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DOSBox ECE (for Windows & Linux)

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Reply 1320 of 1328, by _Rob

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Khvostik wrote on 2021-04-14, 08:00:

Oh, yea, thank you, I found it, I create a .conf file in the AppData folder. Was a bit confused, it'd be awesome maybe if the .conf file would be right in the download? And README was for standard DOSBox, so I was not bothered to read it duh. Thank you for your answers
Hmm, interesting, so fluidsynth doesn't work with CrisisGeneralMIDI301.sf2 SoundFont... and can't find instruments for in-game flight in "Air Power Battle in the Skies"... but well, this is probably questions for another topic.

I don't know this soundfont, but not all soundfonts have all instruments. I normally use FluidR3_GM.sf2

Reply 1322 of 1328, by Qbix

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Giuliano wrote on 2021-04-22, 03:49:
Qbix wrote on 2021-04-13, 09:30:

Please give 4445 a try

Hi Qbix, sorry it took me so long to try it. Version 4445 is back to normal (and also no stuttering in my case).

Thanks a lot!

Thanks for reporting back

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

Reply 1323 of 1328, by JSO

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I was using DOSbox since 2004 until 2010 when I had abandon the vintage gaming experience.

I was messing at some point, on 2014, 2015 with SVN Daum relesases, but many compatibility issues with DOS applications such as Professional Write, Lotus 1-2-3 and DBase. They worked only with regular DOSBox release, so a desire caught me for pure hardware experience and I build multiple vintage machines from 386 to Athlon and Voodoo 3 era, alongside with laptops of Pentium MMx and II era.

At the end of 2017 I've discovered PCem and never looked back to DOSBox for vintage gaming...

But...

Last week I've tested the latest ECE version and all the applications I mentioned, are working without issues! Also I was excited with the fluidsynth integration! Fatboy soundfonts are the best! And the ECE version had replaced the regular one... 3Dfx works with Tomb Raider Gold. So... We're back in business!

DOS IS THE POWER OF OUR CHILDHOOD MEMORIES!

Reply 1324 of 1328, by NewRisingSun

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I would like to request the conditional removal of a sanity check. 😉 In dos/cdrom_image.cpp, it says in line 393:

	// The maximum storage achieved on a CDROM was ~900MB or just under 100 minutes
// with overburning, so use this threshold to sanity-check the start sector.
else if (start > 450000)
LOG(LOG_MISC, LOG_WARN)("Game tried to read sector %lu, which is beyond the 100-minute maximum of a CDROM", start);

There is one game that comes on two CDs that only differ in their audio tracks. I would like to combine both CDs into an oversize CUE+ISO+WAV image that is about 481000 sectors long, so the player can conveniently play the entire game with correct audio tracks without having to swap mounted disk images. Doing so works well in the old DAUM build, and from what I can tell, the only thing that prevents it from working in ECE is this hard limitation, as all tracks play correctly right up to the 450000 starting sector number limit.

Would you mind either making this check optional or modifying it to just display a warning message in the Status Window but still continue down the code path that plays the track? That would enable me to post the script that creates the oversize image and makes few necessary changes to the game code, without having to ask users to compile their own DOSBox ECE build to make all tracks play properly.

Reply 1325 of 1328, by krcroft

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Yesterplay, context into these sanity checks (and others in the CD-DA patch) was to catch and inform users when things have really gone off the rails - for example: bad CD dump, broken/incompatible CUE sheets (which make it beyond the mounting phase), corrupt memory or integer overflows, and the most likely scenario: bugs in my own code that I added or changed.

There are other checks that still bound reads and seeks to the actual limit of the media provided - so I don't see any harm in removing this one entirely.

NewRisingSun - that sounds like a very nice patch! Being able to enjoy a game without the CD swaps is a very welcome usability improvement.

Reply 1326 of 1328, by truemaster

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after long time ive tryed to install win98se to the dosboxece version and i am impressed no errors at all compared back to daum builds. but something is missing to be perfect an ide emulation just like it was with daum builds. and optional an imagemake feature. so can these 2 features added to the next releases?

Reply 1327 of 1328, by _Rob

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truemaster wrote on Today, 15:11:

after long time ive tryed to install win98se to the dosboxece version and i am impressed no errors at all compared back to daum builds. but something is missing to be perfect an ide emulation just like it was with daum builds. and optional an imagemake feature. so can these 2 features added to the next releases?

You should probably have a look at dosbox-x in that case. And for installing Win9x be sure to check the dosbox-x wiki for the walk-through.

Reply 1328 of 1328, by Yesterplay80

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NewRisingSun wrote on Yesterday, 15:57:

Would you mind either making this check optional or modifying it to just display a warning message in the Status Window but still continue down the code path that plays the track? That would enable me to post the script that creates the oversize image and makes few necessary changes to the game code, without having to ask users to compile their own DOSBox ECE build to make all tracks play properly.

I commented out the two lines you mentioned before building r4452, so please give that version a try.

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