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First post, by Xenphor

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After trying out glidos I was thinking about getting it but it would be nice to know if it is still being developed.

The other question I had is regarding psvoodoo and dosbox. I thought maybe an alternative to glidos would be to just use psvoodoo itself and a glide capable version of dosbox, but is this not possible? On the psvoodoo site, it mentions that only glidos is able to configure the psvoodooconfigure.exe. I tried to manually run the configure program but Windows gave me an error about it not being installed correctly (missing libraries?). Is glidos the only way to use psvoodoo for dos games? I know there are other glide wrappers for dos but psvoodoo seemed to gave me the best results under glidos (tomb raider).

Reply 2 of 5, by Xenphor

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edit: I'm using ykhwong's build of dosbox

I placed both the Glide dll and the setup in the same folder as dosbox.

According to the site, for Windows games at least:

place the file Glide2x.dll into the folder that contains the game's executable

edit:

I guess I should say that I believe psvoodoo is actually working. I did the voodoo rush patch for tombraider and enabled glide in dosbox. The problem is that once I get in game, everything is black. I can barely make out a few polygons of the items in the menu screen. Once I get in game, Lara appears as just a few polygons in a completely blank screen. Nothing else appears.

I thought that if I could use the setup program included with psvoodoo that maybe I could change some settings to help with the problems I'm having. As far as I'm aware, you can only access the settings using glidos.

Here is my psvoodoo log:

psVoodoo v0.13


Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Warning: unsupported grSstControl called
Warning: unsupported grGlideGetState called
Warning: unsupported grSstOrigin called
Warning: unsupported grTexDetailControl called
Warning: unsupported grTexLodBiasValue called
Warning: unsupported grTexMipMapMode called
Warning: using texture format GR_TEXFMT_RGB_565
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, v0, t0
mul r0.a, v0, t0

Warning: unsupported grAADrawLine called
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, v0
mov r0.a, v0

Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, v0
mov r0.a, v0

Warning: unsupported grGlideSetState called
Warning: unsupported guTexGetMipMapInfo called
Warning: using texture format GR_TEXFMT_INTENSITY_8
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, v0, t0
mov r0.a, c2
mul r0.a, r0, t0

Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, v0
mov r0.a, c2

Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Pixel Shader:
ps_1_1
Show last 22 lines
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, v0, t0
mov r0.a, c2
mov r0.a, t0

Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, v0
mov r0.a, c2

Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, c2
mov r0.a, c2

And for comparison's sake, here is my log in the Glidos folder:

psVoodoo v0.13


Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Warning: using texture format GR_TEXFMT_ARGB_1555
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, c1, t0
mul r0.a, c1, t0

Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, c1, t0
mul r0.a, c1, t0

Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, c1, t0
mul r0.a, c1, t0

Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Warning: using texture format GR_TEXFMT_INTENSITY_8
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, v0, t0
mov r0.a, c2
mov r0.a, t0

Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, v0
mov r0.a, c2

Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Show last 55 lines
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, c1, t0
mul r0.a, c1, t0

Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, v0, t0
mov r0.a, c2
mov r0.a, t0

Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, v0
mov r0.a, c2

Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, c2
mov r0.a, c2

Warning: using texture format GR_TEXFMT_RGB_565
Shader Version: FFFF0300
Number of texture stages: 8
Number of simultaneous texture: 8
Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
tex t0
mul r0.rgb, v0, t0
mov r0.a, c2
mov r0.a, t0

Pixel Shader:
ps_1_1
def c0, 0.0, 0.0, 0.0, 0.0
def c1, 1.0, 1.0, 1.0, 1.0
mov r0.rgb, v0
mov r0.a, c2

Reply 3 of 5, by Glidos

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It's certainly still under development - not incredibly active, but the latest version is less than a month old.

I'd be interested to get psVoodoo working directly with DOSBos too, but I can't look at it just now.

You wont get the TRX textures and the better quality sounds and FMVs of course using DOSBox directly. And you might be stuck in 640x480 (not sure of that last one).

Reply 4 of 5, by Xenphor

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Well that's okay, I was just wondering if it was possible for it to work with dosbox or not, or if I was doing something wrong. It would probably be better to focus on getting more games working under glidos.