Pył, Pyl, Dust in English with 3dfx finally playable!!!

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Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby robertmo » 2019-2-13 @ 07:34

Pył, Pyl, Dust is finally playable in English with 3dfx (glide) in Qemu with dgvoodoo2 in Win7/8/8.1/10

viewtopic.php?f=24&t=60950

English translation:
viewtopic.php?f=24&t=32340
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby xcomcmdr » 2019-2-14 @ 11:26

Thanks !

This game looks very interesting. 3DFX DOS Glide support is always a treat.

Too bad I can't find it on ebay onr some other website. Any hope for a poor Western European ?
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby Dege » 2019-2-21 @ 18:42

Nice!

I cannot try it now, and in the other thread I read it has a quite good performance through QEmu.
But, how it feels compared to DosBox?
A few years ago I played this game through DosBox+dgVoodoo (with fast vidmem access because of very frequent LFB readbacks) and mostly it played fine. (To the end of the first level and then it always exited complaining about some missing file. :) )

Someone made a playthrough video (mixed dgVoodoo / nGlide):

https://www.youtube.com/watch?v=HA5BOzgn39g&t=2332s
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby robertmo » 2019-2-24 @ 21:20

i5-3450, 660 Ti
resolution 1600x1200
Using max graphical settings with max sound settings at the beginning without moving mouse.
(I set longer view distance and higher textures quality by hex editing menu.set)

dosbox daum (2015 january 03)
lfb=full
17fps

lfb=full_noaux or write or write_noaux
30fps

qemu haxm
LfbNoAux,0
55fps

LfbNoAux,1
172fps


If you turn on scope with minimum zoom and stand in a corner of a large room and look into the opposite top corner of the room (it is the location from the screenshot, beginning of third level)

dosbox daum (2015 january 03)
lfb=full
1fps

lfb=full_noaux or write or write_noaux
2fps

qemu haxm
LfbNoAux,0
15fps

LfbNoAux,1
15fps
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby robertmo » 2019-7-27 @ 18:42

Was wondering if it would be possible to add some hack to dgvoodoo so that pyl doesn't display black bars on top and bottom on panoramic monitors.
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby ZellSF » 2019-7-28 @ 13:40

Doesn't resolution forcing work with Qemu or DOSBox? Resolution forcing should allow you to eliminate black bars.
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby kjliew » 2019-8-01 @ 00:35

I think that's more of the problem for QEMU 3Dfx. Existing version "ScaleWidth" option can only scale on Glide resolution and max out at 1600x1200. I have since removed such limitation and my local version can scale at any resolution at the same aspect ratio, for example, 1440x1080 for 4:3. I don't know about panoramic display (I don't have one), scaling 4:3 into 16:9 display should only give you black bars on the sides, assuming that you can fully utilize the vertical height. Perhaps this would be able to remove the top and bottom black bars if your panoramic display vertical height can be fully utilized in scaling.

BTW, what's the native resolution of your panoramic display?
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby Dege » 2019-8-01 @ 13:42

robertmo wrote:Was wondering if it would be possible to add some hack to dgvoodoo so that pyl doesn't display black bars on top and bottom on panoramic monitors.

If I guess it right, the problem is that Pyl runs in a 4:3 resolution but renders only into a 16:10 (or 16:9 ?) subrect inside it (except the main menu).
So, on a widescreen monitor you have black bars on all sides (left, top, right, bottom), but it'd be cool to stretch the effective region to fully fit into the display instead (with aspect ratio kept).
Not Pyl is the only app affected and this can be very annoying.

However I had no idea how to handle it. An 'internal aspect ratio' could be defined in the config but what if the needed AR doesn't match exactly any of the usual 16:9, 16:10, etc. AR's but it's a custom one instead, and, what if the game renders at multiple AR's like Pyl (4:3 for the menu, 16:10 for ingame)?
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby alberthamik » 2019-8-01 @ 20:07

Is there a guide to setting up QEMU w/ this Glide Pass-through support?
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Re: Pył, Pyl, Dust in English with 3dfx finally playable!!!

Postby robertmo » 2019-8-01 @ 21:24

The case of Pyl is rather easy as it uses typical 640:400 AR. And the menu shouldn't be a problem as it doesn't contain any information in top and bottom parts so they don't have to be visible. If the menu is stretched to a different aspect nothing wrong should happen too I guess.

As for other games with similar problem:
If they are even more panoramic they would be enhanced by this feature anyway.
If they are less panoramic, you won't have to use this feature with them.

Of course if we find a game, appropriate AR may be added in dgvoodoo's menu. And that extra option may enhance even more games too. And I guess we can live with those thin black lines still left at top and bottom of some games ;)
...till someone asks for making text from here http://www.zeus-software.com/img/galler ... cops_b.jpg
as a OSD (HUD) ;)

alberthamik wrote:Is there a guide to setting up QEMU w/ this Glide Pass-through support?

viewtopic.php?f=24&t=60950&start=120
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