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Re: HardMPU, anyone?

Found the problem. The way buffer was set up didn't really help anything other than SysEx delay. Anyone who has the ability to program new firmware into the Atmega that wants to try out the beta version, PM me 😁

Re: HardMPU, anyone?

According to that chart, the MPU-401 at or above v1.3 has, in UART mode, an MPU Transmit Buffer of 256 bytes, and an MPU Receive Buffer of 1744 bytes. Could the explanation be that simple? Since UART is asynchronous, when bytes are sent too quickly over a gameport, there's data loss, but not via …

Re: HardMPU, anyone?

Could this mean that the MIF-IPC-B has an unmentioned buffering and rate limiting feature? No, the MIF-IPC is a simple interface to connect the MPU-401 to the ISA bus. Any "magic" is happening in the MPU itself. Since this works with my AWE32 and gameport adapter with the system slowed down, that …

Re: HardMPU, anyone?

Ok, round 2... I dug out my "Roland DG" MPU401 and MIF-IPC-B card. This creates a bit of a mess on my workbench :lol: Guess what? Monkey Island sounds perfect without slowing the machine down, just like you describe. I'd suspect a problem with HardMPU, but it actually seems to do better than my …

Re: HardMPU, anyone?

Ok, so I spent some time this morning doing some testing. On my main DOS machine (K6-3+), with a HardMPU, Monkey Island sounds very similar to your "garbled" version. With my AWE32 and a gameport adapter, I just got random notes that didn't even sound like music. If I use SetMul to slow the CPU down …

Re: HardMPU, anyone?

It doesn't seem to me that it could have anything to do with the messaging rate between the game's runtime and the MT-32, because I'm using a MIF-IPC-B which is an almost identical replacement for the original Roland MIC-IPC-A. A lot of games load custom patches via SysEx when the game loads, and I …

Re: HardMPU, anyone?

Here's my recording of the garbled version: http://www.hilbertspace.net/stuff/SoMI_MT-32_malfunction.mp3 Definitely sounds like its playing the wrong instruments. I can think of a few reasons why: - Is SysEx delay enabled? If so, try it without. If not, try turning it on. - Did you play any other …

Re: Glide games will not launch

Gamecollector wrote: Voodoo2 W9x drivers are sensitive to the CPU speed. 2 versions of official drivers work on fast PCs - 3.02.02 and 3.03.00b. Others - black screen and freeze or "no 3dfx card detected". Ahh, I knew someone out there would know just what to do here. Thanks!

Re: Glide games will not launch

Have you tried official voodoo drivers? Even those had their latest versions kinda bugged. Also try using each individual voodoo2 card at a time to see if at least one of them runs ok. If you're using SLI make sure the voodoo2 cards are from the same manufacturer (Diamond, Creative Labs, etc...) …

Glide games will not launch

Hey guys, Before I spend too much time troubleshooting, I thought I'd run this by you all and hopefully get some direction. I have trouble running Glide based games or demos on this system: - Athlon XP 2400+ - nForce2-based Asus Motherboard - 512MB DDR RAM - 80GB IDE Hard drive - Radeon 9600XP AGP …

Next project? AY-3-8910 Sound Card

Hey guys, I'm wrapping up some things right now so I'll actually have some free time soon. So I've been thinking about my next project. Would anyone be interested in a AY-3-8910/YM2149 based ISA sound card? I know there aren't any DOS games that support it directly right now, but there's also quite …

Re: HardMPU, anyone?

On the subject of an MCA bus board, after some reading I'm not sure how useful it would really be. The main issue being IRQ 9 is used by the hard drive controller in the PS/2 systems, and some games are hardcoded to use IRQ 2/9.

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