VOGONS

Common searches


Search results

Display options

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

I was testing recent Fast DOOM releases and I've noticed PCM music. Since DOOM engine already has implemented PCM channel mixing for sound effects, adding MOD Tracker like music should be fairly simple. We don't even need MOD format, just some instrument samples for game MUS (MIDI) files. The reason …

Re: VIAFMTSR, but with a better FM core

OPL emulation isn't ideal, but it isn't the worst. The biggest issue for me is that VIAFMTSR takes too much conventional memory and I wasn't able to load it high. However it is possible to load only DAC support for games that don't use FM and require a lot of conventional memory like SilverBall. By …

Re: SBEMU: Sound Blaster emulation on AC97

I've recently made dual booting MS-DOS 6.22 and Windows 98 on my HP T5710 thin client. Things that I've used: - SD2IDE for SD cards, although it's not necessary. - Partition Magic for MS-DOS to handle partitioning from bootable MS-DOS 6.22 USB drive (FreeDOS should work too) - PLOP boot manager to …

Re: MUNT on the really cheap.

You could also use old x86 thin client. Single core 1 GHz ones should be enough and they cost 10-15 USD or even less, since they're useless for almost any modern thin-client use. Such old thin clients have serial ports, so it should be possible to use SoftMPU serial output and regular serial cable. …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

Probably most (S)VGA cards won't display 256-width modes in full screen. For example Dyna Blaster uses 256x200 mode and I've seen it running on few retro PCs and it was always with black bars on sides. This is interesting though. While vertical resolution is important for CRT hardware and regular …

Re: SBEMU: Sound Blaster emulation on AC97

Just don't expected to play DOS games on modern PCs. Lack of Sound Blaster compatibility is just one thing. Modern PCs have rather limited support for EMS memory and (S)VGA compatibility was getting worse and worse every year. With UEFI there's no need to have (S)VGA compatibility at all, since UEFI …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

I was experimenting with DOOM palette to improve dithered EGA look. At first I tried shifting colors towards EGA palette, but it didn't helped. Then I've realized that dithered image lacks color and is too dark so I've increased saturation by 60% in Photoshop and increased brightness slightly. I was …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

DOOM has static 256 colors (let's forget that there are palette effects for pain and radiation suit). This allows to create color lookup tables for dithering. With 2x2 dithering we would need 4 precalculated color tables and use one of them for specific pixel positions. For example: table 0 for …

Re: SBEMU: Sound Blaster emulation on AC97

Is there a web page with SBEMU compatibility? I've tested myself about 30 games and about half of them wasn't working one way or another. Some didn't had sound. Others crashed at launch with SBEMU loaded. I would really like to test more games and help with creating compatibility list. Same should …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

To have stable demos DOOM logic runs at constant 35 fps or rather game logic is iterated 35 times per second. Everything that is processed within each iteration has to be dependent only on game logic itself and previous iterations of logic loop. This will guarantee stable demos on all hardware. If …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

observed that the CGA mode was faster than both VGA mode 13h and mode Y. This result blows my mind, even having to do the conversion from the 256 color backbuffer to the CGA format (packed colors and even/odd scanlines), is just faster due to transferring less data over the bus. On fast machines …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

By shrinking rendered window you move around what part of codebase is actually stressed and % you post are non comparable to anything else, unless also measured at same settings and window size. Every % test was done in same settings. I've chosen smaller window, because timedemo draws every frame …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

wait, 20 fps on SX 25MHz? is that in post stamp sized window? I don't remember exact settings, but I've chosen rather small window, so the tests didn't take too long. FPS was irrelevant anyway since I was curious about difference in performance for various modes. Also Fast DOOM makes the biggest …

Re: FastDoom. A new Doom port for DOS, optimized to be as fast as possible for 386/486 personal computers!

I've tested various modes on my 386SX 25 MHz PC with Cirrus Logic 5402 SVGA ISA graphics. With FDOOM. EXE (mode Y) as 100%, I've got such results: FDOOM13H.EXE - 105.19% FDOOMVBR.EXE - 104.96% FDOOMVBD.EXE - 107.88% - although image was flickering. FDOOMVBP.EXE - it crashed. 13H was the fastest one …

Re: Ancient DOS Games Webshow

This port is far from perfection in any way. They probably just managed to directly transfer game logic code from SNES. It wasn't for quality, but for time. SNES had such slow CPU, that even very poorly translated assembler code wouldn't be a performance issue for game logic. Since the game came on …

Re: Ancient DOS Games Webshow

Ok, Jill of the Jungle isn't very good game, but still it's very enjoyable. I've only played shareware episode though, but it was simply good experience. Jill really stand out when compared to other DOS shareware games. Just having 256 color graphics and digitized sound effects was huge improvement. …

Page 1 of 2