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Reply 1940 of 1945, by TheGreatCodeholio

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xcomcmdr wrote on 2020-07-26, 11:54:

Wow, PC-98 emulation, that's very interesting ! 😁

It seems that there were a lot of updates to the PC-98 line over the years, how is it managed inside DOSBox-X emulation-wise ?

It's handled as a machine type, like anything else in the codebase, and the video mode as it's own enumeration.

It is enabled by adding to dosbox.conf machine=pc98

Though it has no effect now, there is code to support machine=pc9801 and machine=pc9821.

There are dosbox.conf options to make adjustments for some differences.

You will need FONT.ROM from a BIOS image of a system for fully correct rendering, though DOSBox-X has a fallback that was rendered from a Windows system by a contributer otherwise.

DOSBox-X project: more emulation better accuracy.
DOSLIB and DOSLIB2: Learn how to tinker and hack hardware and software from DOS.

Reply 1941 of 1945, by Bruninho

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@TheGreatCodeholio: I noticed that litchie from iDOS/DOSPad app for iOS might be open to having a look on DOSBox-X or SVN latest version for updating his iDOS emulator app. Not sure if you'd be interested in working with him to bring the best possible DOS/Win9x emulation to iOS/iPadOS, since now the latest Apple devices have more than enough processing power for the job. For gaming on the go (and even 3DFx/Glide games) it would be amazing.

"Design isn't just what it looks like and feels like. Design is how it works."
JOBS, Steve.

Reply 1942 of 1945, by TheGreatCodeholio

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Bruninho wrote on 2020-08-01, 20:33:

@TheGreatCodeholio: I noticed that litchie from iDOS/DOSPad app for iOS might be open to having a look on DOSBox-X or SVN latest version for updating his iDOS emulator app. Not sure if you'd be interested in working with him to bring the best possible DOS/Win9x emulation to iOS/iPadOS, since now the latest Apple devices have more than enough processing power for the job. For gaming on the go (and even 3DFx/Glide games) it would be amazing.

Assuming the app is already based on DOSBox, changes from DOSBox-X could be integrated in small steps. DOSBox-X has diverged quite a lot from SVN so that might require quite a bit of work. It might be less work on his behalf to incorporate incremental changes from SVN, DOSBox-X, or the dosbox-staging repositories, and carefully.

Anything that is wanted from DOSBox-X, let me know, I may be able to help integrate it safely without breaking code, and explain why DOSBox-X does what it does.

Case in point, in a recent commit it turns out (pointed out by Foone on Twitter) the MS-DOS port of Mr. Blobby accidentally clears a bit that was used on old EGA/VGA boards to indicate whether the board had more than 64KB of VRAM or not (affects memory wrapping). Since DOSBox-X actually bothers to emulate the behavior of that bit, the game did not display correctly. Yet according to real hardware 256-color mode seems unaffected by it, so to fix the issue DOSBox-X added an option to ignore the bit if emulating VGA.

DOSBox-X project: more emulation better accuracy.
DOSLIB and DOSLIB2: Learn how to tinker and hack hardware and software from DOS.

Reply 1943 of 1945, by Bruninho

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TheGreatCodeholio wrote on 2020-08-01, 20:46:
Assuming the app is already based on DOSBox, changes from DOSBox-X could be integrated in small steps. DOSBox-X has diverged qui […]
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Bruninho wrote on 2020-08-01, 20:33:

@TheGreatCodeholio: I noticed that litchie from iDOS/DOSPad app for iOS might be open to having a look on DOSBox-X or SVN latest version for updating his iDOS emulator app. Not sure if you'd be interested in working with him to bring the best possible DOS/Win9x emulation to iOS/iPadOS, since now the latest Apple devices have more than enough processing power for the job. For gaming on the go (and even 3DFx/Glide games) it would be amazing.

Assuming the app is already based on DOSBox, changes from DOSBox-X could be integrated in small steps. DOSBox-X has diverged quite a lot from SVN so that might require quite a bit of work. It might be less work on his behalf to incorporate incremental changes from SVN, DOSBox-X, or the dosbox-staging repositories, and carefully.

Anything that is wanted from DOSBox-X, let me know, I may be able to help integrate it safely without breaking code, and explain why DOSBox-X does what it does.

Case in point, in a recent commit it turns out (pointed out by Foone on Twitter) the MS-DOS port of Mr. Blobby accidentally clears a bit that was used on old EGA/VGA boards to indicate whether the board had more than 64KB of VRAM or not (affects memory wrapping). Since DOSBox-X actually bothers to emulate the behavior of that bit, the game did not display correctly. Yet according to real hardware 256-color mode seems unaffected by it, so to fix the issue DOSBox-X added an option to ignore the bit if emulating VGA.

That’s good to know. I’ll link your post to him so I can try to let him know. Meanwhile, his project is here on this github repo. https://github.com/litchie/dospad

"Design isn't just what it looks like and feels like. Design is how it works."
JOBS, Steve.

Reply 1944 of 1945, by Bruninho

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Just came in to tell that I compiled the latest DOSBOX-X on my macOS with SDL2 and I had an yellow tint screen when running Windows 3.11. I'm compiling with SDL1 now as we speak to see if the same problem happens there too. With SDL2 version I am also unable to go full screen; instead it just reduces the height of my screen in an animated fashion and then moves the DOSBOX-X window below the old position on my desktop.

EDIT: turns out that compiling with build-macos instead of build-macos-sdl2 fixed both issues.

"Design isn't just what it looks like and feels like. Design is how it works."
JOBS, Steve.

Reply 1945 of 1945, by TheGreatCodeholio

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Bruninho wrote on 2020-08-30, 07:12:

Just came in to tell that I compiled the latest DOSBOX-X on my macOS with SDL2 and I had an yellow tint screen when running Windows 3.11. I'm compiling with SDL1 now as we speak to see if the same problem happens there too. With SDL2 version I am also unable to go full screen; instead it just reduces the height of my screen in an animated fashion and then moves the DOSBOX-X window below the old position on my desktop.

EDIT: turns out that compiling with build-macos instead of build-macos-sdl2 fixed both issues.

While SDL2 isn't too special on Mac OS X, SDL1 has to deal with the Cocoa display interface that uses a BGRA pixel channel order, meaning that for a 32-bit pixel, the B channel is in the upper 8 bits and A (alpha) is in the lower 8 bits.

DOSBox-X project: more emulation better accuracy.
DOSLIB and DOSLIB2: Learn how to tinker and hack hardware and software from DOS.