VileRancour wrote:Haha, a game that needs *100* cycles? That's... around one-third the speed of a 4.77MHz 8088 normally :shocked:
I like how you said "normally", implying that the speed estimate you gave is indeed, just an estimate. ;)
As the DOSBox creators have said themselves, the "cycles" setting isn't really fixed to any sort of baseline and is completely relative to how a game works internally. For instance, when I reviewed Bubble Ghost, I suggested a cycles setting of 500 with Tandy graphics enabled, which achieves a speed relative to what you would get on an old Tandy 1000 system. If you try using a cycles setting of 500 with Impact or BlockBuster, it's completely unplayable. Even a setting of 200 is virtually impossible to handle given the tiny size of the paddle. The DOSBox core being used plays a role too, as the Dynamic core usually results in much faster performance. (I leave it set to auto unless the game isn't running properly or at a normal framerate.)
But, considering the lag in the powerup selector and the way the graphics were flickering, combined with the fact that the music was actually playing too fast relative to the speed of the game, I think Impact/BlockBuster is doing something timing-related that's confusing DOSBox. The CGA executable doesn't seem to have the music/powerup problems, but still doesn't boot in newer DOSBox versions no matter what DOSBox settings you use. :P
EDIT: 256th post! I need to move up to 16-bit variables! ;D
--- Kris Asick (Gemini)
--- Pixelmusement Website: www.pixelships.com
--- Ancient DOS Games Webshow: www.pixelships.com/adg