VOGONS


3dfx voodoo chip emulation

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Reply 341 of 386, by xcomcmdr

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your building problems are not just off-topic, but they doesn't even seem to be related to the 3dfx code, so please just avoid posting these kind of issues.

Well, you did help me anyway (the "doesn't even seem to be related to the 3dfx code" part), and it built fine, minus 3 lines wich had to be commented out in voodoo_main.h (line number 2, 3, and 4).

If it really works (don't know what are the effects of commenting out "functions declarations = NULL;" lines that clashed with OpenGL - namely /usr/include/GL/gl.h - but that's off topic as you said), i'll report new bugs (with screenshots) as I find them, after having double checked it wasn't already reported.

Thanks! 😀

Reply 343 of 386, by Miki Maus

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Here are some results of testing with build you provided:

Carmageddon mostly works fine but HUD elements are missing and menus go from normal color to pure white, while that is happening sound stutters and game is slower but when it becomes pure white sound and speed become normal again.

carma.pngcjjj.png

Whiplash mostly works fine but occasionally there are horizontal lines coming from the minimap on the left.

whipl.png

Star Fighter 3000 is unplayable with mostly black screen as only some special effects and HUD elements are visible. Also there seems to be problem with alpha in menus.

sf3k1.pngsf3k2.png

Keep up the good work. 😉

Reply 344 of 386, by jomalin

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Some months ago I tried dgVoodoo:
http://dege.freeweb.hu/

with Carmageddon with 3dfx, it emulates it perfectly, and the graphic improvement was notable. kekko, did you try to contact the dgVoodoo programmer to help you/or try to ask him for the source code? I think you already know this glide wrapper, but I said that just in case

Reply 345 of 386, by Miki Maus

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I don't think it would help much since dgVoodoo is based on Direct3D but there is OpenGlide which is open source, plays Carmageddon fine through Glidos and has good compatibility with other games. IMHO, that would be better choice to draw inspiration from.

Reply 347 of 386, by john_i_

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Wow, I haven't looked at dosbox in quite a while, and today I visit an find this thread! Congrats on all the impressive work done here.

kekko, the experimental "force resolution" is something I have wanted for a very long time! I can't wait for that part of the patch! 😀

Reply 348 of 386, by robertmo

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In tomb raider 2 i am getting exactly same colors (apart from no dithering) as on page 5 of this thread (and also some other funny colors combinations (mostly with a lot of white)). Although this time i am able to correct colors or break again (if they are correct) by switching resolution (f1,f2) and switching other stuff (f7, f8, shift-f8, f11). I mean i can make game look with proper colors with every setting unlike on page 5 when some settings were always right or always wrong. Is that a know problem?

I also noticed that tomb raider 3 (cycles=30000) is not fluent with z-buffer turned off (although it looks better that way). This could mean that z-buffer turned on is not working at all cause it is not slowing game down (it is very fluent).

x-wing has got blinking cockpit (although if you for example mark a target, cockpit is not visible at all).

tomb raider 1 - mipmapping is drawing borders around textures, (btw what is f3 for? (nothing in the readme about it), i have to press it to get rid of messy gfx)

Reply 349 of 386, by kekko

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@robertmo: yep, unfortunately there are still many bugs left to fix.
about the speed with or w/o zbuffer, I did some tests and it seems that opengl accelerated renderer takes 0 to 1% of my video card, so the 3dfx emulation seem quite fast now. I guess any other slowdown is mostly due to other aspects of dosbox emulation?
tr1 shouldn't activate mipmaps (and it doesn't at my place...)

@RaVeN-05 / ADDiCT
there's a beta build available few posts above
here's the link again download.php?id=9037

Reply 354 of 386, by Orka Borka

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Still having the same issues under Linux/GCC 4.5 or Xcode 4[1], but I've been able to compile the patches using MSVC++ 2010 Express[2], and the results are quite amazing 😁

Here are some screenshot from 3DMark '99, a DirectX 6 (!) benchmark.
Some minor Alpha / Z Depth error here and there, especially during fillrate tests , but all around it's working pretty well:

http://i.imgur.com/XbibR.png
http://i.imgur.com/3z2Cr.png
http://i.imgur.com/icCS4.png
http://i.imgur.com/ze7jc.png
http://i.imgur.com/hicex.png

A gallery is here:

http://imgur.com/a/sBwz3#XbibR

Screenshots have been taken with Fraps, due to the dosbox built-in screenshot function not working while voodoo emulation is running.
The fps displayed are quite imprecise, and I have not noticed big performance differences between an old 1.6Ghz Core duo laptop with a Geforce go7400 and a 3.2Ghz core i3 with a radeon 5670 (iMac late 2010). Dosbox runs at 45-60 fps, excluding some scenes (again, fillrate tests) where framerate takes a noticeable drop at 5fps.

Congratulations for the astounding work, kekko 😀

[1] vanilla dosbox compiles quite fine under linux, tough.
[2] Dosbox runs fine while compiled with /Ox optimization, /O2 make 3D Mark '99 hangs while running the animated tori Benchmark.

Reply 356 of 386, by robertmo

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gulikoza wrote:

Tested TombRider with Monster 1.08 ovl and seems to work fine (albeit a bit slow) 😁. A minor issue is that background is not displayed when returning to the menu, but I do remember real 3dfx cards having the same problem!

I have checked tomb raider 1 in my cyrix p166+ (133mhz), ati Mach64 2mb, 64mb ram, and background is displayed on all two voodoo1 4mb cards i have.