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DOSBox ECE (for Windows & Linux)

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Reply 1300 of 1309, by villeneuve

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Hi, I was about to update my DOSBox ECE installation (from the year 2019) which I never really began to use to the most current build. I had a look into the folder of my existing installation and saw the file "README for pixel-perfect patch.txt" there. That file isn't in the most current build's zip-file and indeed pixel-perfect scaling isn't mentioned anywhere even in the readme. So my question is did the pixel-perfect patch get removed in the meantime? If so, why? Is any substitute included in ECE but just not mentioned in the readme? How to get pixel perfect scaling now then?

Reply 1301 of 1309, by Delfino Furioso

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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) using this glshader which implements the pixel-perfect algorithm (using SVN/ECE with output=openglnb and glshader=pixel_perfect)
3) switch to dosbox-staging which has integrated pixel-perfect hardware-accelerated support (using output=openglpp or output=texturepp)

Reply 1302 of 1309, by Wengier

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Delfino Furioso wrote on 2021-03-15, 17:07:
ant22's pixel perfect patch (activated by using output=surfacepp) has been removed from ECE builds a while ago (around the time […]
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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) using this glshader which implements the pixel-perfect algorithm (using SVN/ECE with output=openglnb and glshader=pixel_perfect)
3) switch to dosbox-staging which has integrated pixel-perfect hardware-accelerated support (using output=openglpp or output=texturepp)

Yes, ant_222's pixel perfect patch has been removed from DOSBox ECE for some time, but then OpenGL shaders (sharp.glsl or pixel_perfect.glsl) become available. Meanwhile, I want to add that ant_222's OpenGL hardware-accelerated pixel perfect patch (output=openglpp) is now implemented and supported natively in both DOSBox-X and DOSBox Staging.

Reply 1304 of 1309, by Yesterplay80

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Delfino Furioso wrote on 2021-02-11, 11:58:

SVN is approaching r4444

please yesterplay, do whatever it takes to release an ECE build based on that...

my OCD demands it! ;D

Here's one for your OCD! 😉

r4444.JPG
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r4444.JPG
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9.51 KiB
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GPL-2.0-or-later

My full-featured DOSBox SVN builds (without debugger) for Windows: Vanilla DOSBox and DOSBox ECE (Enhanced Community Edition)

Reply 1306 of 1309, by Giuliano

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Hi everyone!

I installed DOSBox ECE r4444 today. To record one of my games, I pressed CTRL-ALT-F5, and as a result the sound of the game became really distorted. I pressed CTRL-ALT-F5 again to stop recording, and the sound normalized.

To investigate, I reinstalled the previous release I've been using, which was DOSBox ECE r4358. I pressed CTRL-ALT-F5 as usual, and the sound was perfect as usual.

Something odd happened between r4358 and r4444.

Any clues?

If this is an unknown bug, I can start investigating it using the interval halving method, to find in which release the problem first appeared.

Cheers

Reply 1307 of 1309, by Yesterplay80

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I just tried and you're right. But the same happens with regular SVN, so it doesn't seem to be a problem caused by ECE. Could you try that version as well, please?

My full-featured DOSBox SVN builds (without debugger) for Windows: Vanilla DOSBox and DOSBox ECE (Enhanced Community Edition)

Reply 1309 of 1309, by Qbix

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It's possible. I might have missed a calculation spot

Edit: Think I found the reason. Now lets see what the proper solution is.

Water flows down the stream
How to ask questions the smart way!