else |
begin |
// SEE_MASK_CLASSNAME cannot be used with pure MZ files (it does only work for NE/PE files!) |
// So we need to do the dirty rename-hack... |
if FileExists(AYDOS_MNU) and not FileExists(AYDOS_COM) then RenameFile(AYDOS_MNU, AYDOS_COM); |
try |
ShellExecuteWait(0, 'open', PChar(AYDOS_COM), '', |
PChar(ExtractFilePath(ParamStr(0))), SW_NORMAL, nil); |
finally |
if FileExists(AYDOS_COM) and not FileExists(AYDOS_MNU) then RenameFile(AYDOS_COM, AYDOS_MNU); |
end; |
end; |
result := 0; |
end; |
begin |
ExitCode := Main; |
end. |
/trunk/Aysalia DOS/Source/AyDos.dproj |
---|
0,0 → 1,33 |
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
<PropertyGroup> |
<ProjectGuid>{19b697c4-ec95-436f-a24a-835c62a5d966}</ProjectGuid> |
<MainSource>AyDos.dpr</MainSource> |
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> |
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> |
<DCC_DCCCompiler>DCC32</DCC_DCCCompiler> |
<DCC_DependencyCheckOutputName>AyDos.exe</DCC_DependencyCheckOutputName> |
</PropertyGroup> |
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> |
<Version>7.0</Version> |
<DCC_DebugInformation>False</DCC_DebugInformation> |
<DCC_LocalDebugSymbols>False</DCC_LocalDebugSymbols> |
<DCC_SymbolReferenceInfo>0</DCC_SymbolReferenceInfo> |
<DCC_Define>RELEASE</DCC_Define> |
</PropertyGroup> |
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> |
<Version>7.0</Version> |
<DCC_Define>DEBUG</DCC_Define> |
</PropertyGroup> |
<ProjectExtensions> |
<Borland.Personality>Delphi.Personality</Borland.Personality> |
<Borland.ProjectType>VCLApplication</Borland.ProjectType> |
<BorlandProject> |
<BorlandProject><Delphi.Personality><Parameters><Parameters Name="UseLauncher">False</Parameters><Parameters Name="LoadAllSymbols">True</Parameters><Parameters Name="LoadUnspecifiedSymbols">False</Parameters></Parameters><VersionInfo><VersionInfo Name="IncludeVerInfo">True</VersionInfo><VersionInfo Name="AutoIncBuild">False</VersionInfo><VersionInfo Name="MajorVer">1</VersionInfo><VersionInfo Name="MinorVer">0</VersionInfo><VersionInfo Name="Release">0</VersionInfo><VersionInfo Name="Build">0</VersionInfo><VersionInfo Name="Debug">False</VersionInfo><VersionInfo Name="PreRelease">False</VersionInfo><VersionInfo Name="Special">False</VersionInfo><VersionInfo Name="Private">False</VersionInfo><VersionInfo Name="DLL">False</VersionInfo><VersionInfo Name="Locale">1031</VersionInfo><VersionInfo Name="CodePage">1252</VersionInfo></VersionInfo><VersionInfoKeys><VersionInfoKeys Name="CompanyName"></VersionInfoKeys><VersionInfoKeys Name="FileDescription"></VersionInfoKeys><VersionInfoKeys Name="FileVersion">1.0.0.0</VersionInfoKeys><VersionInfoKeys Name="InternalName"></VersionInfoKeys><VersionInfoKeys Name="LegalCopyright"></VersionInfoKeys><VersionInfoKeys Name="LegalTrademarks"></VersionInfoKeys><VersionInfoKeys Name="OriginalFilename"></VersionInfoKeys><VersionInfoKeys Name="ProductName"></VersionInfoKeys><VersionInfoKeys Name="ProductVersion">1.0.0.0</VersionInfoKeys><VersionInfoKeys Name="Comments"></VersionInfoKeys></VersionInfoKeys><Source><Source Name="MainSource">AyDos.dpr</Source></Source></Delphi.Personality></BorlandProject></BorlandProject> |
</ProjectExtensions> |
<Import Project="$(MSBuildBinPath)\Borland.Delphi.Targets" /> |
<ItemGroup> |
<DelphiCompile Include="AyDos.dpr"> |
<MainSource>MainSource</MainSource> |
</DelphiCompile> |
</ItemGroup> |
</Project> |
/trunk/Aysalia DOS/Source/AyDos.exe |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/Source/AyDos.res |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/Source/DOS Stub/DosStub.asm |
---|
0,0 → 1,47 |
; Aysalia DOS Launcher |
; DOS Stub for AyDos.exe fat binary |
; Revision 2018-12-05 |
; (C) 2018 Daniel Marschall, ViaThinkSoft |
.model tiny |
.code |
org 100h |
start: |
jmp real_start |
exename1 db "AYDOS.MNU",0 |
cmdargs db 0,'',0dh |
dummy_fcb db 36 dup(0) |
paramblk dw 0 ; use environment of parent |
dw cmdargs ; command line arguments |
dw 0 ; cmdargs_seg |
dw dummy_fcb ; fcb1 |
dw 0 ; fcb1_seg |
dw dummy_fcb ; fcb2 |
dw 0 ; fcb2_seg |
real_start: |
; Reduce size of own application to give the called applications more space |
mov ah, 4ah |
mov bx, 32 ; 32 paragraphs a 16 bytes = 512 bytes |
int 21h |
; Start Menu |
mov ah, 4bh ; execute |
mov al, 00h ; load and execute |
mov bx, paramblk |
lea dx, exename1 |
int 21h |
; Return to DOS |
mov ah, 4ch |
mov al, 00h |
int 21h |
end start |
/trunk/Aysalia DOS/Source/DOS Stub/DosStub.com |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/Source/DOS Stub/Make.bat |
---|
0,0 → 1,6 |
c:\tasm\bin\tasm DOSSTUB.ASM |
c:\tasm\bin\tlink /t DOSSTUB.OBJ |
del DOSSTUB.MAP |
del DOSSTUB.OBJ |
/trunk/Aysalia DOS/Source/Games/AyDos1.gam |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/Source/Games/AyDos2.gam |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/Source/MSDos.ico |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/Source/Menu/AyDos.mnu |
---|
Cannot display: file marked as a binary type. |
svn:mime-type = application/octet-stream |
Property changes: |
Added: svn:mime-type |
+application/octet-stream |
\ No newline at end of property |
/trunk/Aysalia DOS/Source/Menu/AyDosMnu.asm |
---|
0,0 → 1,362 |
; Aysalia DOS Launcher |
; Launches aydos1.gam and aydos2.gam |
; Revision 2018-12-07 |
; (C) 2018 Daniel Marschall, ViaThinkSoft |
.model small |
.stack 100h |
; ------------------------------------------------------- |
.data |
exename1 db "AYDOS1.GAM", 0 |
exename2 db "AYDOS2.GAM", 0 |
cmdargs db 0, '', 0Dh |
dummy_fcb db 36 dup(0) |
paramblk dw 0 ; use environment of parent |
dw cmdargs ; command line arguments |
dw 0 ; cmdargs_seg |
dw dummy_fcb ; fcb1 |
dw 0 ; fcb1_seg |
dw dummy_fcb ; fcb2 |
dw 0 ; fcb2_seg |
menu1 db 13, 10, \ |
13, 10, \ |
13, 10, \ |
13, 10, \ |
' Aysalia DOS', 13, 10, \ |
13, 10, \ |
13, 10, \ |
' Welches Spiel soll gestartet werden?', 13, 10, \ |
13, 10, \ |
' Dr', 81h, 'cke eine der folgenden Tasten:', 13, 10, \ |
13, 10, \ |
' 1 Aysalia DOS I', 13, 10, \ |
' 2 Aysalia DOS II', 13, 10, \ |
13, 10, \ |
' 9 Beenden', 13, 10, \ |
13, 10, \ |
13, 10, \ |
13, 10, 0 |
error1 db 13, 10, \ |
'Fehler: Spiel kann nicht gestartet werden. Fehlt eine Datei?', 13, 10, \ |
13, 10, 0 |
gameover1 db 13, 10, \ |
'Spiel zu Ende!', 13, 10, \ |
13, 10, 0 |
; ------------------------------------------------------- |
.code |
clear_vga PROC |
mov ax, 0A000h |
mov es, ax |
xor di, di |
mov ax, 0 |
mov cx, 64000 |
rep stosb |
ret |
clear_vga ENDP |
set_screen12 PROC |
mov ah, 0 ; set screen mode |
mov al, 12h ; graphic mode, 640x480 pixel, 16 colors (VGA) |
int 10h |
ret |
set_screen12 ENDP |
setup_paramblk PROC |
mov ax, cs |
mov [paramblk + 4], ax ; cmdargs_seg |
mov [paramblk + 8], ax ; fcb1_seg |
mov [paramblk + 12], ax ; fcb2_seg |
ret |
setup_paramblk ENDP |
set_numlock_on PROC |
push es |
; In Windows 98+, we cannot access the BIOS Data Area, |
; so we use this technique to check if we are inside Windows. |
; This code was taken from http://www.fysnet.net/chkwin.htm |
xor ax,ax ; point es:di to 0000:0000h |
mov es,ax ; |
mov di,ax ; |
mov ax,1602h ; Get API entry point |
int 2Fh ; call to multiplex interrupt |
mov ax,es ; |
or ax,ax ; if es:di doesn't point to 0000:0000h |
jnz short is_win ; then Windows is running a DOS box |
or di,di ; else |
jnz short is_win ; we are in True DOS |
; Now the actual code that sets numlock on |
push ds |
mov ax, 40h |
mov ds, ax ; Go to BIOS Data Area ( http://stanislavs.org/helppc/bios_data_area.html ) |
mov bx, 17h ; Load Keyboard flag byte 0 |
mov al, [bx] ; Read |
or al, 20h ; Set bit 5 (numlock) to 1 |
mov [bx], al ; Write |
pop ds |
is_win: |
pop es |
ret |
set_numlock_on ENDP |
flush_keyb_buf PROC |
mov ah, 0Ch ; Flush input buffer and input |
mov al, 0 |
int 21h |
ret |
flush_keyb_buf ENDP |
exit_to_dos PROC |
mov ah, 4Ch |
mov al, 00h |
int 21h |
ret |
exit_to_dos ENDP |
sleep_5 PROC |
mov ah, 00h |
int 1Ah |
cmp dx, 7FFFh |
jg sleep_5_upperhalf |
sleep_5_lowerhalf: |
mov bx, dx |
add bx, 91 ; 18.2 = 1 sec (therefore 91 = 5 sec) |
sleep_5_lowerhalf_again: |
int 1Ah |
cmp dx, bx |
jl sleep_5_lowerhalf_again |
ret |
sleep_5_upperhalf: |
mov bx, dx |
sub bx, 7FFFh |
add bx, 91 ; 18.2 = 1 sec (therefore 91 = 5 sec) |
sleep_5_upperhalf_again: |
int 1Ah |
sub dx, 7FFFh |
cmp dx, bx |
jl sleep_5_upperhalf_again |
ret |
sleep_5 ENDP |
print_color_string PROC |
; This function requires: |
; dx = Pointer to zero terminated string |
; cl = Color |
mov ah, 0Eh |
print_color_string_again: |
mov bx, dx |
mov al, [bx] |
test al, al ; is the character zero? then we are done |
jz print_color_string_end |
mov bl, cl |
int 10h |
add dx, 1 ; go to next character |
jmp print_color_string_again |
print_color_string_end: |
ret |
print_color_string ENDP |
set_bg_color PROC |
; This function requires: |
; bl = Color |
mov ah, 0Bh |
mov bh, 00h |
int 10h |
ret |
set_bg_color ENDP |
print_menu_screen PROC |
; Clear screen |
call clear_vga |
; Set background color |
mov bl, 8 ; dark green background |
call set_bg_color |
; Set text color |
mov cl, 0Fh ; white font |
lea dx, menu1 |
call print_color_string |
ret |
print_menu_screen ENDP |
print_error_screen PROC |
; Clear screen |
call clear_vga |
; Set background color |
mov bl, 4 ; dark red background |
call set_bg_color |
; Set text color |
mov cl, 0Fh ; white font |
lea dx, error1 |
call print_color_string |
ret |
print_error_screen ENDP |
print_gameover_message PROC |
; Keep cursor position |
; Set background color |
mov bl, 4 ; dark red background |
call set_bg_color |
; Set text color |
mov cl, 0Fh ; white font |
lea dx, gameover1 |
call print_color_string |
ret |
print_gameover_message ENDP |
; ------------------------------------------------------- |
start: |
; Setup data segment |
mov ax, @data ; moving base address of data to ax |
mov ds, ax ; moving contents of ax into ds |
; data section now gets initialized |
; Preserve the original screen mode |
mov ah, 0Fh ; Query screen mode |
int 10h |
push ax ; actually, we are only interested in register al (screen mode), not in ah (column count) |
; Change numlock to ON |
; DOSBox has a bug where the NumLock is not correctly set to the setting of the host system, |
; so you have to press the NumLock key twice so that DOSBox recognizes the status. |
; see: https://sourceforge.net/p/dosbox/bugs/71/ |
; https://superuser.com/questions/255102/is-there-a-way-to-use-the-numeric-keypad-in-dosbox/1146986 |
; Since the game uses number keys very often, we set NumLock to ON |
call set_numlock_on |
; Reduce size of own application to give the called applications more space |
; see https://stackoverflow.com/a/10067627 |
mov ah, 4Ah |
mov bx, 100 ; 100 paragraphs a 16 bytes = 1600 bytes |
int 21h |
menu: |
; Video Mode VGA 12 |
call set_screen12 |
; Flush keyboard buffer |
call flush_keyb_buf |
; Print menu screen |
call print_menu_screen |
retry: |
; Query keyboard input |
mov ah, 07h ; Direct character input, without echo |
int 21h |
cmp al, '1' |
je prog1 |
cmp al, '2' |
je prog2 |
cmp al, '9' |
je exit |
; Invalid input |
jmp retry |
prog1: |
; Clear screen |
call clear_vga |
; Setup parameter block for the EXEC command |
call setup_paramblk |
; Start game 1 |
mov ax, @data ; ds:dx = ASCIZ program name (must include extension) |
mov ds, ax |
lea dx, exename1 |
mov ax, @data ; es:bx = Parameter block |
mov es, ax |
mov bx, paramblk |
mov ah, 4Bh ; execute |
mov al, 00h ; load and execute |
int 21h ; DOS API |
; Is everything OK? Or is the GAM file missing? |
jc error |
; Notify the player that the game has finished |
jmp gameover |
prog2: |
; Clear screen |
call clear_vga |
; Setup parameter block for the EXEC command |
call setup_paramblk |
; Start game 2 |
mov ax, @data ; ds:dx = ASCIZ program name (must include extension) |
mov ds, ax |
lea dx, exename2 |
mov ax, @data ; es:bx = Parameter block |
mov es, ax |
mov bx, paramblk |
mov ah, 4Bh ; execute |
mov al, 00h ; load and execute |
int 21h ; DOS API |
; Is everything OK? Or is the GAM file missing? |
jc error |
; Notify the player that the game has finished |
jmp gameover |
error: |
; Video Mode VGA 12 |
call set_screen12 |
; Print error |
call print_error_screen |
; Give the player time to read the error message (approx 5 seconds) |
call sleep_5 |
; Go back to the menu |
jmp menu |
gameover: |
; Print gameover message |
call print_gameover_message |
; Give the player time to read the game over message (approx 5 seconds) |
call sleep_5 |
; Go back to the menu |
jmp menu |
exit: |
; Reset video mode to DOS default |
pop ax ; the video mode we have preserved at program start |
mov ah, 0 ; set screen mode |
int 10h |
; Return to DOS |
call exit_to_dos |
; ------------------------------------------------------- |
end start |
/trunk/Aysalia DOS/Source/Menu/Make.bat |
---|
0,0 → 1,16 |
c:\tasm\bin\tasm AYDOSMNU.ASM |
c:\tasm\bin\tlink AYDOSMNU.OBJ |
del AYDOSMNU.MAP |
del AYDOSMNU.OBJ |
del AyDos.mnu |
ren AYDOSMNU.EXE AyDos.mnu |
del C:\AyDos.mnu |
copy AyDos.mnu C:\ |
c: |
cd \ |
aydos |
/trunk/Aysalia DOS/Source/Source Notes.txt |
---|
0,0 → 1,75 |
Annotations for the Aysalia DOS I & II source codes |
=================================================== |
CALLING FLOW |
------------ |
When running under Windows that supports DOXBox: |
AyDos.exe (32 Bit PE) --> DOSBox (32 Bit PE) --> AyDos.exe (16 Bit COM) --> AyDos.mnu (16 Bit MZ) --> AyDos1/2.gam (16 Bit MZ) |
1. AyDos.exe (32 Bit PE) calls DOSBox.exe (32 Bit PE) with config DOSBox.conf |
2. DOSBox.conf starts AyDos.exe (16 Bit MZ) as autostart |
3. AyDos.exe (16 Bit COM) calls AyDos.mnu (16 Bit MZ) |
4. AyDos.mnu (16 Bit MZ) shows a menu and calls AyDos1.gam or AyDos2.gam (both 16 Bit MZ) |
When running under Windows that does not support DOSBox (only Windows 95): |
AyDos.exe (32 Bit PE) --> AyDos.mnu (16 Bit MZ) --> AyDos1/2.gam (16 Bit MZ) |
1. AyDos.exe (32 Bit PE) calls AyDos.mnu (16 Bit MZ) by temporarily renaming it to AyDos.com |
2. AyDos.mnu (16 Bit MZ) shows a menu and calls AyDos1.gam or AyDos2.gam (both 16 Bit MZ) |
When running under DOS: |
AyDos.exe (16 Bit COM) --> AyDos.mnu (16 Bit MZ) --> AyDos1/2.gam (16 Bit MZ) |
1. AyDos.exe (16 Bit COM) calls AyDos.mnu (16 Bit MZ) |
2. AyDos.mnu (16 Bit MZ) shows a menu and calls AyDos1.gam or AyDos2.gam (both 16 Bit MZ) |
AYDOS.EXE |
--------- |
AyDos.exe is a "fat binary" which can be called by DOS and Windows. |
In Windows mode, it calls DOSBox.exe with the arguments "-noconsole -conf DOSBox.conf" and |
the working directory being the directory where the EXE file is located. |
It also centers the DOSBox window and changes its window title and icon at runtime. |
In DOS mode, it executes the application "AYDOS.MNU" (which is actually a COM-file |
containing the menu code that will eventually call AYDOS1.GAM or AYDOS2.GAM which are |
actually MZ-executables). |
To create this fat binary, do the following: |
1. Compile AyDos.exe with Delphi |
2. Compile DosStub.com with TASM |
3. With an hex editor, copy the contents of DosStub.com into AyDos.exe to offset 0x40 |
AYDOS1.GAM and AYDOS2.GAM |
------------------------- |
These games were developed and compiled in QuickBasic, but unfortunately the source code is lost. |
The EXE files have been modified with a hex editor to fix some small issues. |
A side effect of one fix is that the video mode is not reset when the game exists. |
Therefore, the EXE files have been renamed to GAM and will be called by the menu/launcher executable, |
which resets the video mode correctly, in addition in showing a menu. |
DISTRIBUTE |
---------- |
AyDos.exe |
AyDos.mnu |
AyDos1.gam |
AyDos2.gam |
DOSBox.exe |
DOSBox.conf |
SDL.dll (required by DOSBox) |
SDL_net.dll (required by DOSBox) |
/trunk/Aysalia DOS |
---|
Property changes: |
Added: svn:ignore |
+tasm |
/trunk/LICENSE |
---|
0,0 → 1,202 |
Apache License |
Version 2.0, January 2004 |
http://www.apache.org/licenses/ |
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION |
1. Definitions. |
"License" shall mean the terms and conditions for use, reproduction, |
and distribution as defined by Sections 1 through 9 of this document. |
"Licensor" shall mean the copyright owner or entity authorized by |
the copyright owner that is granting the License. |
"Legal Entity" shall mean the union of the acting entity and all |
other entities that control, are controlled by, or are under common |
control with that entity. For the purposes of this definition, |
"control" means (i) the power, direct or indirect, to cause the |
direction or management of such entity, whether by contract or |
otherwise, or (ii) ownership of fifty percent (50%) or more of the |
outstanding shares, or (iii) beneficial ownership of such entity. |
"You" (or "Your") shall mean an individual or Legal Entity |
exercising permissions granted by this License. |
"Source" form shall mean the preferred form for making modifications, |
including but not limited to software source code, documentation |
source, and configuration files. |
"Object" form shall mean any form resulting from mechanical |
transformation or translation of a Source form, including but |
not limited to compiled object code, generated documentation, |
and conversions to other media types. |
"Work" shall mean the work of authorship, whether in Source or |
Object form, made available under the License, as indicated by a |
copyright notice that is included in or attached to the work |
(an example is provided in the Appendix below). |
"Derivative Works" shall mean any work, whether in Source or Object |
form, that is based on (or derived from) the Work and for which the |
editorial revisions, annotations, elaborations, or other modifications |
represent, as a whole, an original work of authorship. For the purposes |
of this License, Derivative Works shall not include works that remain |
separable from, or merely link (or bind by name) to the interfaces of, |
the Work and Derivative Works thereof. |
"Contribution" shall mean any work of authorship, including |
the original version of the Work and any modifications or additions |
to that Work or Derivative Works thereof, that is intentionally |
submitted to Licensor for inclusion in the Work by the copyright owner |
or by an individual or Legal Entity authorized to submit on behalf of |
the copyright owner. For the purposes of this definition, "submitted" |
means any form of electronic, verbal, or written communication sent |
to the Licensor or its representatives, including but not limited to |
communication on electronic mailing lists, source code control systems, |
and issue tracking systems that are managed by, or on behalf of, the |
Licensor for the purpose of discussing and improving the Work, but |
excluding communication that is conspicuously marked or otherwise |
designated in writing by the copyright owner as "Not a Contribution." |
"Contributor" shall mean Licensor and any individual or Legal Entity |
on behalf of whom a Contribution has been received by Licensor and |
subsequently incorporated within the Work. |
2. Grant of Copyright License. Subject to the terms and conditions of |
this License, each Contributor hereby grants to You a perpetual, |
worldwide, non-exclusive, no-charge, royalty-free, irrevocable |
copyright license to reproduce, prepare Derivative Works of, |
publicly display, publicly perform, sublicense, and distribute the |
Work and such Derivative Works in Source or Object form. |
3. Grant of Patent License. Subject to the terms and conditions of |
this License, each Contributor hereby grants to You a perpetual, |
worldwide, non-exclusive, no-charge, royalty-free, irrevocable |
(except as stated in this section) patent license to make, have made, |
use, offer to sell, sell, import, and otherwise transfer the Work, |
where such license applies only to those patent claims licensable |
by such Contributor that are necessarily infringed by their |
Contribution(s) alone or by combination of their Contribution(s) |
with the Work to which such Contribution(s) was submitted. If You |
institute patent litigation against any entity (including a |
cross-claim or counterclaim in a lawsuit) alleging that the Work |
or a Contribution incorporated within the Work constitutes direct |
or contributory patent infringement, then any patent licenses |
granted to You under this License for that Work shall terminate |
as of the date such litigation is filed. |
4. Redistribution. You may reproduce and distribute copies of the |
Work or Derivative Works thereof in any medium, with or without |
modifications, and in Source or Object form, provided that You |
meet the following conditions: |
(a) You must give any other recipients of the Work or |
Derivative Works a copy of this License; and |
(b) You must cause any modified files to carry prominent notices |
stating that You changed the files; and |
(c) You must retain, in the Source form of any Derivative Works |
that You distribute, all copyright, patent, trademark, and |
attribution notices from the Source form of the Work, |
excluding those notices that do not pertain to any part of |
the Derivative Works; and |
(d) If the Work includes a "NOTICE" text file as part of its |
distribution, then any Derivative Works that You distribute must |
include a readable copy of the attribution notices contained |
within such NOTICE file, excluding those notices that do not |
pertain to any part of the Derivative Works, in at least one |
of the following places: within a NOTICE text file distributed |
as part of the Derivative Works; within the Source form or |
documentation, if provided along with the Derivative Works; or, |
within a display generated by the Derivative Works, if and |
wherever such third-party notices normally appear. The contents |
of the NOTICE file are for informational purposes only and |
do not modify the License. You may add Your own attribution |
notices within Derivative Works that You distribute, alongside |
or as an addendum to the NOTICE text from the Work, provided |
that such additional attribution notices cannot be construed |
as modifying the License. |
You may add Your own copyright statement to Your modifications and |
may provide additional or different license terms and conditions |
for use, reproduction, or distribution of Your modifications, or |
for any such Derivative Works as a whole, provided Your use, |
reproduction, and distribution of the Work otherwise complies with |
the conditions stated in this License. |
5. Submission of Contributions. Unless You explicitly state otherwise, |
any Contribution intentionally submitted for inclusion in the Work |
by You to the Licensor shall be under the terms and conditions of |
this License, without any additional terms or conditions. |
Notwithstanding the above, nothing herein shall supersede or modify |
the terms of any separate license agreement you may have executed |
with Licensor regarding such Contributions. |
6. Trademarks. This License does not grant permission to use the trade |
names, trademarks, service marks, or product names of the Licensor, |
except as required for reasonable and customary use in describing the |
origin of the Work and reproducing the content of the NOTICE file. |
7. Disclaimer of Warranty. Unless required by applicable law or |
agreed to in writing, Licensor provides the Work (and each |
Contributor provides its Contributions) on an "AS IS" BASIS, |
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or |
implied, including, without limitation, any warranties or conditions |
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A |
PARTICULAR PURPOSE. You are solely responsible for determining the |
appropriateness of using or redistributing the Work and assume any |
risks associated with Your exercise of permissions under this License. |
8. Limitation of Liability. In no event and under no legal theory, |
whether in tort (including negligence), contract, or otherwise, |
unless required by applicable law (such as deliberate and grossly |
negligent acts) or agreed to in writing, shall any Contributor be |
liable to You for damages, including any direct, indirect, special, |
incidental, or consequential damages of any character arising as a |
result of this License or out of the use or inability to use the |
Work (including but not limited to damages for loss of goodwill, |
work stoppage, computer failure or malfunction, or any and all |
other commercial damages or losses), even if such Contributor |
has been advised of the possibility of such damages. |
9. Accepting Warranty or Additional Liability. While redistributing |
the Work or Derivative Works thereof, You may choose to offer, |
and charge a fee for, acceptance of support, warranty, indemnity, |
or other liability obligations and/or rights consistent with this |
License. However, in accepting such obligations, You may act only |
on Your own behalf and on Your sole responsibility, not on behalf |
of any other Contributor, and only if You agree to indemnify, |
defend, and hold each Contributor harmless for any liability |
incurred by, or claims asserted against, such Contributor by reason |
of your accepting any such warranty or additional liability. |
END OF TERMS AND CONDITIONS |
APPENDIX: How to apply the Apache License to your work. |
To apply the Apache License to your work, attach the following |
boilerplate notice, with the fields enclosed by brackets "[]" |
replaced with your own identifying information. (Don't include |
the brackets!) The text should be enclosed in the appropriate |
comment syntax for the file format. We also recommend that a |
file or class name and description of purpose be included on the |
same "printed page" as the copyright notice for easier |
identification within third-party archives. |
Copyright 2018 Daniel Marschall, ViaThinkSoft |
Licensed under the Apache License, Version 2.0 (the "License"); |
you may not use this file except in compliance with the License. |
You may obtain a copy of the License at |
http://www.apache.org/licenses/LICENSE-2.0 |
Unless required by applicable law or agreed to in writing, software |
distributed under the License is distributed on an "AS IS" BASIS, |
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
See the License for the specific language governing permissions and |
limitations under the License. |
/trunk/Readme.md |
---|
0,0 → 1,269 |
# AYSALIA: DUAL PACK |
**11. Dezember 2018** |
Vielen Dank, dass Sie Aysalia spielen! Das "Dual Pack" beinhaltet die |
Teile "Zeitalter der Dämonen" in Version 1.5.3 und "Schatten über Aysalia" |
in Version 2.3.1 inklusive der Quelltexte für Visual Basic 5 und höher. |
"Aysalia" ist der neue Name der vor kurzem umbenannten "Dragon Quest"-Reihe |
von Mystix Development. Dem "Dual Pack" liegen zusätzlich die beiden sehr alten |
Versionen von Dragon Quest bei, die nun in "Aysalia DOS" umbenannt wurden. |
Die Versionen enthalten keinen Quelltext und liegen nur aus "nostalgischen" |
Gründen bei. |
Aysalia DOS I und Aysalia DOS II können ab Dezember 2018 |
mit allen Windows Versionen (auch 64 Bit) gespielt werden. |
Hierfür wurde DOSBox sowie ein Launcher in das Spielepaket inkludiert. |
Wir wünschen Ihnen viel Spaß beim Spielen. Wenn Sie Verbesserungsvorschläge |
haben, können Sie diese uns gerne zukommen lassen! |
## DAS ZEITALTER DER DÄMONEN, VERSION 1.5.3 |
### VERSIONSHISTORIE |
Version 1.5.3 (Juni 2007) |
- Orklager: Weiterer kleiner Bug behoben |
- Orklager und Herberge: Goldanzeige wurde an einer Stelle nicht aktualisiert |
Version 1.5.2 (Juni 2007) |
- Schwerer Bug im Lager der Orks behoben |
- Globaler Dialogfehler wurde behoben |
Version 1.5.1 (Januar 2007) |
- Kleinere Verbesserungen |
Version 1.5 (September 2006) |
- KAMPFBILDSCHIRM AKTUALISIERT SICH ERST NACH DEM ERSTEN SCHLAG |
- Wenn man ohne Items abspeichert, hat man nach dem Laden ein leeres Item |
- Charakter: Wenn man die Rasse neu auswählt, bleibt Klasse noch bestehen |
- Wenn man durch Wundenheilen stirbt, beendet das Programm sofort |
- Rastensymbol wird beim Laden nicht angezeigt |
Darauf folgender Cheat wird unterbunden: Beim Rasten kann man nicht abspeichern |
(Jemand könnte dadurch seine Wunden mehrmals heilen) |
- Wenn Anwendung über fremden Anwendungspfad aufgerufen wird, dann werden |
Spielstände nicht gefunden. |
- Charakterfenster konnte an den Kanten groß gemacht werden |
- Man konnte (sehr selten) gleichzeitg sterben und gewinnen bei einem Kampf |
- Kalender in Manager reinmachen |
- Versionsinformationen aktualisieren |
- "Spiel laden" ausblenden, wenn kein Spiel vorhanden |
- Schleichwerbung beim Beenden entfernt |
- Hexe ist in Havengate nach Verschwinden noch ein wenig sichtbar |
- Modale Fenster (bleiben im Vordergrund) verwenden |
- Circles verwenden |
- City soll beim Laden angewandt werden |
- Rast: Objekt benutzen wird deaktiviert, wenn es doch gar nicht ging |
... Das selbe mit Dorfältesten |
- Neuen Versionsinfo-Dialog |
- Manager soll immer ganz expandiert sein |
- Man kann nicht über Rand hinweg gehen |
- Man kann nun auch über ASDW Steuern |
- Nach Rast/Angriff wird City aufgerufen |
Rast aber nicht durch City überschreiben |
- Uhrzeit mit 00-Angaben |
- Neu laden Möglichkeit bei Tod |
- Neue Spielstandstruktur: |
save.s01 + save.s02 + save.s03 = zdd.sav |
- Weitere nicht dokumentierte, kleine Veränderungen |
Version 1.41 (März 2000) |
- "Feilsch-Sperre" wurde korrigiert. |
Version 1.4 (Februar 2000) |
- Auf der Landkarte und im Elfenwald wird man jetzt nicht mehr so oft angegriffen. |
- Der Orklager-Bug wurde behoben. |
- Bei der Charaktergenerierung kann man jetzt auch das Programm beenden. |
- Kaufen-/Stehen-/Feilschenbutton Bug wurde behoben. |
Version 1.3 (Dezember 1999) |
- ACHTUNG: Alte Speicherstände können nicht mehr verwendet werden! |
- Die drei wichtigen Gegenstände gehen beim speichern nicht mehr verloren |
- Wenn Schild angelegt wird, erscheint nicht mehr im Inventar : "kein Schild!" |
- Ritterrüstung hinzugefügt (Havengate) |
- ... und andere kleinere Bugs |
Version 1.2 (Juli 1999) |
- Veröffentlichung in dem Spielemagazin Game-Star. |
- Truhe im Haus (Phargas) |
- Inventar geordnet |
- Paladin kann jetzt wieder Helm tragen |
- Helm und Schild wird jetzt wieder zur RK addiert |
- Tropfen klares Blut lässt sich jetzt verkaufen |
- Mit Maras, dem Schmied kann man jetzt wieder reden |
- Hartholzharnisch lässt sich jetzt benutzen und verkaufen |
### CHEATS |
Auf Landkarte oben links in die Ecke klicken, um einen Cheatcode einzugeben. |
|Cheatcode|Wirkung | |
|---------|---------------------| |
|king |10.000 Einheiten Gold| |
|god |999 HP | |
|archmage |999 MP | |
|heal |Vollständige Heilung | |
Sie sollten die Cheats nicht verwenden, da Sie sich sonst den Spielspaß verderben. |
### WEITERE VERBESSERUNGSVORSCHLÄGE / BEKANNTE BUGS |
- orte ausblenden |
- problem mit fehlerhaften kampfschirm |
- (nicht mehr rekonst) tdok2... linker tisch: du hast xxx besiegt statt etwas gefunden |
- lebenspunkte regenerieren, obwohl man maximum hat |
If Hp + Zahl - STARThp >= 0 Then Zahl = Hp + Zahl - STARThp |
... funktioniert aber nicht (+süa) |
- Anstelle von "Verlassen"-Buttons könnte man zu den Ausgänge oder Türen laufen |
### UMWANDELN ALTER SPIELSTÄNDE |
Die Spielständestruktur von wurden im "Dual Pack" verändert. |
Um alte Spielstände weiterhin nutzen zu können, müssen Sie |
diese in das neue Format umwandeln. Gehen Sie dabei wie folgt vor: |
- Hängen Sie die Daten von save.s01 an die Datei save.s03 |
- Hängen Sie an die Datei save.s03 die Zeile "###" |
- Anschließend hängen Sie noch die Daten von save.s02 an die Datei save.s03 |
- Save.s01 und Save.s02 können Sie löschen |
- Save.s03 wird abgespeichert und umbenannt in ZDD.sav |
## SCHATTEN ÜBER AYSALIA, VERSION 2.3.1 |
### VERSIONSHISTORIE |
Version 2.3.1 (Januar 2007) |
- "Höhle des Verderbens" wieder spielbar, verbessert |
- Schwerer Bug behoben, der das Inventar leerte |
- Schwerer Bug im Feentempel behoben |
- Schwerer Bug in den Höhlentruhen behoben |
- Kleinere Verbesserungen |
Version 2.3 (September 2006) |
- MAN KONNTE DIE INTELLIGENZ NICHT ERHÖHEN, ABER MAN VERLOR PUNKTE |
- Man konnte Amazonenkampf überspringen, wenn vorher noch ein Kampf war |
- Programm bleibt im Speicher, wenn man es beim Starttitel oder bei |
der Charaktergenerierung über X schließt |
- Die Projektdateien wurden abgeändert. Sie enthielten falsche |
Ordnerverweise, wodurch der Quelltext auf fremden PCs nicht |
einsehbar wurde. Orderverweise wurden korrigiert. |
- TheEnd.frm und TheEnd.frx wurden versehentlich zum Quelltext des |
ersten Teils hinzugefügt. Sie müssen in diesen Teil verschoben werden. |
- In einigen FRM-Dateien gab es Formnamen-Konflikte |
(Groß- und Kleinschreibung) |
- Man kann einen Charakter erstellen, wenn man seine Rasse nicht |
ausgewählt hat |
- Wenn man den Rassentyp ändert, bekommt werden die Punkte zurückgesetzt, |
aber der OK-Button bleibt aktiviert! |
- Wenn man beim Tauchen stirbt, bleibt das Tauchfenster offen. |
- Objekt wegwerfen, wenn keines im Inventar: Laufzeitfehler |
- Wenn man einen Spielstand lädt, der keine Gegenstände besitzt, |
bekommt man einen leeren Gegenstand... |
- Wenn kein Spielstand vorhanden, kommt Laufzeitfehler |
- Wenn man beim Schlafengehen durch eine Vergiftung <= 0 Leben bekommt, |
stirbt man nicht sofort (erst bei einem Kampf) |
- Wenn man die Landkarte über X schließt, dann bleibt der Debugger offen. |
- Nach dem Nachtlager und einem Kampf muss City() abgerufen werden (falls man in eine Stadt gelaufen ist) |
- Am Anfang wird kein Wetter angezeigt |
- Wenn Anwendung über fremden Anwendungspfad aufgerufen wird, dann werden Spielstände nicht gefunden. |
- Drachenkampf-Abspann verbessern |
- Man konnte beim Rasten nicht sterben |
- Der Drache in der Wüste hatte keine Rasse angezeigt |
- OCharakter.frm und StartTitle.frm sollen eine Titelleiste bekommen. |
- Manche Formulare können an den Kanten größer gemacht werden... das ist unschön! |
- Dialoge (z.B. Objekt benutzen) sollen Modal (nicht in den Hintergrund |
verschiebbar) sein! |
- Beute und LevelFort soll in der Mitte der Karte erscheinen. |
- Kleine Verbesserungen beim Startbildschirm |
- Es ist extrem verwirrend, dass man beim z.B. beim Rasten einfach ein Objekt |
benutzen kann, das man vorher gar nicht ausgewählt hat (es wird nach dem ListIndex |
geschaut) und im Kampf ein Objekt erstmal "rauslegen" muss, um es zu dann benutzen. |
Desweiteren gibt es beim "rauslegen" eines Objektes folgenden Fehler: |
Wenn man ein Objekt im Kampf auswählt, es dann aber löscht, bleibt es |
im Gegenstand-Label des Kampfbildschirmes und kann weiterhin benutzt werden. |
Daher gleichen wir das Kampf-Formular sowie das Objekt-Formular an! |
- Versionsinformationen einfügen |
- Weitere Veränderungen |
- Beute: Wenn man ein Item nimmt, soll gleich das nächste Item angewählt werden, sodass man schnell |
alles nehmen kann. |
- Alle Links, die noch kein Hand-Symbol haben, sollen nun eins bekommen. |
- Man soll auch über die ASDW-Tasten steuern können |
- City-Funktionen werden abgeändert. Die Position richtet sich nach den Shape-Positionen. |
Die Shapes werden genau so hingerichtet, dass der Spieler sie mit den 100er Schritten erreichen kann. |
Meldung, wenn kein Schlüssel für Burg vorhanden. |
Überall Circles verwenden |
Desweieren: Orte, die nicht (mehr) zu erreichen sind, im Form-Load ausblenden |
(Visible=False z.B. nach Drachentot usw setzen!) |
- Man kann nicht über Rand hinaus gehen |
- Neu laden wenn man stirbt |
- Schlüsselaltar wird abgespeichert, nicht passende Gegenstände nicht gelöscht |
- Neue Spielstandstruktur: OBJEKTE.SAV UND WERTE.SAV IN EINEM! |
- Nicht dokumentierte Codeoptimierungen und Form-Verbesserungen |
Version 2.25 (Januar 2001) |
- Kleinigkeiten |
Version 2.2 (Januar 2001) |
- Gegenstände werden nach dem Benutzen/Verkaufen aus dem Inventar entfernt. |
Version 2.1 (November 2000) |
- Eine richtiges Ende wurde hinzugefügt |
- Die Landkarte kann nun mini-/maximiert werden |
- Stufenansteig funktioniert |
- Bei Kampf gegen Abtrünniger ist der Abtrünnige wieder ein Abtrünniger und kein Lindwurm :) |
- Fehlende Bezeichnungen wurden eingesetzt |
Dank an Raphael Biehl für den hervorragenden Bugreport. |
### WEITERE VERBESSERUNGSVORSCHLÄGE / BEKANNTE BUGS |
- Cheats einbauen |
- Magie einbauen |
- charaktergenerierung: Bei nicht genügend punkte -> enabled=false |
- Eigenschaften-Form mit aktuelle rüstung und waffe |
- Feature: aufträge in Listbox speichern |
- nicht rekonstruierbar!! Kampf: Mit angreifen! bei erstem kampf |
- nicht rekonstruierbar!! manchmal passiert nix, wenn man auf einen punkt kommt |
- WsOase, HöAltar ausgewähltes Item Anzeige |
- Hide überall außer bei Landkarten verwenden! |
- Key-Shortscuts bei Kämpfen und Rast |
- Überall wo man verletzt wird, muss geprüft werden, ob man gestorben ist! |
- Magie einbauen ... in Version 3.0 |
- Anstelle von "Verlassen"-Buttons könnte man zu den Ausgänge oder Türen laufen |
### UMWANDELN ALTER SPIELSTÄNDE |
Die Spielständestruktur von wurden im "Dual Pack" verändert. |
Um alte Spielstände weiterhin nutzen zu können, müssen Sie |
diese in das neue Format umwandeln. Gehen Sie dabei wie folgt vor: |
- Hängen Sie Ihrer werte.sav die Zeile " 0 0 0 0 0" an |
- Anschließend hängen Sie die Daten von objekte.sav an die Datei werte.sav |
- Objekte.sav können Sie löschen |
- Werte.sav wird abgespeichert und umbenannt in SüA.sav |
## QUELLTEXTHINWEISE |
Veränderungen an der Software müssen vorher mit dem Autor abgesprochen werden. |
Das Programm darf in veränderter Form nicht weitergegeben werden. Wenn Sie Fehler |
finden oder Verbesserungsvorschläge haben, können Sie uns gerne kontaktieren. |
Sie benötigen für die Quelltexte Visual Basic 5 oder höher. |
Beachten Sie jedoch, dass dem Installationspaket nur die Runtime für |
Visual Basic 6 beigelegt wurde. Wenn Sie die Anwendungen mit Visual |
Basic 5 erstellen, dann benötigt der Entbenutzer die Runtime für |
Version 5 und nicht die der Version 6, die dem Setupquelltext beiliegt, ist |
und mit-installiert wird. |
Das Installationsprogramm ist mit InnoSetup entwickelt worden. |
Kostenlos erhältlich unter: https://jrsoftware.org/isinfo.php |
Um die Ressourcen (Bilder, Grafiken) aus den FRX-Dateien zu bekommen, benötigen Sie |
ein Tool wie z.B. "FRX Split": http://www.topshareware.com/FRX-Split-download-9464.htm |
## KONTAKTINFORMATIONEN |
Entwicklung von "Aysalia" 1999-2007 [Kai Breiling](mailto:kai_breiling@gmx.de) |
Weiterentwicklung und Erstellung des "Dual Packs" durch [Daniel Marschall](mailto:info@daniel-marschall.de) / [ViaThinkSoft](https://www.viathinksoft.de/) |
/trunk/Readme.txt |
---|
0,0 → 1,269 |
# AYSALIA: DUAL PACK |
**11. Dezember 2018** |
Vielen Dank, dass Sie Aysalia spielen! Das "Dual Pack" beinhaltet die |
Teile "Zeitalter der Dämonen" in Version 1.5.3 und "Schatten über Aysalia" |
in Version 2.3.1 inklusive der Quelltexte für Visual Basic 5 und höher. |
"Aysalia" ist der neue Name der vor kurzem umbenannten "Dragon Quest"-Reihe |
von Mystix Development. Dem "Dual Pack" liegen zusätzlich die beiden sehr alten |
Versionen von Dragon Quest bei, die nun in "Aysalia DOS" umbenannt wurden. |
Die Versionen enthalten keinen Quelltext und liegen nur aus "nostalgischen" |
Gründen bei. |
Aysalia DOS I und Aysalia DOS II können ab Dezember 2018 |
mit allen Windows Versionen (auch 64 Bit) gespielt werden. |
Hierfür wurde DOSBox sowie ein Launcher in das Spielepaket inkludiert. |
Wir wünschen Ihnen viel Spaß beim Spielen. Wenn Sie Verbesserungsvorschläge |
haben, können Sie diese uns gerne zukommen lassen! |
## DAS ZEITALTER DER DÄMONEN, VERSION 1.5.3 |
### VERSIONSHISTORIE |
Version 1.5.3 (Juni 2007) |
- Orklager: Weiterer kleiner Bug behoben |
- Orklager und Herberge: Goldanzeige wurde an einer Stelle nicht aktualisiert |
Version 1.5.2 (Juni 2007) |
- Schwerer Bug im Lager der Orks behoben |
- Globaler Dialogfehler wurde behoben |
Version 1.5.1 (Januar 2007) |
- Kleinere Verbesserungen |
Version 1.5 (September 2006) |
- KAMPFBILDSCHIRM AKTUALISIERT SICH ERST NACH DEM ERSTEN SCHLAG |
- Wenn man ohne Items abspeichert, hat man nach dem Laden ein leeres Item |
- Charakter: Wenn man die Rasse neu auswählt, bleibt Klasse noch bestehen |
- Wenn man durch Wundenheilen stirbt, beendet das Programm sofort |
- Rastensymbol wird beim Laden nicht angezeigt |
Darauf folgender Cheat wird unterbunden: Beim Rasten kann man nicht abspeichern |
(Jemand könnte dadurch seine Wunden mehrmals heilen) |
- Wenn Anwendung über fremden Anwendungspfad aufgerufen wird, dann werden |
Spielstände nicht gefunden. |
- Charakterfenster konnte an den Kanten groß gemacht werden |
- Man konnte (sehr selten) gleichzeitg sterben und gewinnen bei einem Kampf |
- Kalender in Manager reinmachen |
- Versionsinformationen aktualisieren |
- "Spiel laden" ausblenden, wenn kein Spiel vorhanden |
- Schleichwerbung beim Beenden entfernt |
- Hexe ist in Havengate nach Verschwinden noch ein wenig sichtbar |
- Modale Fenster (bleiben im Vordergrund) verwenden |
- Circles verwenden |
- City soll beim Laden angewandt werden |
- Rast: Objekt benutzen wird deaktiviert, wenn es doch gar nicht ging |
... Das selbe mit Dorfältesten |
- Neuen Versionsinfo-Dialog |
- Manager soll immer ganz expandiert sein |
- Man kann nicht über Rand hinweg gehen |
- Man kann nun auch über ASDW Steuern |
- Nach Rast/Angriff wird City aufgerufen |
Rast aber nicht durch City überschreiben |
- Uhrzeit mit 00-Angaben |
- Neu laden Möglichkeit bei Tod |
- Neue Spielstandstruktur: |
save.s01 + save.s02 + save.s03 = zdd.sav |
- Weitere nicht dokumentierte, kleine Veränderungen |
Version 1.41 (März 2000) |
- "Feilsch-Sperre" wurde korrigiert. |
Version 1.4 (Februar 2000) |
- Auf der Landkarte und im Elfenwald wird man jetzt nicht mehr so oft angegriffen. |
- Der Orklager-Bug wurde behoben. |
- Bei der Charaktergenerierung kann man jetzt auch das Programm beenden. |
- Kaufen-/Stehen-/Feilschenbutton Bug wurde behoben. |
Version 1.3 (Dezember 1999) |
- ACHTUNG: Alte Speicherstände können nicht mehr verwendet werden! |
- Die drei wichtigen Gegenstände gehen beim speichern nicht mehr verloren |
- Wenn Schild angelegt wird, erscheint nicht mehr im Inventar : "kein Schild!" |
- Ritterrüstung hinzugefügt (Havengate) |
- ... und andere kleinere Bugs |
Version 1.2 (Juli 1999) |
- Veröffentlichung in dem Spielemagazin Game-Star. |
- Truhe im Haus (Phargas) |
- Inventar geordnet |
- Paladin kann jetzt wieder Helm tragen |
- Helm und Schild wird jetzt wieder zur RK addiert |
- Tropfen klares Blut lässt sich jetzt verkaufen |
- Mit Maras, dem Schmied kann man jetzt wieder reden |
- Hartholzharnisch lässt sich jetzt benutzen und verkaufen |
### CHEATS |
Auf Landkarte oben links in die Ecke klicken, um einen Cheatcode einzugeben. |
|Cheatcode|Wirkung | |
|---------|---------------------| |
|king |10.000 Einheiten Gold| |
|god |999 HP | |
|archmage |999 MP | |
|heal |Vollständige Heilung | |
Sie sollten die Cheats nicht verwenden, da Sie sich sonst den Spielspaß verderben. |
### WEITERE VERBESSERUNGSVORSCHLÄGE / BEKANNTE BUGS |
- orte ausblenden |
- problem mit fehlerhaften kampfschirm |
- (nicht mehr rekonst) tdok2... linker tisch: du hast xxx besiegt statt etwas gefunden |
- lebenspunkte regenerieren, obwohl man maximum hat |
If Hp + Zahl - STARThp >= 0 Then Zahl = Hp + Zahl - STARThp |
... funktioniert aber nicht (+süa) |
- Anstelle von "Verlassen"-Buttons könnte man zu den Ausgänge oder Türen laufen |
### UMWANDELN ALTER SPIELSTÄNDE |
Die Spielständestruktur von wurden im "Dual Pack" verändert. |
Um alte Spielstände weiterhin nutzen zu können, müssen Sie |
diese in das neue Format umwandeln. Gehen Sie dabei wie folgt vor: |
- Hängen Sie die Daten von save.s01 an die Datei save.s03 |
- Hängen Sie an die Datei save.s03 die Zeile "###" |
- Anschließend hängen Sie noch die Daten von save.s02 an die Datei save.s03 |
- Save.s01 und Save.s02 können Sie löschen |
- Save.s03 wird abgespeichert und umbenannt in ZDD.sav |
## SCHATTEN ÜBER AYSALIA, VERSION 2.3.1 |
### VERSIONSHISTORIE |
Version 2.3.1 (Januar 2007) |
- "Höhle des Verderbens" wieder spielbar, verbessert |
- Schwerer Bug behoben, der das Inventar leerte |
- Schwerer Bug im Feentempel behoben |
- Schwerer Bug in den Höhlentruhen behoben |
- Kleinere Verbesserungen |
Version 2.3 (September 2006) |
- MAN KONNTE DIE INTELLIGENZ NICHT ERHÖHEN, ABER MAN VERLOR PUNKTE |
- Man konnte Amazonenkampf überspringen, wenn vorher noch ein Kampf war |
- Programm bleibt im Speicher, wenn man es beim Starttitel oder bei |
der Charaktergenerierung über X schließt |
- Die Projektdateien wurden abgeändert. Sie enthielten falsche |
Ordnerverweise, wodurch der Quelltext auf fremden PCs nicht |
einsehbar wurde. Orderverweise wurden korrigiert. |
- TheEnd.frm und TheEnd.frx wurden versehentlich zum Quelltext des |
ersten Teils hinzugefügt. Sie müssen in diesen Teil verschoben werden. |
- In einigen FRM-Dateien gab es Formnamen-Konflikte |
(Groß- und Kleinschreibung) |
- Man kann einen Charakter erstellen, wenn man seine Rasse nicht |
ausgewählt hat |
- Wenn man den Rassentyp ändert, bekommt werden die Punkte zurückgesetzt, |
aber der OK-Button bleibt aktiviert! |
- Wenn man beim Tauchen stirbt, bleibt das Tauchfenster offen. |
- Objekt wegwerfen, wenn keines im Inventar: Laufzeitfehler |
- Wenn man einen Spielstand lädt, der keine Gegenstände besitzt, |
bekommt man einen leeren Gegenstand... |
- Wenn kein Spielstand vorhanden, kommt Laufzeitfehler |
- Wenn man beim Schlafengehen durch eine Vergiftung <= 0 Leben bekommt, |
stirbt man nicht sofort (erst bei einem Kampf) |
- Wenn man die Landkarte über X schließt, dann bleibt der Debugger offen. |
- Nach dem Nachtlager und einem Kampf muss City() abgerufen werden (falls man in eine Stadt gelaufen ist) |
- Am Anfang wird kein Wetter angezeigt |
- Wenn Anwendung über fremden Anwendungspfad aufgerufen wird, dann werden Spielstände nicht gefunden. |
- Drachenkampf-Abspann verbessern |
- Man konnte beim Rasten nicht sterben |
- Der Drache in der Wüste hatte keine Rasse angezeigt |
- OCharakter.frm und StartTitle.frm sollen eine Titelleiste bekommen. |
- Manche Formulare können an den Kanten größer gemacht werden... das ist unschön! |
- Dialoge (z.B. Objekt benutzen) sollen Modal (nicht in den Hintergrund |
verschiebbar) sein! |
- Beute und LevelFort soll in der Mitte der Karte erscheinen. |
- Kleine Verbesserungen beim Startbildschirm |
- Es ist extrem verwirrend, dass man beim z.B. beim Rasten einfach ein Objekt |
benutzen kann, das man vorher gar nicht ausgewählt hat (es wird nach dem ListIndex |
geschaut) und im Kampf ein Objekt erstmal "rauslegen" muss, um es zu dann benutzen. |
Desweiteren gibt es beim "rauslegen" eines Objektes folgenden Fehler: |
Wenn man ein Objekt im Kampf auswählt, es dann aber löscht, bleibt es |
im Gegenstand-Label des Kampfbildschirmes und kann weiterhin benutzt werden. |
Daher gleichen wir das Kampf-Formular sowie das Objekt-Formular an! |
- Versionsinformationen einfügen |
- Weitere Veränderungen |
- Beute: Wenn man ein Item nimmt, soll gleich das nächste Item angewählt werden, sodass man schnell |
alles nehmen kann. |
- Alle Links, die noch kein Hand-Symbol haben, sollen nun eins bekommen. |
- Man soll auch über die ASDW-Tasten steuern können |
- City-Funktionen werden abgeändert. Die Position richtet sich nach den Shape-Positionen. |
Die Shapes werden genau so hingerichtet, dass der Spieler sie mit den 100er Schritten erreichen kann. |
Meldung, wenn kein Schlüssel für Burg vorhanden. |
Überall Circles verwenden |
Desweieren: Orte, die nicht (mehr) zu erreichen sind, im Form-Load ausblenden |
(Visible=False z.B. nach Drachentot usw setzen!) |
- Man kann nicht über Rand hinaus gehen |
- Neu laden wenn man stirbt |
- Schlüsselaltar wird abgespeichert, nicht passende Gegenstände nicht gelöscht |
- Neue Spielstandstruktur: OBJEKTE.SAV UND WERTE.SAV IN EINEM! |
- Nicht dokumentierte Codeoptimierungen und Form-Verbesserungen |
Version 2.25 (Januar 2001) |
- Kleinigkeiten |
Version 2.2 (Januar 2001) |
- Gegenstände werden nach dem Benutzen/Verkaufen aus dem Inventar entfernt. |
Version 2.1 (November 2000) |
- Eine richtiges Ende wurde hinzugefügt |
- Die Landkarte kann nun mini-/maximiert werden |
- Stufenansteig funktioniert |
- Bei Kampf gegen Abtrünniger ist der Abtrünnige wieder ein Abtrünniger und kein Lindwurm :) |
- Fehlende Bezeichnungen wurden eingesetzt |
Dank an Raphael Biehl für den hervorragenden Bugreport. |
### WEITERE VERBESSERUNGSVORSCHLÄGE / BEKANNTE BUGS |
- Cheats einbauen |
- Magie einbauen |
- charaktergenerierung: Bei nicht genügend punkte -> enabled=false |
- Eigenschaften-Form mit aktuelle rüstung und waffe |
- Feature: aufträge in Listbox speichern |
- nicht rekonstruierbar!! Kampf: Mit angreifen! bei erstem kampf |
- nicht rekonstruierbar!! manchmal passiert nix, wenn man auf einen punkt kommt |
- WsOase, HöAltar ausgewähltes Item Anzeige |
- Hide überall außer bei Landkarten verwenden! |
- Key-Shortscuts bei Kämpfen und Rast |
- Überall wo man verletzt wird, muss geprüft werden, ob man gestorben ist! |
- Magie einbauen ... in Version 3.0 |
- Anstelle von "Verlassen"-Buttons könnte man zu den Ausgänge oder Türen laufen |
### UMWANDELN ALTER SPIELSTÄNDE |
Die Spielständestruktur von wurden im "Dual Pack" verändert. |
Um alte Spielstände weiterhin nutzen zu können, müssen Sie |
diese in das neue Format umwandeln. Gehen Sie dabei wie folgt vor: |
- Hängen Sie Ihrer werte.sav die Zeile " 0 0 0 0 0" an |
- Anschließend hängen Sie die Daten von objekte.sav an die Datei werte.sav |
- Objekte.sav können Sie löschen |
- Werte.sav wird abgespeichert und umbenannt in SüA.sav |
## QUELLTEXTHINWEISE |
Veränderungen an der Software müssen vorher mit dem Autor abgesprochen werden. |
Das Programm darf in veränderter Form nicht weitergegeben werden. Wenn Sie Fehler |
finden oder Verbesserungsvorschläge haben, können Sie uns gerne kontaktieren. |
Sie benötigen für die Quelltexte Visual Basic 5 oder höher. |
Beachten Sie jedoch, dass dem Installationspaket nur die Runtime für |
Visual Basic 6 beigelegt wurde. Wenn Sie die Anwendungen mit Visual |
Basic 5 erstellen, dann benötigt der Entbenutzer die Runtime für |
Version 5 und nicht die der Version 6, die dem Setupquelltext beiliegt, ist |
und mit-installiert wird. |
Das Installationsprogramm ist mit InnoSetup entwickelt worden. |
Kostenlos erhältlich unter: https://jrsoftware.org/isinfo.php |
Um die Ressourcen (Bilder, Grafiken) aus den FRX-Dateien zu bekommen, benötigen Sie |
ein Tool wie z.B. "FRX Split": http://www.topshareware.com/FRX-Split-download-9464.htm |
## KONTAKTINFORMATIONEN |
Entwicklung von "Aysalia" 1999-2007 [Kai Breiling](mailto:kai_breiling@gmx.de) |
Weiterentwicklung und Erstellung des "Dual Packs" durch [Daniel Marschall](mailto:info@daniel-marschall.de) / [ViaThinkSoft](https://www.viathinksoft.de/) |