VOGONS


First post, by bytesaber

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From the perspective of the Vendors, was there actually a DOS 6.22 era of 3D accellerated gaming? My question is mainly motivated from working with Tomb Raider 1, in DOS 6.22 on Voodoo1 and Voodoo2 hardware. The real heart felt question I would ask is, "What era of nostalgic gaming memories am I trying to produce, by builing a pure MS-DOS 3D gaming system?" I am starting to question if such a thing existed from a Vendors perspective. I am starting to wonder if getting these things working in DOS 6.22 is more of a hack by users, and not a solution provided by vendors.

I know that we can run many Voodoo1, S3, etc... games in pure MS-DOS with no troubles. But when I think of the release dates of certain patches and release dates of certain video cards, they seem to come after the Windows 95 release date. Is it arguable that the Tomb Raider 1 patches are in the same "spirit" as GliDOS, DOSBox (with Glide support), and NGlide? As in, projects to get old game data working in a 3D enviornment on a newer system. Should I conclude that Tomb Raider 1 patches "just happen" to work in DOS 6.22, or were they really meant for DOS 6.22? Is it possible that they were really written with the assumption that they'd be executed by users of Windows 95 instead? Does this explain why they work perfectly fine in Win9x? The Voodoo 1 came out after Windows 95 and included drivers for Windows. Just a thought as to "What nostalgic era am I trying to re-create by getting all these 3D games working in DOS 6.22 ?"

Reply 1 of 7, by leileilol

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For DOS 6.22 there was a brief Matrox Impression period in 1994 when there was Sento and Creep Clash. Later cards were into the Win95/DOS 7 era at the earliest

The majority of DOS gaming being in 1996 were more or less considering a few things:
- slow Win95 adoption - many people absolutely hated the new flipped Mac interface, as well as the general instability of the retail release.
- DirectX was still quite early, and didn't support absolutely every 2d chip out there either..
- WinG and Win32s sucked
- Sound drivers in Windows 95, particularly some older, budget cards that never had a Win95 driver, were in trouble when it came to DirectX games.
- DOS was faster and worked better in common, low RAM configurations 😀

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long live PCem

Reply 2 of 7, by vetz

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Most DOS releases of 3DFX Glide supported games takes use of the PATH argument to find the drivers needed. There were no official released tools/drivers from 3DFX for DOS only. If you installed the drivers in Windows, this was taken care for you. If you don't have Windows installed with the drivers you either need to manually add the drivers to each game folder or add the PATH variable yourself in autoexec.bat. Some releases are statically linked, and avoids this problems. From the start, 3DFX titles were released with Windows only support, so it was never intended to be for DOS only.

3DFX Glide had the most DOS releases of any 3D accelerated card/API. Complete list here:
Voodoo 2 DOS Glide compatibility matrix

For the other APIs, you can take a look in this list:
3D Accelerated Games List (Proprietary APIs - No 3DFX/Direct3D)
- All releases on the Matrox Impression, Paradise Tasmania and 3D Blaster CGL are for DOS.
- All releases with Rendition Speedy 3D support are for DOS.
- Actua Soccer for ATICIF (only DOS title for this API)
- Tomb Raider for PowerVR (only DOS title for this API)
- Battle Arena Toshinden, Nvidia NV1 (only DOS title for this API)
- Actua/VR Soccer, Battlerace, Descent II, Fatal Racing/Whiplash 3D, FX Fighter Turbo, Screamer, Terminal Velocity, Tomb Raider are DOS for the S3 Virge S3D.
- Actua Soccer, Battle Arena Toshinden, Screamer II/Rally and UEFA Champions League 1996/1997 are DOS for the Matrox Mystique

If you want the highest amount of releases supported, then get a 3D Blaster PCI (CGL & Speedy3D titles!) and 3DFX Voodoo 1 card. Though be aware you'll get quite bad compatibility with the 3D Blaster PCI in other software DOS games which uses VGA.

3D Accelerated Games List (Proprietary APIs - No 3DFX/Direct3D)
3D Acceleration Comparison Episodes

Reply 3 of 7, by realnc

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Windows 95 took a while. It was horrible when it came out. Gaming on w95 didn't take off for years. I remember that in 1997 many games were still targeting MS-DOS only, and their w95 support consisted of a Windows setup.exe that installed... the MS-DOS version.

Reply 4 of 7, by Scali

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I wonder to what extent DOS games actually used an API.
Glide appears to be a 'proper' API in that there are DOS libraries (GLIDE2X.OVL and such) that games talk to.
But my experience with Matrox Mystique and PowerVR is that you generally just get a replacement .exe for the game, which includes a direct interface to the hardware, without any external libraries with common code.
For all we know, they bang the hardware directly, and do not go through any kind of API, like you would in Windows (eg PowerSGL).
I do have the PowerVR SDK for early PowerVR chips, but it is Windows-only.

http://scalibq.wordpress.com/just-keeping-it- … ro-programming/

Reply 5 of 7, by Azarien

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Glide appears to be a 'proper' API in that there are DOS libraries (GLIDE2X.OVL and such) that games talk to.
But my experience with Matrox Mystique and PowerVR is that you generally just get a replacement .exe for the game, which includes a direct interface to the hardware, without any external libraries with common code.

You don't have to have separate files to have an "API". It may be statically linked to exe.

Reply 6 of 7, by Scali

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Azarien wrote:

You don't have to have separate files to have an "API". It may be statically linked to exe.

I know, but I was talking about the other side:
If you have separate files, shared between multiple applications, they MUST have a common API.
Therefore I was wondering, since vendors other than 3DFX do not use separate files, and there do not seem to be any SDKs/libraries for DOS, did they even use an API at all? Hence me using the words 'For all we know...'.

http://scalibq.wordpress.com/just-keeping-it- … ro-programming/

Reply 7 of 7, by vetz

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Scali wrote:
I know, but I was talking about the other side: If you have separate files, shared between multiple applications, they MUST have […]
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Azarien wrote:

You don't have to have separate files to have an "API". It may be statically linked to exe.

I know, but I was talking about the other side:
If you have separate files, shared between multiple applications, they MUST have a common API.
Therefore I was wondering, since vendors other than 3DFX do not use separate files, and there do not seem to be any SDKs/libraries for DOS, did they even use an API at all? Hence me using the words 'For all we know...'.

CGL and Speedy3D are DOS APIs.

I'm not sure how the other cards worked in DOS.

3D Accelerated Games List (Proprietary APIs - No 3DFX/Direct3D)
3D Acceleration Comparison Episodes