H_Rush wrote on 2021-02-11, 12:53:
Joseph_Joestar wrote on 2021-02-11, 06:50:
I think Doom targets the SB address when "Sound Blaster" is selected for music in setup, while targeting 388 if "Adlib" is used instead. I could be wrong though as it's been a while since I tested this.
Move CQM from 388h to, for example, 398h and choose Adlib in your game's Music Card Setup to use OPL. Our manual will cover these settings in details.
Thank you to both of you, but that does not fully answer my question . I will try summarize my current understanding and clarify my questioning .
Setting CQM to an address other than 398h is a given if I do not want to use it and do not want a conflict with the real OPL3 on port 388h .
However, choosing Adlib (not Adlib Gold) for music in a game or application ensures that the the real OPL3 will be used as an OPL2 .
Also, even with CQM mapped to 398h, as far as I understand, CQM will still be accessible through the sound blaster base port address (default of 220h) and this might have been, at one time, the "official" way to even get OPL3 stereo on an SB Pro, for example . See Re: New sound card project: AWE64 Legacy
To be clearer :
a) Are there any OPL3 enhanced games or applications that will only talk to an OPL3 using OPL3 "mode" (using its specific features like 4-operator mode or 2-operator mode with 18 voice polyphony and stereo ) through the sound blaster base port address (default of 220h)?
b) If the answer to a is yes, is there a way to get the aforementiomed OPL3 enhanced games to work with the real OPL3 on AWE64 Legacy or will they only work through CQM on the AWE64 Legacy ?
In other words, is the AWE64 Legacy's real OPL3 capable of being addressed through the sound blaster base port address (default of 220h) and if it is not, will that prevent any existing OPL3 enhanced games from using the OPL3's enhanced features with the AWE64 Legacy's real OPL3 ?
EDIT: Tried to state questioning more clearly