17 April 2019, 18:55 | #81 | |
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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 02:31. |
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18 April 2019, 15:31 | #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 15:42. |
18 April 2019, 15:56 | #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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18 April 2019, 15:59 | #84 | |
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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 16:24. |
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18 April 2019, 16:49 | #85 | |
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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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18 April 2019, 17:00 | #86 | |
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18 April 2019, 17:08 | #87 | |
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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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18 April 2019, 18:00 | #88 |
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How to get sound in Master of Orion 2 then?
Edit: found it.... |
19 April 2019, 14:38 | #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 04:16. |
20 April 2019, 03:38 | #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.
Last edited by grelbfarlk; 27 July 2019 at 04:16. |
23 April 2019, 03:21 | #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*
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 04:33. |
05 May 2019, 23:51 | #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 04:32. |
11 May 2019, 02:29 | #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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11 May 2019, 03:46 | #94 | |
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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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11 May 2019, 10:59 | #95 | |
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11 May 2019, 16:10 | #96 |
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11 May 2019, 18:07 | #97 | |
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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. 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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11 May 2019, 22:42 | #98 |
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25 July 2019, 09:42 | #99 |
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On last DosBox from grelbfarlk MortalKombat2 and TFX working near perfect with sound on Ragnarok
TFX works reall smoth |
27 July 2019, 04:15 | #100 | |
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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. |
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