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Re: SBEMU: Sound Blaster emulation on AC97

A quick update on the YMF topic I raised above - looking at the driver code I was able to locate the bit that enables Digital in. Was in DSXG proprietary register, not standard AC97. Many thanks to @crazii and contributors for doing all the hard work :) Don't thank me, thank @jiyunomegami who …

Re: SBEMU: Sound Blaster emulation on AC97

Oh I understand, I'm also poor in reading huge ASM projects and rather write in C. The CWSDPMI is written in Borland C probably with some inline ASM code. Yes. but there're some problems that CWSDPMI is skipped: it doesn't load itself to himem so not suitable for TSRs, as it will leave about 200K …

Re: SBEMU: Sound Blaster emulation on AC97

Cool but does it really worth put extra effort on writting it from a scratch? Why not reuse most code of HDPMI or CWSDPMI and JEMMEX? I think they are quite mature, I use JEMMEX as default in my DOS setup. And JEMMEX already supports JLMs - loadable modules - but there are not many... Now that you …

Re: SBEMU: Sound Blaster emulation on AC97

That being said, if we keep going in that kind of direction, while we may still be running DOS on baremetal, with increasing tmemulation of I/O perioherals (sound, video and probably others), a retro focused virtual machine might start looking more practical while still being close to baremetal CPU …

Re: SBEMU: Sound Blaster emulation on AC97

There is a new version of VSBHDA out which now supports 16-bit protected mode games. I successfully tested it on Jazz Jackrabbit and Tyrian 2k on an i5 8th gen Dell laptop with Intel HDA . Thanks to Baron von Riedesel's spectacular efforts, the sound is working and we have another hurdle overcome …

Re: SBEMU: Sound Blaster emulation on AC97

Other things that I could verify that the sound in this new version seems accelerated and even distorted, I have noticed this in the SFX of Hocus Pocus that go very fast, this is more noticeable in the "yahoo" that are distorted. The sound is more faithful using version 1.0 beta 3. You can use / …

Re: SBEMU: Sound Blaster emulation on AC97

OK, cool, I remember SBEMU won't set T in BLASTER env except for SB16 (T6), for some problem reported here by someone. Have your set it manually after running SBEMU? normally you don't need set it again after running SBEMU, as SBEMU will set it after loaded. I did made some changes on the sound …

Re: SBEMU: Sound Blaster emulation on AC97

Thanks for the report, currently there're code changes that are not fully tested, there might be bugs. Have you use all the files in the UserBuild_2024.02.08_01-48 , including HDPMI32i.EXE? Can you test with this one? please use all other files in the zip of UserBuild_2024.02.08_01, and use sbemu. …

Re: SBEMU: Sound Blaster emulation on AC97

I tried that too, and I got the same results as yours. so I use Rufus to write its builtin FreeDOS image to the disk, and copy sbemu manually to the disk LOL . You may ask @digger how to use the image in a proper way. Using MiniTool Partition Wizard I extended the partition of my USB device to 2GB …

Re: SBEMU: Sound Blaster emulation on AC97

same IVT trap would handle that Yes and no. a real mode game can not be trapped by DPMI, but maybe yes with another hack to the V86 monitor (usually an EMM manager, i.e. JEMMEX), I'm not sure - I haven't read any thing about VM mode in the Intel programming manual yet. EDIT: currently HDPMI can …

Re: SBEMU: Sound Blaster emulation on AC97

There is an option to use the PC/AT RTC interrupt capability which I believe is not widely used by DOS games https://wiki.osdev.org/RTC ? At least that usage can be a command line option. Even if that approach induces RT clock inaccuracy I do believe nobody of the DOS game players these days would …

Re: SBEMU: Sound Blaster emulation on AC97

wouldnt hijacking 0x40-47 timer accesses solve this? You mean reprogramming the timer again after game runs? With IO port trapping to 0x40-0x47, we can skip the reprogramming part, but with or without port trapping of the timer, the most tricky part is how to override and call games' handler in a …

Re: SBEMU: Sound Blaster emulation on AC97

I wrote the SBEMU-FD13-USB.img image to my 4GB USB stick using balenaEtcher, however the drive is created the exact size of the image and there is no room left to add games that I can test with. Do you know how I can use all the space on the USB device without corrupting the FAT file system? I …

Re: SBEMU: Sound Blaster emulation on AC97

The initial code of SBEMU also uses timer, but the sound FX will have more latency, even pops and cracks. and SBEMU cannot program the timer since usually games will do that. so the interrupting rates is fully dependent on games, which is not good. wouldnt hijacking 0x40-47 timer accesses solve …

Re: SBEMU: Sound Blaster emulation on AC97

EDIT: this zip will use real mode PCI bios to assign IRQ, you can test if it works: Just tried the test version you posted on my E100. It fails with same message as other versions of SBEMU before 4th-Feb: "Detected Intel HDA at IRQ 25, Invalid IRQ, trying to assign valid IRQ" and then aborts. It …

Re: SBEMU: Sound Blaster emulation on AC97

Hmm my Toughbook CF-M34 complains about Invalid Sound card IRQ: 255, trying to assign a valid IRQ... when I start sbemu. It assigns the IRQ to 10 though, with SB Pro emulation at IRQ 7. Still have no sound. pcisleep L shows the device: 00.00.1 [8086:7195] 0401 Intel audio So, Intel ICH AC97. Linux …

Re: SBEMU: Sound Blaster emulation on AC97

How mpxplay do sound playback without IRQ? Does it poll for playback current buffer position? As it can do decoding in small chunks and nothing else to do it's probably no problem. It polls the registers for playback buffer position, but not in sound card interrupts, just in the normal way, no …

Re: SBEMU: Sound Blaster emulation on AC97

The problem should still be your IRQ number. HDPMI doesn't handle IRQ number above 15, and SBEMU programs on legacy 2 cascade PICs which only have 16 bit masks. and also for IRQ above 15, the entry in interrupt vector table is unknown. I believe legacy PIC still works, it should or DOS won't work …

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