VOGONS


First post, by TeaRex

User metadata
Rank Member
Rank
Member

I can't seem to find a cpu speed setting where the lip synch in the Ultima VII intro is correct without the game proper being much too fast to use.

I use 0.73 on Windows XP home SP3. Machine is a Aspire One netbook, Intel Atom processor @ 1.6 GHz, 1 GB of RAM. No frontend is used, I prefer to edit the configuration directly. Complete .conf is attached.

At cycles=max the lip synch works, but the sound stutters a bit (even with large prebuffer values) and of course the game runs too fast, NPCs zip around like they've had several bars of that Nazi Pilot Chocolate.

At a playable cycles=9000 or so, the lip synch is completely messed up, the speech finishes long before the guardian animation stops moving its mouth.

Any ideas?

tearex

Reply 1 of 7, by robertmo

User metadata
Rank l33t++
Rank
l33t++

core dynamic and more cycles

Reply 2 of 7, by MiniMax

User metadata
Rank Moderator
Rank
Moderator

Maybe

cycles=max 80%

(which will leave CPU cycles to do the sound emulation)

DOSBox 60 seconds guide | How to ask questions
_________________
Lenovo M58p | Core 2 Quad Q8400 @ 2.66 GHz | Radeon R7 240 | LG HL-DT-ST DVDRAM GH40N | Fedora 32

Reply 3 of 7, by TeaRex

User metadata
Rank Member
Rank
Member

robertmo, thanks but I'm already using the dynamic core, and adding more cycles makes the game too fast, as I wrote.

MiniMax, I tried your suggestion, also with lower numbers. The result was the same as for plain cycles=max: stuttering in the intro and a game that runs too fast to be playable.

I also tried using the normal core -- without success.

Thank you two anyway for your help.

tearex

Reply 4 of 7, by HunterZ

User metadata
Rank l33t++
Rank
l33t++

You mentioned trying a larger prebuffer, but have you tried increasing the blocksize= setting?

You might also try messing with the video settings in case it's an issue for the video hardware being too weak. Try fullresolution=original (I think) and scaler=none, and try different output= settings with it.

Reply 5 of 7, by ADDiCT

User metadata
Rank Oldbie
Rank
Oldbie

Let me throw a theory into the discussion. I don't know the game, but what if the "synching" is just a figment of imagination? I can remember only a handful of DOS games that had more or less good synching (LucasArts adventures come to mind). I mean, many DOS machines had a hard time playing videos at all, not to speak of perfectly synchronizing video to audio on a multitude of possible hw/memory configs, without some sort of common API.

EDIT: ah, i've missed an important part of the original post. My theory could explain a small a/v discrepancy, not what the op has described.

Reply 6 of 7, by TeaRex

User metadata
Rank Member
Rank
Member

I've found the culprit. It was fulldouble=true.

With fulldouble=false, things work very well.

Howver, in the course of experimenting, I found a couple of strangenesses:

fulldouble doesn't seem to be compatible with output=surface. The screen was very messed up.

Only output=ddraw will scale up machine=vgaonly mode 13h output to 800x600 with aspect=true and scaler=none. The other hardware-accelerated output= options will leave a black border, seemingly using 640x480 only. This behaviour disappears with machine=svga_s3.

The ddraw scaled output looks much better (less mushy) with machine=vgaonly than with machine=svga_s3.

In short, there seem to be a bunch of strange interactions between the various options.

tearex

Reply 7 of 7, by h-a-l-9000

User metadata
Rank DOSBox Author
Rank
DOSBox Author

vgaonly uses the 16bpp color mode which results in the effects you observed. The scaler code for the non-working output modes is not ready for that.

1+1=10