Riikcakirds wrote on 2023-12-21, 00:14:
BloodyCactus wrote on 2023-12-19, 01:18:
I think your confused. All AWE32+AWE64 had the same ROM. the AWE64 Gold had 4mb RAM, not ROM!
for games that uploaded samples, if they worked on the 512kb card, they will sound the same on the 4mb. I know of no games that downsampled to fit lower memory.
What still confuses me is the cards with no ram expansion and only a 512KB ROM, how can the games upload samples, to where? The ROM is read only and no other memory is on the card?
You are confusing RAM with ROM and what was offered with each variant/model.
All AWE based cards came standard with sampled sounds (for MIDI playback) that was stored in a 1MB ROM.
Most games that natively supported the AWE32/AWE64/SB32 (i.e., you had an option in a game's setup menu to select AWE32 as your music playback device) simply utilised the sampled sounds stored in that 1 MB ROM, regardless of the amount of RAM installed. In other words, having RAM on your card provided no additional benefit under DOS for games that natively supported the AWE cards, since they only utilised the samples in the 1MB onboard ROM.
As previously mentioned, there were exceptions (like Eradicator) that uploaded their own samples into the onboard RAM of your card (provided your card had enough RAM) for better music playback.
Regarding RAM. When the first batch of AWE32 cards were released, it only had 512KB of onboard RAM but the user had the option to upgrade the memory capacity (RAM) via the onboard simm sockets to a maximum of 28MB of RAM. SB32 cards (released in 1995) had no onboard RAM but the user still had the option to install RAM via the onboard simm sockets which would then give the user the same capability as that of an AWE32 card.
AWE64 cards (released in late 1996) had a value card with 512KB of RAM and a Gold card with 4MB of RAM. However, this still didn't provide any additional benefit under DOS (as explained above).
The only time where RAM could provide some additional benefit (under DOS) was if the game uploaded its own samples or, the user loaded a custom GM soundbank (with better quality samples) via the Aweutil utility to be used with a real mode game (i.e., a game that didn't natively support the AWE card and wasn't a protected mode game).