VOGONS


The Wrapper Collection Project

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Reply 40 of 224, by DosFreak

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OpenGL to Direct3D 8

The wrapper is definetly Microsoft code....unfortunately it's not available to be used in the ACT....unlike all of the other fixes this one is hidden for some reason.

I did look at Quake 2 and Quake 3 in the ACT CompatAdmin and they both have the "EmulateOpenGL" flag set.

For some reason just running Quake 2 with the OGL ICD disabled would not enable the wrapper so I loaded CompatAdmin, Surfed down to Quake2 in the interface and then pointed it to my quake2.exe. Only then did Quake 2 use the wrapper.

GL_VENDOR: Microsoft Corp.
GL_RENDERER: DIRECT3D
GL_VERSION: 1.1

Not sure why emulateopengl isn't useable. I tried renaming quake2.exe to quake3.exe and matching the same files in the ACT but it still didn't load until I went through the ACT and forced it.

So this isn't much of a solution for now.

Found this website http://www.alex-ionescu.com/?p=40 which mentions a unreleased utility that can dump the hidden shims. Need to contact this guy.

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Reply 41 of 224, by leileilol

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Stiletto wrote:

I am finding it hard to call pure graphics libraries "wrappers", we'll see.

TinyGL could become a standalone wrapper with some clever recoding, shame no one has done it yet.

As for MGL, that's just a 2D graphics drawing library that must be linked to and written for and only a few games use it (Outlaws, WinQuake, Hexen II, GTA), and it's inappropriate for the wrapper project. It also doesn't get along with Ddraw wrappers well either.

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Reply 43 of 224, by Stiletto

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DosFreak wrote:

Nice one, I was wondering about that.

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

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Reply 44 of 224, by leileilol

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That's similar to MGL where it has to be compiled in the source. It's not a standalone wrapper either - it's more of a "tie this up to a GL engine and go" wrapper and it's only for GLQuake. You can't apply it to Quake3 etc...

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Reply 46 of 224, by Stiletto

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DosFreak wrote:

Unified with no vendor ID Check
http://unified.chat.ru/

I think I leeched most of that already. Yup, it's in /files/Glide/Direct3D/Unified. krick hacked the rest IIRC (or else served the originals, I forget.)

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

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Reply 47 of 224, by Stiletto

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DosFreak wrote:

Found this website http://www.alex-ionescu.com/?p=40 which mentions a unreleased utility that can dump the hidden shims. Need to contact this guy.

Found in the backlinks:
http://blog.kalmbach-software.de/2010/02/22/t … -shim-database/

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto

Reply 48 of 224, by DosFreak

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Hells yeah. "/x" works with "Compatibility Administrator" from the ACT and shows all shims. Niiiiccceeee.

Reminds me of another project I need to get to when I'm 90. Find all hidden switches in programs and list them somewhere.....

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Reply 49 of 224, by leileilol

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Is there any SGI OpenGL for Windows DLL newer than 1.1.2?

So far I have 1.1.0, 1.1.1, 1.1.2... It's really cool that it supports 8-bit color at a much higher framerate 😀

1.1.0 can be found in an old Cosmo Player (and also that older 1999 CrimeCities Demo)

1.1.1 can be found in the SGI OpenGL for Windows SDK (usually distributed as "opengl2.exe")

1.1.2 can be found in Cosmo Player 2.1 as cosmord11.dll

I think there's some linux binaries of this, but i'm not totally sure.

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Reply 50 of 224, by TeddyTheBear

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Not sure if you already know about this https://github.com/p3/regal#regal
Its goal is to make porting applications and games to newer devices easier by emulating legacy features removed in newer versions of OpenGL.

Possibly off topic, I am curious about your thoughts on collecting wrappers for audio APIs, namely Creative Lab's ALchemy, ASUS's DirectSound 3D GX 2.0, Realtek's 3D SoundBack Beta and C-Media's
Xear3D EX that restore support for DirectSound3D + EAX extensions hardware acceleration for games in Windows Vista and newer OSes. (If there are others, I'm all ears. pun intentional 😀)
I don't expect all of these companies to be providing this support forever.

Reply 51 of 224, by leileilol

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Intel RSX 3D Audio was another, very very very short lived though and was rarely used.

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Reply 52 of 224, by Davros

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heavygear 2 used something called ias sound system

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Reply 53 of 224, by VirtuaIceMan

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Davros wrote:

heavygear 2 used something called ias sound system

I think Boss Rally uses that too.

My PC spec: Win10 64bit, i7-4970K (not overclocked), KFA2 GeForce RTX 2070 SUPER, Creative Soundblaster ZXr, 16GB RAM, Asus Z97-A motherboard, NZXT 410 case, ROG Swift GSYNC monitor

Reply 54 of 224, by Stiletto

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TeddyTheBear wrote:

Possibly off topic, I am curious about your thoughts on collecting wrappers for audio APIs, namely Creative Lab's ALchemy, ASUS's DirectSound 3D GX 2.0, Realtek's 3D SoundBack Beta and C-Media's Xear3D EX that restore support for DirectSound3D + EAX extensions hardware acceleration for games in Windows Vista and newer OSes. (If there are others, I'm all ears. pun intentional 😀) I don't expect all of these companies to be providing this support forever.

If someone else wants to gather these, that's fine. I'm by no means an expert on them.

Suggestions and submissons seem to be trickling down to an end, so perhaps it's time to publish what we have soon. I'll continue on this project within the next month-two.

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

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Reply 55 of 224, by Stiletto

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Things that bear further investigation:
D3D9Wnd: Re: Interesting links
WindowedBorderlessGaming: Re: Interesting links
IndirectSound: indirect sound

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

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Reply 56 of 224, by Stiletto

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TitaniumGL has had another update or two recently. A Windows-only update in December, followed by updating all its ports to supported platforms in January. Uploaded (what I saw at least) to the FTP.

For those who want to download it, please visit http://titaniumgl.tk

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto

Reply 57 of 224, by Stiletto

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TeddyTheBear wrote:

Possibly off topic, I am curious about your thoughts on collecting wrappers for audio APIs, namely Creative Lab's ALchemy, ASUS's DirectSound 3D GX 2.0, Realtek's 3D SoundBack Beta and C-Media's Xear3D EX that restore support for DirectSound3D + EAX extensions hardware acceleration for games in Windows Vista and newer OSes. (If there are others, I'm all ears. pun intentional 😀) I don't expect all of these companies to be providing this support forever.

A post on VOGONS suggested A3D-Live as an Aureal A3D wrapper of some kind.
http://www.worknd.ru/

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

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Reply 58 of 224, by F2bnp

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I'll give that one a try!

Ok so I gave this one a try on my Win98SE box. I tested it out using Aureal's 3D Demos and Jedi Knight, all of which recognize an A3D card present. However, none of the effects are applied. DirectSound 3D sounds better, with A3D not being much different to Stereo. In Jedi Knight, no sounds are played (or music) if A3D is enabled.

Anyone care to try this under WinXP?

Reply 59 of 224, by Stiletto

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I began talking to "bearwindows" on email
(this guy: http://bearwindows.boot-land.net/index.htm)

By coincidence, he directed me to this interesting thread.
http://www.phantom.sannata.ru/forum/index.php?t=6979
http://translate.google.com/translate?sl=ru&t … %3D6979&act=url

GateGL ? now archived in The Wrapper Project.
http://web.archive.org/web/19991007123041/htt … r/start/gategl/

I'm also not sure that I knew that there was an S3D Toolkit-based Mesa3D build floating around (all I've seen is the sourcecode).

It also served as a reminder to myself to take care of the Techland MiniGL mess. 😀

Also interesting that Matrox Millennium PCI/Millennium II PCI/MGA-G100 Productiva AGP BSOD's in OpenGL in Windows NT 4.0 SP6 using drivers nt4_501.exe Feb. 27, 2002 (re-issued: April 15, 2002) 5.01.007, but does not BSOD using nt4_413.zip 1999.05.03 Rev. 4.13.050.

Also interesting: his Pixomatic/SwiftShader archive, which I will double check to ensure that we have.

All in all, a good thread 😀

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto