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Re: Which sound emulator?

in DOS
And of course the speed penalty is even larger for non-game applications, which are also important to me (although sound is not, then). But yeah, I've found that 640x480 or higher is really not playable on DOSBox on a P4. The VM issue doesn't surprise me, and it's hard to imagine why anyone thought …

Re: Memory for protected mode DOS games

in DOS
You're probably right as to why EMS would be chosen over XMS - but neither bank-switching nor copying is necessary from protected mode, even pure 16-bit, that was my point. Any game designed to run well on a 286 would have to support XMS as much as EMS, because memory managers could not be run.

Re: Which sound emulator?

in DOS
Ah, x64 aka x86-64, AMD64 - was basically a conspiracy between AMD and Microsoft to sell unneeded upgrades and pull the wool over consumers' eyes. The average person never did and still doesn't have any need for 64-bit (to the extent that it seems so, it's only because some applications have been …

Re: Memory for protected mode DOS games

in DOS
Lollypop requires EMS*, too, despite beeing a "32bit" game. (*checked with a real AST Rampage on a 386-PC) I just mentioned the possibility of a real mode game requiring a 386, and this may be an example (as may also be AITD 2 and 3 from the other thread that happens to be active right now). I …

Re: ZDoom LE (Legacy Edition)

I'm not sure what you mean by 'fixed your repositories' in the last post - anything that makes a substantive change? In reply to the previous one, your 'quadratic algorithms' I assume you mean the mathematical definition of quadratic, i.e. O(n^2)? Actually, the BSP algorithm should have the …

Which sound emulator?

in DOS
I know VDMSound is the oldest free solution to getting sound under Windows, but now that the one called 'SoundFX' has been made freeware, it there any reason not to use it instead of VDMSound? It is certainly easy to use, loading automatically, and can be enabled or disabled with one function in …

Re: Memory for protected mode DOS games

in DOS
That is correct (though EMM386 by design doesn't give any memory protection), and the explanation I figured for his observation. The game indeed, even shown by the source he linked to, uses expanded memory (EMS) which makes no sense in protected mode. It could not use XMS (indicating design for 386+ …

Re: ZDoom LE (Legacy Edition)

Doom with big limit-removing levels can run @1fps even on relatively modern machines. Yes, ZDoom. This problem never happens in PrBoom+, and I have done some investigation of it. ZDoom _abruptly_ slows from a playable framerate to 'slideshow' (~1 fps) when the amount of rendering complexity exceeds …

Re: Memory for protected mode DOS games

in DOS
No, according to the info I just looked up DOTT was a real mode game (also 1993 can't really be called the 'AT era'). If a game's minimum CPU is a 286 (and I'm not sure for that game), that doesn't imply protected mode use (as with Wolfenstein 3D - also real mode). I would be pretty confident that …

Re: ZDoom LE (Legacy Edition)

The last post was written in some haste and may have sounded a little rude, but I was just trying to answer your questions. I probably will download your Romero's Heresy mods, on which you probably placed more importance than this, just to test if nothing else; I imagine it doesn't really matter. I …

Re: Memory for protected mode DOS games

in DOS
One would think not but I suppose it's possible that some programs depend on cwsdpmi specifically and not just any DPMI host. I'm not sure if it actually gets loaded under Windows because I've never needed to deal with anything like that.

Re: ZDoom LE (Legacy Edition)

The setup on the laptop is what it came with - Device Manager reports the video driver working. I had ZDoom still set to fullscreen ddraw, because I transferred it over on a USB stick as I usually do, and that crashed. With d3d it works, just as you imply for Windows 8. So this problem can happen on …

Re: ZDoom LE (Legacy Edition)

As I have stated in this thread, yes, I did compile with both OpenAL and FMod (and each separately). I haven't noticed any difference audibly; the 'random pitch' just sounds awful to me either way. Maybe on a real Soundblaster it wasn't so bad. I didn't know about the history; if so, the option has …

Re: Memory for protected mode DOS games

in DOS
I believe I have just answered this. Note that the text of the error message about 'DOS near pointers' is specific to Doom source ports and other programs having the same issue may just hang (as noted) or drop to DOS with a segfault, etc. I figured it out by just looking in the source code for MBF …

Re: ZDoom LE (Legacy Edition)

I believe I have found at least one bug. First (occurs in stock 2.8.1 also), some video modes don't work. While this is no surprise, the way in which it is handled is problematic. ZDoom can just crash, and worse, keep crashing if restarted (because it tries to enter the same mode) unless the user …

Re: Memory for protected mode DOS games

in DOS
I think the question is more important than debating what forum it should be in. If someone wants to move it I wouldn't object. In short: what is behind this 'DOS near pointers' error and is it fixable within XP? I searched the exact text of the error given by Doom source ports, 'Failed trying to …

Re: ZDoom LE (Legacy Edition)

I finally found this. More progress - is this the last version you think necessary? I've finally tried it out and had something of an adventure. First, you do have a binary version available. I either missed it before (most likely) you you just added it. This is what I first tried. I also compiled …

Memory for protected mode DOS games

in DOS
I've been curious about this for while now. I thought I knew how Windows provided memory to DOS programs, but some games don't work under XP and I'm not sure why. Any ordinary DJGPP program runs under XP (including all those I've written), and I believe DPMI should be managed automatically. And …

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