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Old 17 April 2019, 19:55   #81
grelbfarlk
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Quote:
Originally Posted by NovaCoder View Post
Impressive work.

Did you do anything to try and improve performance?

I spent months playing around with my 68k port to improve the speed but didn't really get anywhere unfortunately.

No I just used the dynamic patch and made some minor changes to sdlmain.

Also the Openglnb mode doesn't actually emulate a Voodoo in Dosbox, it just -maybe- does a little bit of hardware scaling, or doesn't. There is some code to actually run a DOS Glide driver to the OpenGL driver on your host system, but this doesn't have that. Maybe someday.

It does work on CSPPC with core=normal but it's too slow to be of any use.

Fallout 1 works not too terribly, at 12000 cycles but I used the Windows install with the Dos exe thrown in there, which others report doesn't work for sound on mainstream platforms.
Fairy Tale Adventure 2 is not playable at 12000+ cycles.

Last edited by grelbfarlk; 18 April 2019 at 03:31.
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Old 18 April 2019, 16:31   #82
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Does not seem to work on my Ragnarok/Apocalyps cards

The non gl version, that is.

With the provided conf file, the gl version also crashes.

Keys seem to not work correctly.

I guess I am doing something wrong

Last edited by Hedeon; 18 April 2019 at 16:42.
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Old 18 April 2019, 16:56   #83
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It should be reading mapper.txt to get the keymappings, for non-US keyboards some changes to the keymapping might be needed. Ctrl-F1 should bring up the mapper in-program to make adjustments.
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Old 18 April 2019, 16:59   #84
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Quote:
Originally Posted by grelbfarlk View Post
It should be reading mapper.txt to get the keymappings, for non-US keyboards some changes to the keymapping might be needed. Ctrl-F1 should bring up the mapper in-program to make adjustments.
got the nongl version to work by adapting the conf file (like setting surface).

But no sound atm.

Edit: seems to work faster with overlay in FS, but still no sound :-(

Last edited by Hedeon; 18 April 2019 at 17:24.
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Old 18 April 2019, 17:49   #85
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got the nongl version to work by adapting the conf file (like setting surface).

But no sound atm.

Edit: seems to work faster with overlay in FS, but still no sound :-(

For applications requiring setup, Soundblaster Original or 100% compatible is usually the driver you want to use.



In the dosbox.conf sbtype=sb1 is an original Soundblaster at 8-bit. SB16 should work but will be more demanding. Gravis Ultrasound should also work but I had to stagger the IRQs and DMAs to allow both the SB and GUS to work at the same time.



DOS setup.exe's from what I have see-always detect the SB1 settings correctly.

For the OPL emu, Soundblaster or 100% compatible, is usually what you want, but sometimes Adlib or 4-OP FM might work too.
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Old 18 April 2019, 18:00   #86
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Quote:
Originally Posted by grelbfarlk View Post
For applications requiring setup, Soundblaster Original or 100% compatible is usually the driver you want to use.



In the dosbox.conf sbtype=sb1 is an original Soundblaster at 8-bit. SB16 should work but will be more demanding. Gravis Ultrasound should also work but I had to stagger the IRQs and DMAs to allow both the SB and GUS to work at the same time.



DOS setup.exe's from what I have see-always detect the SB1 settings correctly.

For the OPL emu, Soundblaster or 100% compatible, is usually what you want, but sometimes Adlib or 4-OP FM might work too.
Been a while since I had to do stuff to get sound working :-) So setup.exe is needed?
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Old 18 April 2019, 18:08   #87
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Quote:
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Been a while since I had to do stuff to get sound working :-) So setup.exe is needed?

I mean for any given game, like say Tie Fighter. imuse.exe or setsound.exe are run and you say what sound card you have and it should detect it. Like for me for Tie Fighter, it seems to detect the Gravis Ultrasound first then plays a test sound.



If it can't open the AHI device it should dump that if run from a CLI, usually something to the effect of "Starting sound thread failed".



Many? Most? Some? Dos programs have a setup.exe, install.exe or maybe setsound.exe to configure the sound device before you run the actual dos program.



For programs that just have a .cfg file and no setup program you need to tell it the IRQ, DMA, IO that the virtual Soundblaster is using.
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Old 18 April 2019, 19:00   #88
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How to get sound in Master of Orion 2 then?

Edit: found it....
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Old 19 April 2019, 15:38   #89
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Rebuilt with new sdl with minigl enabled:
dosbox_mgl1: MiniGL enabled
dosbox_ssd1: MiniGL disabled, SDL_Sound enabled

These have not been extensively tested but they seem to work and don't have the annoying dot next to the mouse cursor so should have correct window and mouse handling now.

Last edited by grelbfarlk; 27 July 2019 at 05:16.
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Old 20 April 2019, 04:38   #90
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Good ideas bring good news. Hedeon suggested I build from the current git, and now it works on Sonnet with DisSigBounce=1, so it's somewhat usable between 3000-6000 cycles.

Dosbox_mgl4: MiniGL enabled, no SDL_Sound. While Opengl support is theoretically built into it, it doesn't seem to give any performance advantage in some applications. If you run into problems, surface rather than opengl or openglnb is recommended, YMMV.
  • On Ragnarok
It works with Gravis Ultrasound support pretty well. Tested with TieFighter setmuse and playmidi from the Ultrasound install. Doom at 12000 cycles runs about the same with GUS sound instead of Soundblaster, and music sounds a lot better.
  • On Sonnet
Only tested a few ScummVM games, Monkey Island 1 intro runs without sound skipping between 5000-6000 cycles. This is on a Sonnet G3 400/1MB. SQ5 intro runs ok at about 3000 cycles.
  • On Both
Seems that if I start the Sonnet or Ragnarok early in startup sequence it doesn't run, just freezes the window black. However if I start Sonnet or Ragnarok after Workbench is up, it then decides to run.

Last edited by grelbfarlk; 27 July 2019 at 05:16.
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Old 23 April 2019, 04:21   #91
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Dosbox_wos did launch once with the CSPPC, used something like 80MB of RAM(for 4MB in Dosbox-Ha). Window was still set to 640x480 so for instance Monkey Island 1 was skipping sound on the intro at 1000 cycles. With a native res window like 320x200 it might be ok. This is with:
CSPPC 50/233MHz
Voodoo 3 on Mediator
Bandwidth to Voodoo 3 on Mediator is likely to be a problem. Perhaps GREX or CSPPC would be better, but I don't know if any of the recent SDL WarpOS ports work on Cybergraphics.
*EDIT*
  • On a CSPPC:
Tested 8MB in Dosbox, should still launch leaving about 30MB CSPPC RAM.
Launches via workbench icon with 2000000 stack
With a 320x200 window or fullscreen Monkey Island 1 intro skips music at 1000 cycles emulating an SB1 @11025hz.
So, not particularly useful for a CSPPC or BPPC at default clocks with a Voodoo3 on a Mediator.
Surface, Overlay or OpenGL output don't seem to matter or help.

Last edited by grelbfarlk; 11 May 2019 at 05:33.
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Old 06 May 2019, 00:51   #92
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Dosbox_wos also works on a Rapture G4. If the splashscreen starts up looking slightly corrupt and with wrong colors set:
setenv envarc:SDL_ALTIVEC_BLIT_FEATURES=0

With Rapture G4@550MHz Monkey Island runs the intro without sound skipping at about 12000 cycles at 640x480 with scan2x (scanline emu).
With DisSigBounce=1

Last edited by grelbfarlk; 11 May 2019 at 05:32.
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Old 11 May 2019, 03:29   #93
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Scummvm Amiga version run from cli? i tried but not load nothing. Read me included is for PC version.
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Old 11 May 2019, 04:46   #94
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Scummvm Amiga version run from cli? i tried but not load nothing. Read me included is for PC version.

Are you talking about the 68k version or this WarpUP (PPC) version?
Novacoder's 68k version, I don't know I run from a desktop icon.
WarpOS 1.8.1 this version yeah it should run from a CLI, but if you want to use WarpOS 1.8.1 version use this 2.1 version instead:
http://eab.abime.net/showthread.php?t=95743
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Old 11 May 2019, 11:59   #95
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Quote:
Originally Posted by grelbfarlk View Post
  • On a CSPPC:
Tested 8MB in Dosbox, should still launch leaving about 30MB CSPPC RAM.
Launches via workbench icon with 2000000 stack
With a 320x200 window or fullscreen Monkey Island 1 intro skips music at 1000 cycles emulating an SB1 @11025hz.
So, not particularly useful for a CSPPC or BPPC at default clocks with a Voodoo3 on a Mediator.
Surface, Overlay or OpenGL output don't seem to matter or help.
Where can I found the latest version of WOS Dosbox? I want test it on my CybstormPPC? Thanks
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Old 11 May 2019, 17:10   #96
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Originally Posted by grelbfarlk View Post
Are you talking about the 68k version or this WarpUP (PPC) version?

no the 68k version. i using 1.5 RTG version because 1.8.0 and 1.8.1 crash, but with my simple workbench setup.
i'd like to use 1.5 to run the game without using the gui.
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Old 11 May 2019, 19:07   #97
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no the 68k version. i using 1.5 RTG version because 1.8.0 and 1.8.1 crash, but with my simple workbench setup.
i'd like to use 1.5 to run the game without using the gui.

This thread is for the WarpOS versions of Dosbox and the depreciated ScummVM 1.8.1.


Novacoder's 68k version thread is here:
http://eab.abime.net/showthread.php?t=56836&page=11
Maybe try increasing stack?

I recall having trouble with AHI and ScummVM 1.5 68k version.

Quote:
Originally Posted by AMike View Post
Where can I found the latest version of WOS Dosbox? I want test it on my CybstormPPC? Thanks
Post 90 just above, dosbox_mgl4. You'll need the dosbox_wos_B10.zip which has mapper.txt and dosbox.conf, just replace the executable.
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Old 11 May 2019, 23:42   #98
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This thread is for the WarpOS versions of Dosbox and the depreciated ScummVM 1.8.1.

ah ok, sorry. i wrong thread
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Old 25 July 2019, 10:42   #99
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On last DosBox from grelbfarlk MortalKombat2 and TFX working near perfect with sound on Ragnarok
TFX works reall smoth
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Old 27 July 2019, 05:15   #100
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On last DosBox from grelbfarlk MortalKombat2 and TFX working near perfect with sound on Ragnarok
TFX works reall smoth

Ok that's at least two people who have been able to use it, so here it is. Version bump to ONE POINT OOOOOH. This is the same version as _mgl9 so nothing new for current testers.
Attached Files
File Type: lha Dosbox_wos_0.74_1.0.lha (1.65 MB, 30 views)
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