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Re: Here's an idea: why not develop new AIL2/3 and DIGPAK drivers?

in DOS
It would indeed be a way to test driver code, but like you said no (commercial) games make use of Allegro (yet), and most action in the Allegro community seems to be focused on platforms other than DOS. What's interesting is that someone in the Allegro forums had already mentioned the idea of …

Re: Here's an idea: why not develop new AIL2/3 and DIGPAK drivers?

in DOS
Yeah, I was just about to post that bttr-software link myself. You just beat me to it, aqrit. ;) (But the link to the DIGPAK/MIDPAK SDK is very interesting! More on that further below.) The driver announced in that topic's OP is somewhat disappointing (closed source and reinventing the wheel with a …

Re: Here's an idea: why not develop new AIL2/3 and DIGPAK drivers?

in DOS
Since most music devices back in the DOS era didn't require DMA, they can still be supported well on normal hardware today, for instance through Yamaha PCI cards. It's mostly the DAC support that is so problematic these days, since in most games only DMA-enabled DACs (and therefore mostly only sound …

Re: Here's an idea: why not develop new AIL2/3 and DIGPAK drivers?

in DOS
Perhaps Davros, but it takes a lot longer than that to become a good C++ programmer I'm afraid... ;) Anyway, John Miles (the guy behind Miles Design) has released the AIL (version 2) SDK as open source on this site: http://www.thegleam.com/ke5fx/ I guess it would be a good idea to try to create AIL2 …

Re: Here's an idea: why not develop new AIL2/3 and DIGPAK drivers?

in DOS
I understand that this effort would indeed make no sense for the older simpler DOS games that run fine under DOSBox and actually would have timing issues when being run directly on newer hardware. My emphasis is on the later DOS games that supported SVGA and required DOS extenders. Those "heavier" …

Here's an idea: why not develop new AIL2/3 and DIGPAK drivers?

in DOS
Hi everyone, This is my "maiden post" in the Vogons forum, by the way. Glad to meet you all. :happyhappy: Anyway, here's my crazy idea: As you know, many DOS games started to use standard sound APIs to support the growing list if not-quite-soundblaster-compatible sound cards (PAS, GUS, WSS, etc). As …

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