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Re: Graphics performance boost

Ah, quick responses. That means I better re-post the edits I made to my post :) I noticed this about normal3x after my original post: - I've noticed that in 'surface', it gives me 3x height surface. - If I choose 'direct3d', then it actually gives me a 2x height surface. - In 'ddraw', it simply …

Re: Graphics performance boost

First, I'll be the next to say this change is great work.. kind of a gutsy optimization to attempt too :) I've tried out gulikoza's dosboxcvs-051202 build (which includes the optimization that was available at that time). I noticed that things ran much improved of course. Beyond that, I noticed two …

Timing issue? - Cronologia by Cascada

-Reposted here, since this thread seems more appropriate. I first posted it in a 'Screen tearing' thread in DOSBox General. Here's an example of a demo that I think (I wish I had access to an old computer..) is timed much differently in DOSBox than in real DOS. It's the first publicly available …

Re: Fullscreen, yeah right!

Hey sentenced, I had the same problem in the past, on my mom's LCD. I think the cause was in the BIOS (strange as that may sound..). Look for any options in there that imply that the display image will automatically be upscaled to fill your display. If you find such an option, disabled it. Once this …

Re: Star Control 2 palette

in DOS
In a dosbox development thread, red_avatar added: "One note: the /g:BIOS tag doesn't work with the popular abandonware version on the net - it has a starcon2.com crack that will run the game without the need for the starmap. Luckily, I bought the original Starcon 2 in mint condition (still in …

Re: Star Control 2 palette problem

In that case, I guess there is some use in the hack I did. For the benefit of people at home, here's what I did (try it - It's fun for the whole family!): in starcon2.exe, find "mov dx, 03c7"... replace it with "mov dx, 03c8" a couple lines down, change one of the "inc dx" instructions to "nop" look …

Re: Idea: saving & restoring state

The theory sounds right... assuming you don't mess with any files the program's working with. It shouldn't take much more memory than the available system memory in the emulator (and perhaps less with compression). Anyway.. I'm not a developer on this project, but I know enough to know your thought …

Re: Nice -- Unreal demo by Future Crew works

I ran it from C:\REAL and it worked :) Thanks QBix. I tend to have a pretty long directory structure, so maybe that broke it somehow. I'm amazed to see it working all the way through. The sound is a bit choppy for me in most parts (on an AthlonXP-M 2000+ laptop with AC'97 sound and junk video)... …

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