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Re: DOSBox-X branch

hail-to-the-ryzen: Thank you (and kcgen) for working on the value-shifting code. I see the code may still being improved, but when ready please feel free to implement it in the source code.

Re: DOSBox-X branch

K.A.R.R.: I assume you used the SDL1 version. Try the SDL2 version instead in your case which will likely solve the problem you encountered. As for the gustype, the DOSBox SVN version of gustype is never fixed, i.e. there does not exist a single "dosboxsvn" gustype I think.

Re: Long File Name (LFN) support

So I gave this a go. I definitely like the expanded UX options such as removing UI elements, BIOS splash screen, desktop position, etc. A lot of the additional features are certainly suited for applications though (and there's a TON of them) which in my circumstance aren't needed so I had to strip …

Re: Long File Name (LFN) support

Well, the standard DOSBox SVN LFN release from a few years back wouldn't do it so that's why I ask. I was able to run EXE files with more than the standard 8.3 characters but spaces still caused problems. I'm hoping that this X version has changed that. The LFN patch for SVN had not been updated …

Re: Long File Name (LFN) support

I see that DOSBox X has long file name support but does it support file names with spaces? For example If I'm trying to run the EXE file "hard game.exe" is this possible? Definitely! This is a basic feature of long file name support. Just make sure LFN feature is enabled in DOSBox-X then it should …

Re: Long File Name (LFN) support

I see that DOSBox X has long file name support but does it support file names with spaces? For example If I'm trying to run the EXE file "hard game.exe" is this possible? Definitely! This is a basic feature of long file name support. Just make sure LFN feature is enabled in DOSBox-X then it should …

Re: DOSBox-X branch

hail-to-the-ryzen: For the SVN patch for the dynamic_x86 core, I think you were primarily talking about the Pentium MMX patch updated by @kekko last month. According to his description the updated MMX patch is "way more stable than the dosbox-x implementation, plus it should be easier to port to …

Re: Dosbox-X 3dfx not working & Keyboard Issue

@Starfox I understand you use DOSBox-X in Windows 10, but exactly which Glide wrapper do you use for your Windows 10? As mentioned in the wiki a Glide wrapper is required for glide=true to work. OpenGlide is mostly recommended for Linux and macOS, not Windows 10. For Windows 10, I suggest you to use …

Re: Dosbox-X 3dfx not working & Keyboard Issue

As you said you use Windows, please make sure you have installed a Glide wrapper before running DOSBox-X with glide=true. You need to use the 32-bit Glide wrapper for 32-bit DOSBox-X build and 64-bit Glide wrapper for 64-bit DOSBox-X build. For example, if you use nGlide (which is a 32-bit Glide …

Re: DOS not showing calculation sheet

That's probably the key phrase here, I believe Megabuild 6 included a printer patch (and many other patches). Standard DOSBox doesn't include printing capabilities. Ahh, but of course. Is there no alternative for that printing patch nowadays aside from vDosPlus? DOSBox-X also includes printing …

Re: FluidSynth MIDI driver

dnewhous wrote on 2021-03-17, 17:51: Wengier wrote on 2021-03-17, 17:42: Set mididevice=fluidsynth Where? Set it in the [midi] section of the config file (dosbox-x.conf). You can also do so via DOSBox-X’s built in graphical Configuration Tool.

Re: FluidSynth MIDI driver

As Rob already stated, Windows builds of DOSBox-X have built-in support of FluidSynth MIDI driver. Set mididevice=fluidsynth and a sound font (via fluid.soundfont option) to enable the built-in FluidSynth feature. A DOSBox-X Windows build that enables the FluidSynth MIDI driver by default is also …

Re: DOSBox ECE (for Windows & Linux)

ant22's pixel perfect patch (activated by using output=surfacepp) has been removed from ECE builds a while ago (around the time SVN started supporting glshaders, iirc) Right now you have 3 alternatives: 1) approximate pixel-perfect results by using SVN/ECE with output=opengl and glshader=sharp 2) …

Re: Compile SVN in macOS?

Further update. I entered this command at the terminal in Big Sur: export MACOSX_DEPLOYMENT_TARGET=10.12 (For my project, I don't need anything older than 10.12.) I then built libpng from source (after uninstalling it from brew) and built SDL from source., following Almeath's guide. I think built …

Re: Compile SVN in macOS?

Just an FYI for anyone interested - I have successfully applied the 3dfx emulation patch to my SVN build and will update Github shortly. The current list of patches is now: - Munt - Glide (with bundled OpenGlide) - 3dfx Voodoo emulation (SDL1) - Nuked OPL3 - 384 ram limit - 8GB img file support I …

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