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Re: 3dfx voodoo chip emulation

I don't think it would help much since dgVoodoo is based on Direct3D but there is OpenGlide which is open source, plays Carmageddon fine through Glidos and has good compatibility with other games. IMHO, that would be better choice to draw inspiration from.

Re: 3dfx voodoo chip emulation

Here are some results of testing with build you provided: Carmageddon mostly works fine but HUD elements are missing and menus go from normal color to pure white, while that is happening sound stutters and game is slower but when it becomes pure white sound and speed become normal again. http:// …

Re: Whiplash/Fatal Racing in 3dfx patch or mode

in DOS
Look harder! http://www.vogons.org/viewtopic.php?t=1456&highlight=fatal+racing Last post in that thread. Also they are statically linked so wrappers won't do you any good. On the other hand, kekko's 3dfx voodoo chip emulation works perfectly (well, there are some glitches but it's a work in progress …

Re: 3dfx voodoo chip emulation

@miki maus thanks. actually, video rendering in these games appear to be a continuous flow of lfb frontbufffer writes, so no buffer swap or anything that tells us that a frame is over and/or another one is coming. Hopefully not one pixel at a time? As that would would painfully slow. :s-face: An …

Re: 3dfx voodoo chip emulation

and also with: - games with fmv intros (i.e. tr2/3) write video frames directly to the front buffer. If I add glDrawBuffer(GL_FRONT) to every write, it becomes slow of course. If I change drawbuffer just when LFBMODE_WRITE_BUFFER_SELECT changes, it seems to draw correctly one pixel only, then …

Re: Munt Reloaded - Development

I am amazed by the low CPU usage of win32app when used (through MIDI Yoke) with DOSBox even when upping MT32EMU_MAX_PARTIALS and MT32EMU_MAX_POLY to 128 as I was getting no free partials error while playing Dune 2. Music sounds good most of the time but sometimes there is some noise like when sound …

Re: Highres rendering patch

It still doesn't work because apparently my system doesn't support any 16:10 resolution. It does work if I patch openglide to always make height = width*0.75 when setting fullscreen mode thereby forcing 4:3 aspect ratio. Edit: Dumb me, again, now when I checked the source code more thoroughly I saw …

Re: Highres rendering patch

It happens with older version of openglide too. I'm on WinXP SP3, gfx card is integrated nvidia Geforce 8200 kind of equivalent to Geforce 8400 GS. When I set InitFullScreen to 1 in config file, the game doesn't start fullscreen. It starts in the upper-left corner of the screen like usually but with …

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