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Re: Windows PPP server listening on TCP port?

Thinking about it, can't I set up Dosbox-X, install Windows 95 in it and setup a passthrough between dial-up(modem listening on used TCP port, e.g. 23) and the NE2000 network card? Would that be possible? Then it's a simple virtual ISP to pass SLIP/PPP to using a normal TCP connection(from Dosbox or …

Re: Test suite and/or how to find bugs in x86 VM

Welcome to the forum! Generally for testing our tests are designed as BIOS-es. As in they run directly on HW (emulated) and expect to be loaded when the computer powers on. They do not depend on existing BIOS. So as long as you can load a piece of code in memory and run it, those tests should work: …

Re: UniPCemu emulator releases

The Android build has been updated with better low memory support(terminating the application, saving CMOS normally) and improved CPU/hardware optimizations(PC builds don't benefit much from those yet), up to 25% faster on Android. For the link to the new Android build, see the previous post or …

Re: Emulator vs SDL_APP_LOWMEMORY?

So in other words: I'll have to redirect SDL_APP_LOWMEMORY to SDL_APP_TERMINATING, to let the main thread(and the other threads) tear the emulator down, save progress(BIOS Settings containing CMOS state) and quit the app?

Re: Emulator vs SDL_APP_LOWMEMORY?

Like I said, if I store that data(up to 100MB+) in files and free the memory. Then if I reallocate the memory using malloc during SDL_APP_DIDENTERFOREGROUND, will the reallocation(up to ~100MB+ previously freed) always succeed? Is it possible for the malloc(reallocating those buffers) to fail? If it …

Re: Emulator vs SDL_APP_LOWMEMORY?

IF I modify it to dump all dynamically allocated data to disk, can a foreground event(SDL_APP_SIDENTERFOREGROUND) be assured to reallocate all those? So up to 64MB(autodetected using malloc, I usually limit it to 4MB) RAM buffer as well as 1MB video memory, VGA VRAM(256k) and various hardware …

Re: Emulator vs SDL_APP_LOWMEMORY?

So what CAN I do without losing any emulation data? Everything that's allocated is mostly RAM blocks containing emulation states(VGA VRAM, video rendering helper data allocated through SDL2, precalculation tables used for various hardware and emulated RAM memory containing all emulated stuff(so …

Emulator vs SDL_APP_LOWMEMORY?

Do emulators have to do something when SDL_APP_LOWMEMORY is received? Since all allocations are used all the time? Flush all memory allocated to disk and reallocate on becoming active again(standby mode), otherwise terminate?

Re: Common log format

f000:0000909e E8 EF 00 call 00009190 Physical(r):000F9190=33(3); Paged(r):000F9190=33(3); Physical(r):000F9191=DB(Û); Paged(r):000F9191=DB(Û); Physical(r):000F9192=8A(Š); Paged(r):000F9192=8A(Š); Physical(r):000F9193=5E(^); Paged(r):000F9193=5E(^) Questions: 1) Does (r) mean a byte read? Yes. …

Re: x86 software vs hardware clocks

I've read that before, it's the basic principle I've implemented my emulator's core loop is based around(with clipping in case of it being too slow): OPTINLINE byte coreHandler() { uint_32 MHZ14passed; //14 MHZ clock passed? byte BIOSMenuAllowed = 1; //Are we allowed to open the BIOS menu? //CPU …

Re: x86 software vs hardware clocks

Just looked at it(rotating the images 180 degrees to read the crystal values easier). The 25MHz crystals both say 25.175MHz. The 28MHz crystal seems odd indeed: VGA=28.3210MHz, PS/2=28.3220MHz Note that it reads 25.175000 and 28.322000, which do indicate it's designed for that (within tolerance) …

Re: x86 software vs hardware clocks

Just looked at it(rotating the images 180 degrees to read the crystal values easier). The 25MHz crystals both say 25.175MHz. The 28MHz crystal seems odd indeed: VGA=28.3210MHz, PS/2=28.3220MHz(So it's about 0.0010MHz off? So 1000PPM off? If it's limit is 30 or 50PPM, that's not supposed to work with …

Re: x86 software vs hardware clocks

Then what about the VGA 25/28MHz clock? And the ET3K/ET4K clocks? Btw, anyone knows the exact EGA and MDA clocks? As well as the ET3/4K clocks? All I can find are rounded numbers, not exact values(e.g. like the VGA clocks already present in UniPCemu(25.2*1.001 and 28.35*1.001)?) EGA currently runs …

Re: x86 software vs hardware clocks

But the problem is that ticking a clock of 315MHz will pretty much hang every usual CPU(at least 4.0GHz i7 CPUs)? There's also all strange stuff used by various sound cards and graphics cards(MDA,CGA,EGA,VGA,ET3000,ET4000), whic vary from 14.31818MHz all the way up to about 60-70MHz(ET4000)?

Re: x86 software vs hardware clocks

I've just adjusted UniPCemu's hardware clocking(all but video card cores) to tick at 14.31818MHz pace. That will make them run faster(in realtime speed) when running CPU speeds past 8088 4.77MHz equivalent. Although stuff like Sound Blaster is a bit less accurate(1MHz clock not directly used, …

x86 software vs hardware clocks

Currently UniPCemu uses double percision floating point numbers to handle most hardware timings(and sound sample generation). That does take up a lot of clock cycles on a real CPU, because floating point numbers are harder to process than simple integer values. How much of the IBM PC gaming MS-DOS …

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