VOGONS


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Reply 180 of 212, by bakemono

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DosFreak wrote on 2023-06-25, 13:52:

Audio:. Spent a few hours testing Audigy RX vs X-Fi vs 980ti audio vs HD5450 audio vs C-Media. Nothing work, audio always grayed out in sound properties. Finally put a clean Windows 2000 on there and it worked with C-Media, Put the Audigy RX in there and it worked with the XP drivers. Tried X-Fi and the driver installs but audio is greyed out.

Some audio drivers bundle an updated WDMAUD.DRV (file dated 2008), but Win2000 likes to silently revert to an older file which breaks everything and then there is no sound. Something to watch out for, as it seems to be a common issue.

GBAJAM 2024 submission on itch: https://90soft90.itch.io/wreckage

Reply 181 of 212, by gerwin

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About SDL2 reliant games on Windows XP x86.
I am finding vertical-sync is malfunctioning.
At least with these two ports below, using a Radeon HD7750 with v13.1 driver for graphics, 60Hz HD flatscreen.
Shockolate with SDL2 v2.0.10.0 - Had to adjust the source code to add an option to disable vsync, otherwise it could become headache inducing. Don't know exactly what it was doing.
DevilutionX v1.5.0 with SDL2 v2.0.22.0 - Was noticing tearing of the screen updates with vsync enabled. Don't see such with vsync disabled. The game has an option to toggle it.

EDIT: Similar system, but with nVidia GT 710 Graphics: Shockolate looks fine with vsync enabled. So most likely the Radeon driver is cause.

Last edited by gerwin on 2023-07-05, 15:31. Edited 1 time in total.

--> ISA Soundcard Overview // Doom MBF 2.04 // SetMul

Reply 183 of 212, by gerwin

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DosFreak wrote on 2023-06-27, 18:06:

Are those using the software renderer? I do see something about "simulated vsync" in more recent versions of SDL

In DevilutionX there is only the default renderer, AFAIK.

In Shockolate it was with both the Software and the OpenGL renderer. Both have SDL2 handling as below (this is with my modification):
https://github.com/Interrupt/systemshock/issues/353

    if (gShockPrefs.vsync) renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC); // GB 2023 vsync option
else renderer = SDL_CreateRenderer(window, -1, 0);

--> ISA Soundcard Overview // Doom MBF 2.04 // SetMul

Reply 184 of 212, by gerwin

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Was pointed to a reverse engineering effort for another game: The Lost Vikings (Blizzard 1993):
https://github.com/akaWolf/LostVikings
Very much alpha state with lots of assembly language.
I build a Win32 and Linux64 version. Sound seemingly working in the Linux64 build, though it is just some FM effects, no music. Sound malfunctioning in my Win32 build (maybe my fault?). Noticed some minor drawing issues in both builds.

--> ISA Soundcard Overview // Doom MBF 2.04 // SetMul

Reply 185 of 212, by gerwin

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This week I updated some Windows XP x86 compatible packages to their latest release version:

- FHeroes2 v1.08 (Heroes of Might & Magic II)
- DevilutionX v1.5.1 (Diablo I)
- Tomb1Main v2.15.3 (Tomb Raider I) - Should run a bit better on older hardware then before (use framebuffer setting), but still a demanding renderer.
- Corsix-TH v0.67 (Theme Hospital)

http://www.gb-homepage.nl/ section "Back-ports & Open-source"

I also build a fully working Xash 0.19.4 with Counter-Strike 1.6 client+server+bots for Windows XP and Linux. But I don't know if there is any interest in that...
There is also the recent Wipeout 1 code leak, for which one coder released a revamped binary without source, and another published a rewritten source-code but no binaries. I have a build for the latter of course, but not on my site...

--> ISA Soundcard Overview // Doom MBF 2.04 // SetMul

Reply 186 of 212, by DosFreak

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I've been plugging away on testing minimum vanilla OS compatibility for GOG games. Hit a roadblock with Vista since it looks like the Nvidia driver doesn't want to cooperate with passthrough (2000,XP and 7 work fine) so instead I drug out my GT72 laptop but don't have a driver for the NIC for Vista so waiting on a USB3 NIC.

/EDIT I haven't gone back over the notes for each game so for the ScummVM notes for 2000 I may have a workaround for when ScumMVM doesn't start when there are issues with it's OpenGL requirement

TODO:
9x testing
Finish up Vista testing
Finish up 7 testing
Go back through list and update with fixes and ports
Go back through games with issues
Check for games that aren't on the list
Update OfflineGames repo with this list. Useful to port to equivalent games from other stores you've already purchased or to provide a DRM free alternative to purchase again so you can let those publishers double dip when they should just make the same game DRM free across all stores.....
Investigate xdelta to restore games to unmodified state or previous version to regain dropped OS compatibility or modified ver to increase OS compatibility

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Reply 187 of 212, by DosFreak

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List of ports that dropped XP that might have an easy uplift...for that that had XP versions anyway.
*Does not include latest versions, just versions when I noticed they stopped working
*No Doom ports

ET Legacy
Vista v2.81.0
XP v2.75

Wargus
Vista 3.3.2
XP 3.2.0

war1gus
Vista 3.3.2
XP 3.2.0

openttd
Vista 12.2
XP 1.10.3

Quake 3
7 ioquake3 2-2020
XP 6-12-2019

Quake 2 Beserker Quake 2
Vista
q2bers145_cumulative
up145to146
up146to147

XP
up145to146

Quake 2 Quake 2 XP
Vista q2xp1269_update1
XP v1.26.3 with v1.26.6 textures

Quake 2 Yamagi
Vista quake2-8.20
XP quake2-7.30

AlephOne
Vista v1.6
XP v1.3a1

Xash3D-fwgs
10+ 1-30-2023
XP 10-13-2022

Freespace 2
Vista fs2_open_22_2_0-builds-x64-SSE2
XP fs2_open_3.7.4_NO-SSE

OpenMW
7 12-31-2019
XP OpenMW-0.42.0-win32

D2X-XL
Vista d2x-xl-win-1.18.77
XP d2x-xl-win-1.18.74

Dxx-rebirth
Vista 64 dxx-rebirth_20220929-win
Vista 32 dxx-rebirth_v0.60-weekly-11-08-17-win
XP d2x-rebirth_v0.58.1-win

NO XP VERSION

jfduke3d
Vista jfduke3d-20211225-win32

JFShadowWarrior
Vista jfsw-20211225-win

OGSR-Engine (Stalker Shadow of Chernobyl)
7 OGSR_2.1.161_32bit

Stalker Call of Pripyat (OpenXRAY)
7 December 2021 RC1

Daggerfall Unity
7+ dfu_windows_32bit-v0.16.0-rc

Quake IronWail
Vista ironwail-0.6.0

Quake Q-Zandronum
Vista Q-Zandronum 1.2.0 QC DE Package

Raze
Vista v1.5.0

Project Tchernobog
?? Release0.2.2b

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Reply 188 of 212, by gerwin

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DosFreak wrote on 2023-09-25, 23:15:
List of ports that dropped XP that might have an easy uplift...for that that had XP versions anyway. *Does not include latest ve […]
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List of ports that dropped XP that might have an easy uplift...for that that had XP versions anyway.
*Does not include latest versions, just versions when I noticed they stopped working
....
Xash3D-fwgs
10+ 1-30-2023
XP 10-13-2022

There are different Xash3D FWGS branches, but this 0.20 seems to be the most active one:
https://github.com/FWGS/xash3d-fwgs/releases
Current Continuous autobuild xash3d-fwgs-win32-i386.7z works in Windows XP x86 as-is.

This 0.19.4 branch works better for Counter-Strike 1.6 (mouse in menus), but it requires building it and the CS client/server as well.
https://github.com/tyabus/xash3d

About War1gus. Last time I tried it it was funny but not quite polished enough. When it has matured more I will see what I can do.

--> ISA Soundcard Overview // Doom MBF 2.04 // SetMul

Reply 189 of 212, by MyName

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I decided to work closely on restoring the original behavior in 1oom, combining it with the fixes from my fork. In order not to interfere with people testing the game, I started posting conservative test releases focusing on overall quality.
Latest pre-release: https://github.com/1oom-fork/1oom/releases/ta … 1-uiscale-patch
Details: https://github.com/1oom-fork/1oom/blob/master … age_classic.txt
Feel free to report issues, thanks for your participation

Reply 190 of 212, by DosFreak

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When my TrueNAS server gets done replacing 13 16TB drives with 22TB ones (drives not replaced yet not in numbers below):

Took a look at my collection of old drives and decided I should either get rid of them or use them.
Awhile back I replaced the OS on my 3x QNAP with TrueNAS so my thinking now is to swap out drives to backup to those.
Currently have about 160TB (roughly) in use on my server, some of these drives were in 24/7 use for years and some used in backups that were powered on occasionally.
Thinking about using mabye ZFS2 on a 6 bay QNAP or on mabye ZFS3 on a 8 bay. Will have to see how the Files 20TB, Media 88TB, Games 54TB datasets line up with the amount of available space on these drives. The 8 bay QNAP stays in one location permanently so will probably be that one, if it dies I'll just find a replacement or mabye 6 of 8 drives zfs3 in a 6 bay would work....

Drives in closet
ST6000DX000 21x 6TB (very old drives. Mabye backup Files every 3 months but the 16TB and 14TB drives may cover this)
ST16000NE000 9x 16TB
ST10000VN0004 26x 10TB
ST14000NE0008 11x 14TB
ST12000VN0007 18x 12TB

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Reply 191 of 212, by gerwin

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MyName wrote on 2023-09-27, 10:36:
I decided to work closely on restoring the original behavior in 1oom, combining it with the fixes from my fork. In order not to […]
Show full quote

I decided to work closely on restoring the original behavior in 1oom, combining it with the fixes from my fork. In order not to interfere with people testing the game, I started posting conservative test releases focusing on overall quality.
Latest pre-release: https://github.com/1oom-fork/1oom/releases/ta … 1-uiscale-patch
Details: https://github.com/1oom-fork/1oom/blob/master … age_classic.txt
Feel free to report issues, thanks for your participation

I noticed this new branch the other day, and was already wondering. Thanks for the explanation.
Around 2015, when I first played Master of Orion, it was a modified version. I would not be able to tell what is original behavior

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Reply 192 of 212, by MyName

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gerwin wrote on 2023-09-27, 23:25:

Around 2015, when I first played Master of Orion, it was a modified version. I would not be able to tell what is original behavior

By the way, this patch has lost some value since Kilgore T.M. Replicant published a complete transcript of the disassembled code of Master of Orion 1993 along with the release of 1oom
Today you can easily read and modify orion.exe and starmap.exe

Reply 194 of 212, by DosFreak

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Dibya's Project Saphire Dragon: Port LLVM and Clang

Windows XP/Server 2003 requires a Overhaul of it's outdated compiler tool set, @user57 & I have successfully managed to port LLVM 16.05 & LLVM 17.01 to WIndows XP along with CLANG.

https://msfn.org/board/topic/183588-project-s … llvm-and-clang/
https://github.com/DibyaTheXPFan/LLVM-for-Win … Saphire-Dragon-

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Reply 195 of 212, by DosFreak

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In preparation for when my resilver is done so I can use my server again and have 60TB to play with I've been toying with exiftool to identify properties of games much like what I do for radgametools:

The following command:
exiftool .\ -ext .exe -r -FileVersionNumber -ProductVersion -OSVersion -Directory -if "$FileTypeExtension eq 'exe'" -csv >X:\versions.csv

Results in the attached for Amazon.

So should make it easier to identify properties of games and will be usefull for the offlinegames repo.

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Reply 197 of 212, by gerwin

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MyName wrote on 2023-09-27, 10:36:
I decided to work closely on restoring the original behavior in 1oom, combining it with the fixes from my fork. In order not to […]
Show full quote

I decided to work closely on restoring the original behavior in 1oom, combining it with the fixes from my fork. In order not to interfere with people testing the game, I started posting conservative test releases focusing on overall quality.
Latest pre-release: https://github.com/1oom-fork/1oom/releases/ta … 1-uiscale-patch
Details: https://github.com/1oom-fork/1oom/blob/master … age_classic.txt
Feel free to report issues, thanks for your participation

Some time ago I tried 1oom-fork-v1.8.0. But I am having trouble configuring it to my previous preference, regarding starmap versus GUI scale. The starmap remains in the same resolution as the GUI, instead of a more zoomed out view of previous 1oom enhanced editions. I tried a bunch of settings without any noticable effect. Maybe it is just me?

--> ISA Soundcard Overview // Doom MBF 2.04 // SetMul

Reply 198 of 212, by DosFreak

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Reading the news about 11 24H2 requiring POPCNT I remembered a week or so ago about Windows Store Apps breaking due to a visual C++ redist "bug" (lol yeah right) and I found this that affected core 2 cpus

https://developercommunity.visualstudio.com/t … NT-exc/10520578

Guess all those open source dev tools and apps can happily start requiring that instruction when 24H2 arrives even though EOL for 23H2 is Oct 2026 and EOL for 10 is Oct 2025 and ESU is longer.

https://vaibhavsagar.com/blog/2019/09/08/popcount/

I wonder if these https://en.wikipedia.org/wiki/AMD_10h work on Windows 11.

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