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Re: MT-32 SB16 CT2290 NO GO :)

It sounds like you have the parts of a working setup there, I think. To answer your questions: 1) MIDI breakout over game port was very standardized, but I have seen reports of incorrectly made cables before. If you can find the pinouts somewhere it shouldn't be hard to verify correct connectivity …

MUNT output gain and clipping question

If I have a game or music that is causing MUNTs output to clip (And I very nearly have one), what's the best way to resolve that in terms of maintaining as close to hardware fidelity as possible? edit : Correction - One of Ultima Underworld's tracks does cause MUNTs output to clip. It's not audible, …

MUNT status displays

I have some questions about MUNTs State and Status displays Each partial seems to have 1 of 4 states at any given moment Grey - Idle Green - ?? Yellow - ?? Red - ?? I know each note played requires between 1-4 partials depending on the complexity of the instrument, but I don't know much more than …

Re: MUNT Reverb configuration

I just created it in response to Sergey's post, after having queried an MT-32 unit for the reverb settings that correspond to each of the front-panel settings. Neat. I knew it was possible to get custom patches out of the MT-32, (Unless it's running one of the broken firmwares that breaks that), …

Re: MT-32 and CM-32L clicking bug

My 1.07 MT-32 will click during the OriginFX intro in Wing Commander and Ultima Underworld. If memory serves the solution is turning the Master Volume down a bit. (And remember to do so *after* the game initializes the synth, as it resets Master Volume as part of it's setup) I don't know how to find …

MUNT Reverb configuration

Heyo! So I'm finally dipping my toes into MUNT, in the hopes of capturing authentic yet cleaner-sounding output than my actual hardware MT32(old). One of my favorite things to do with this synth, since I discovered the function in the early 90s, was fiddling with the Reverb controls accessible via [ …

Re: Multi-Monitor support for Supreme Commander

Hi Dege, Sorrydough seems to have fixed his crashing issue, you may be unsurprised to hear it was a Linux-related complication. The linux-using community for Forged Alliance Forever is really excited about this test build of 2.79, as it allows Linux players to play the game correctly. May I ask you …

Re: Multi-Monitor support for Supreme Commander

A little background, if my quick research is correct. Proton is running Supreme Commander / dgVoodoo through a translation layer called DXVK. This support DX9 through DX11, and outputs to Vulkan. DXVK apparently has the same difficulties with shaders that dgVoodoo did before Dege kludged it in the …

Re: Multi-Monitor support for Supreme Commander

Interesting. I had "Fake" Fullscreen mode turned *off*. When I turned it *on*, the problem went away. Seems more reliable as far as actually getting focus and displaying properly on startup, too. "Capture mouse" on the General tab doesn't seem to be doing anything though. For anyone finding this …

Re: Multi-Monitor support for Supreme Commander

You are a god among men! The game works, though I once had it fail to actually go fullscreen - the fullscreen was "behind" my desktop and the secondary display did not appear. I had to alt-tab out and click Supreme Commander on the taskbar, which showed two "windows" for the program, and I then had …

Re: Multi-Monitor support for Supreme Commander

For the rendering errors, what if you set the output API to D3D12? I've tried all 5 in the dgVoodoo control panel - no change. D3D 11 feature 10.0 D3D 11 feature 10.1 D3D 11 feature 11.0 D3D 12 feature 11.0 D3D 12 feature 12.0 As for the resolutions, if you just set the native resolution for each …

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