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Re: Fullscreen clipped off?

# fullfixed=false DOSBox will try to switch the screen resolution to best match the resolution request by the apps in DOSBox. For example, if a game in DOSBox is requesting 320X240 while your desktop is 1280x1024, DOSBox will perform the switch or try other resolution that's closely match it. ( …

Re: dgVoodoo & Mechwarrior 2 3Dfx

in PC Emulation
There is tremendous difference in Mech2 DOS and Mech2 3Dfx. Mech2 3Dfx is actually Mech2 Win95 version, but replace the DirectX2-based software rendering portion with a hardware-accelerated 3D rendering and higher detailed model. Refer to http://www.geocities.com/k_lupinsky/index.htm for all the 3D- …

Re: Alpha version of Direct3D support

priestlyboy, Overlay by nature is a bit blurry, due to hardware scaling and filtering. Same thing happens to ddraw if you got it to work correctly. The color from a true hardware overlay will also look a bit different due to color space conversion. Overlay is not RGB. DDRAW, however, does not have …

Re: Alpha version of Direct3D support

gulikoza, You need to modify SDL_dx5video.c somewhere at line 1464 or so to make DDRAW work. I am using the CVS version of SDL. You'll see something like this: #if 0 /* FIXME .....*/ ....use hardware surface if requested.... #else ....always use software surface #endif Just change the "#if 0" to "# …

Re: dgVoodoo & Mechwarrior 2 3Dfx

in PC Emulation
There are several ways that we can make it work. If you don't mind disclosing dgVoodoo source code to me, I can help you integrate my changes into dgVoodoo. I have no intention of taking advantage of your work, and I respect your decision if you choose not to do so. Then, I need your email so that I …

dgVoodoo & Mechwarrior 2 3Dfx

in PC Emulation
I'm pleased to announce that I finally found a glide wrapper that works for Mechwarrior 2 3Dfx, it's dgVoodoo. A major hat off to Dege for the wonderful work. (I couldn't find your contact/email, or I could have mail your directly.) Thank YOU!!!!! Does it sound possible??? Mechwarrior 2 3Dfx was …

Re: Alpha version of Direct3D support

Priestlyboy, if you do a "grep -r 'USE_DIRECTX_OVERLAY' ." in your SDL source, you will see that it has been commented out. And, if you look further, the Overlay path in the SDL actually fallback to use DirectX offscreen. Even worst, if you look at the code in SDL_dx5video.c, the code actually force …

Re: Alpha version of Direct3D support

Why not using Overlay? Isn't overlay working on ATI card? I thought ATI cards have very good hardware overlay support. (All good video playback cards have good hardware overlay.) The most recent SDL has disabled overlay in its distribution. Not sure why they are doing this. I recompiled my SDL to …

Re: Alpha version of Direct3D support

Gulikoza, I understand that you're in vacation, but I really interested to see if Direct3D support can be implemented without explicitly required DirectX9-class hardware. It would be more helpful for lower-end cards if the requirement is DirectX7 or above, just like the latest MAME which can use …

Re: CVS build with MSVC6

That's because you're building the DEBUG build, which is slow, clumsy, lots of unneccessary checking and no optimization. The warning message that you mentioned in earlier thread only happens with DEBUG build, it doesn't complain about it with RELEASE build. The RELEASE build I got with MSVC6 is ~ …

Re: CVS build with MSVC6

Hi Jbillena, You can download SDL and SDL_net from http://www.libsdl.org/. You need the development libraries, not just the runtime. The rest of them (png, libpng, zlib, pdcurses) can be downloaded from http://sourceforge.net/projects/gnuwin32. If you know how to use VC6, you should already know how …

Re: CVS build with MSVC6

After several attempts to fix DOSBox CVS code to build under MSVC6+SP5, finally, I made it...... Here let me summerize the reasons why MSVC6 build is broken after DOSBox 0.60. I used the source I grabbed with CVSGrab at March 19, '04. The re-write of rendering code using C++ template is the major …

Are VCPI and DPMI really needed?

After reading a few threads regarding VCPI/EMS and DPMI, I am wondering that are these two interfaces really needed if the sole purpose for DOSBox is to run DOS-based games..... Here I provide some background about VCPI and DPMI, why they exist and hope that DOSBox developers will come back and …

Re: CVS build with MSVC6

The debug build is broken,too, and in the same way. There is no optimization turned on with debug build. Yeah, you're right, I re-compiled DOSBox CVS using core_normal CPU core, and re-gained back the speed I used to have with DOSBox 0.60, after reading some input from other from my other thread …

Roland MT-32 to GM/GS mapping vice versa

Any plan to implement similiar MT2GM or GM2MT mapping as the one available in VDMSound? It sounds to me that DOSBox MIDI implementation doesn't currently perform such mapping, as Music from Roland/MT-32 options from a few games that I tested(GODS, G-Force, XWing etc.) sound quite different from …

Re: CVS build with MSVC6

Done, still doesn't work. Yesterday, I started with DOSBox 0.60 source which is OK with MSVC6 build, and gradually merge each module from DOSBox CVS. I merged most of the changes and found out that only the rendering code is breaking MSVC6 build. I left a few files unmerged, which is: render.cpp …

Re: CVS build with MSVC6

Yes, I'm building DOSBox CVS with the minimum support DLL. So far, only SDL is linked. I don't have write access to CVS currently. I am using CVSGrab from behind firewall. I guess I will post the changes as a patch. For the meantime, I'm going to debug the MSVC6 build before I post them. My guess is …

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