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PostPosted: Mon Mar 25, 2019 5:16 pm 
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In Quest for Glory V the soft cursor does not work correctly in full screen mode. It completely disappears unless the cursor is moved back and forth rapidly across the screen, which basically makes the game unplayable.

When I switch to window mode and set the hard cursor to true, everything works normally, but the game has to be played in a tiny 640x480 window.

Since there is no way to get the hard cursor working when in full screen mode, is there instead a way to force integer or nearest neighbor scaling while still in window mode? Ideally I would like to triple the 640x480 to 1920x1440 in window mode.


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PostPosted: Mon Mar 25, 2019 6:31 pm 
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The hard cursor only works in window mode.
You can try different sizes in combination with forcing integer or nearest neighbor scaling.

I suppose you do not have a retina screen. Then try integer scaling with for instance window size 900x660.

Edit: No, sorry, that does not work. That size plus integer scaling in full-screen would work, but then you do not have the hard cursor.


Last edited by Ronald P. Regensburg on Mon Mar 25, 2019 7:30 pm, edited 1 time in total.
 


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PostPosted: Tue Mar 26, 2019 8:25 am 
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You can, of course, decrease the resolution of your screen in System Preferences on the host macOS. That will make the SheepShaver window appear larger on your screen.


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PostPosted: Tue Mar 26, 2019 8:47 am 
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Yes, I could switch to non-native resolutions but at the cost of the image being blurry. Perhaps in the future a screen magnification setting could be implemented, similar to the one in Mini vMac.


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PostPosted: Thu Mar 28, 2019 5:38 am 
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I found that if the integer scaling is used, the hard cursor can be used in full screen mode.

I have implemented that.

https://github.com/kanjitalk755/macemu

You have to set the preference file as follows.
Code:
hardcursor true
scale_integer true
scale_nearest true


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PostPosted: Thu Mar 28, 2019 8:34 am 
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I will post a new build with this and other recent changes as soon as I have the time to do that.


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PostPosted: Mon Apr 01, 2019 6:07 am 
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kanjitalk755 wrote:
I found that if the integer scaling is used, the hard cursor can be used in full screen mode.

I have implemented that.

https://github.com/kanjitalk755/macemu

You have to set the preference file as follows.
Code:
hardcursor true
scale_integer true
scale_nearest true


That is excellent! Works perfectly, and mouse responsiveness is vastly improved. :smile:


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PostPosted: Thu Apr 04, 2019 6:36 pm 
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I have tested the fullscreen hardware cursor on 30+ games and it works 99% of the time. So far, I have identified a couple of games where it does not work:

1. All the Lemmings games - when forcing the hardware cursor, the custom in-game cross-hair cursor shows up as black instead of green, including in windowed mode.

2. In the World at War games (Operation Crusader, Stalingrad, D-Day America Invades) the custom green colored in-game cursor appears to be operating as a software cursor (as moving the cursor outside the borders of the game window does not work and it has the noticeable lag of software mode). When the games are quit, the hardware cursor automatically activates again when back on the MacOS desktop.


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PostPosted: Thu Apr 04, 2019 7:37 pm 
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It is a long time ago when I tested the hardware vs. software cursor extensively. I remember, while using the hardware cursor, that for software-specific images for which the hardware cursor had no equivalent, the software cursor was used. I suppose that is what you experience.


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PostPosted: Fri Apr 05, 2019 2:01 am 
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That makes sense. It is just interesting that some games behave in the opposite manner, Quest for Glory V being a case in point. It uses custom cursors, but these only work in hardware mode within SheepShaver. I suppose it comes down to the specifics of how the individual games were coded.


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PostPosted: Fri Apr 05, 2019 1:14 pm 
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The hard cursor of SheepShaver supports 1bit/pixel(B/W) only.
almeath wrote:
1. All the Lemmings games - when forcing the hardware cursor, the custom in-game cross-hair cursor shows up as black instead of green, including in windowed mode.

Perhaps this is 1bit/pixel, but the color table is ignored.
almeath wrote:
2. In the World at War games (Operation Crusader, Stalingrad, D-Day America Invades) the custom green colored in-game cursor appears to be operating as a software cursor (as moving the cursor outside the borders of the game window does not work and it has the noticeable lag of software mode). When the games are quit, the hardware cursor automatically activates again when back on the MacOS desktop.

If it is not 1bit/pixel, the soft cursor is used.


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PostPosted: Fri Apr 05, 2019 1:24 pm 
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Thanks. In all these years this is the first time I got a clear explanation why the hardware cursor is sometimes replaced by the software cursor.


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PostPosted: Fri Apr 05, 2019 3:09 pm 
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Hmm... would it be possible to add a prefs-based hard-override that used the default cursor as a hard cursor? It wouldn't be useable in all cases, but there are many use cases where a black arrow with no lag is preferable to a colour cursor with lag.


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