VIDEO - 3dfx voodoo emulation (SDL1)

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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby tlk » 2018-2-27 @ 18:47

I've since done lot more research and it's a bit of a mess on Linux (where there's no nGlide which is apparently stable and functional enough with AD and Carma to be shipped to unsuspecting customers by GOG).
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby Serious Callers Only » 2018-3-18 @ 10:30

My ppa has this patch if you're using ubuntu.

Though, this is the more demanding version of voodoo emulation for dosbox (not a wrapper) so you have to have a great computer to even run glide games.

I've honestly only found it useful for Tomb Raider 1 and Redguard (didn't try it for Carmageddon). While Archimedes Dynasty also has a 3dfx port, it doesn't seem different on this patch (indeed the executable has display bugs that don't appear in the other) and several of the other 3dfx games are actually windows games (and i didn't bother to test that out because it would require installing drivers on the windows images i use).
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby tlk » 2018-3-21 @ 17:04

Serious Callers Only wrote:My ppa has this patch if you're using ubuntu.

Though, this is the more demanding version of voodoo emulation for dosbox (not a wrapper) so you have to have a great computer to even run glide games.

I've honestly only found it useful for Tomb Raider 1 and Redguard (didn't try it for Carmageddon). While Archimedes Dynasty also has a 3dfx port, it doesn't seem different on this patch (indeed the executable has display bugs that don't appear in the other) and several of the other 3dfx games are actually windows games (and i didn't bother to test that out because it would require installing drivers on the windows images i use).

Hey thanks for the pingback.
What patch do you mean you use? I think versions of dosbox like -x and -ece both use kekko's 3dfx patch which AFAIU was adapted from Aaron Giles' work for the MAME project http://aarongiles.com/programming/emulation/ and it doesn't use a wrapper, it emulates voodoo hardware internally either in software or with opengl. Unfortunately it seems that this implementation (and/or its integration into dosbox as pointed out in the dosbox-x thread) is subpar to dosbox+nGlide solution, at least for the game(s) i'm interested in. But nGlide is of course windoze-only. And the only wrapper for Linux I know of is openglide which is long dead I think and probably even less desirable to use anyway...
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby tlk » 2018-3-21 @ 17:10

Ah, I've taken a look at your (I think) PPA and lists the said patch. So it's actually the same one I've tried out. And I think the only alternative to it on Linux is the old gulikoza's build with openglide which I planned to try out (just in case) but haven't got to it yet.
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby Serious Callers Only » 2018-4-12 @ 16:44

Yeah, i think a good solution for 3dfx has to be on upstream, in the absence of a dosbox maintainer hero like we have for mt32 with munt. Seriously, that the coder maintains a dosbox patch on its repository is the only reason i bother to provide mt32 support, would be far too lazy otherwise.

In the end dosbox is fragmenting itself by not taking up at least the mt32 and 3dfx patches and integrating them better. It's getting to the point that there are a lot of people recommending installing MAME or PCEm even for dos programs, which is ofc, completely ridiculous.

Speaking of things nice to have, i'd love if dosbox got host device independent 'guest profiles' for 'typical pc on 1985, 1990, 1993, 1995' or some thing like that with predictable speeds.
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby fyatwyrio » 2018-4-19 @ 21:37

Hi,
I was wondering if any of you have run into joystick axis issues when using kekko's voodoo hardware emu patch? I was using dosbox-ece to run the 3dfx version of Whiplash which uses internal code to access the hardware (no glide2x.ovl or anything). It runs fine except when calibrating the joysticks some of the axis between joystick 1 and 2 will get merged. Moving a joystick 1 axis will also move joystick 2's. This only happens when running the 3dfx version of the game and once I do it persists even when exiting the game. Running the normal version of the game the axis are fine, then I can run the 3dfx version and they are merged, then run the normal version again and they are merged no as well. I've also used a dos joystick test program and it will do the same. It will be fine before running the 3dfx executable of Whiplash, and then show the axis affect each other after running the 3dfx executable.
I thought maybe it was the 3dfx executable itself but then I tried a dosbox-x build and the joystick axis are fine when using the 3dfx executable. Unfortunately in dosbox-x fullscreen mode has been disabled while in 3dfx mode.

I decided to build my own dosbox using the "official" svn 4095 and only loading kekko's patch to eliminate the other patches dosbox-ece uses but my build also exhibits this same joystick behavior.

Does anyone know if there is a difference in the dosbox-ece and dosbox-x 3dfx and or joystick implementations?

Thanks.
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby fyatwyrio » 2018-4-20 @ 15:02

Another note, even when I delete any joystick mappings from the mapper the 3dfx version of Whiplash will still read input from the joystick. It's way more erratic than normal but is read. The joycheck program and the normal version of Whiplash will not read the joystick when the mappings are deleted if run before the 3dfx version. If run after then they will also read it. Somehow the 3dfx access is turning on some base joystick code?

Once again this is happening in Dosbox-ECE and my build of the latest dosbox SVN and kekko's Voodoo patch. It does not happen in Dosbox-x.
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby tlk » 2018-4-21 @ 17:31

Serious Callers Only wrote:a good solution for 3dfx has to be on upstream

Preferably with the actual glide2ogl bridge built into host system's driver (rather than into DB), in the vein of D3D9 in Mesa for Wine/gallium-nine. At least on Linux. One can dream...
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby leileilol » 2018-5-04 @ 02:07

I disagree about that. A good upstream 3dfx emulator for Dosbox could probably be a fast software-rendered recompiler to cover itself for all output types and more degrees of authenticity.
Voodoo2s aren't 100mhz stock
Geforce256 isn't released as a beta on New Years '99 under the Quadro brand
DOS gaming isn't a bilinear 320x200 16:10
DOS PCs aren't better than the Macintosh
DOSBox is not for running Windows 9x
SGL != Glide
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Re: VIDEO - 3dfx voodoo emulation (SDL1)

Postby DMJC » 2018-5-21 @ 21:07

I think DOSBox needs to be forked into WIN9XBox and provided as a VM specifically for running Windows 95/98 games. That's really the only segment remaining that normal Virtual machines seem to fail on for gaming.
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