VOGONS


The Wrapper Collection Project

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Reply 182 of 198, by Truth Unknown

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Right now, OpenAL-Soft (used by DSOAL) barely supports EAX (I think reverb), but mostly supports EFX. EFX is what the DSOAL wrapper is using, and unfortunately it seems no one has added support for EAX even though EFX has a number of similar features. There is a possibility of some games supporting the EFX features of OpenAL where you can use OpenAL-Soft instead of the Sound Driver's OpenAL, but that would be more recent games since EFX came after EAX 5 I believe.

Reply 183 of 198, by lowenz

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Truth Unknown wrote:

Right now, OpenAL-Soft (used by DSOAL) barely supports EAX (I think reverb), but mostly supports EFX. EFX is what the DSOAL wrapper is using, and unfortunately it seems no one has added support for EAX even though EFX has a number of similar features. There is a possibility of some games supporting the EFX features of OpenAL where you can use OpenAL-Soft instead of the Sound Driver's OpenAL, but that would be more recent games since EFX came after EAX 5 I believe.

https://pcgamingwiki.com/wiki/Glossary:Sound_card

EAX effect is converted into EFX, with partial support for EAX 1.0, 3.0, and 4.0 and full support for EAX 2.0

So which is the truth?

Reply 184 of 198, by Truth Unknown

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It's more like DirectSound EAX converted to OpenAL EFX, completely bypassing the OpenAL EAX features that OpenAL-Soft doesn't have. So for now, EAX on OpenAL is still tied to Creative hardware/software. I'm not certain how OpenAL EAX is handled by other OpenAL hardware/software, this is just how I understand it to be.

EDIT: The main programmer for OpenAL-Soft explains how it handles EFX and why there isn't EAX support in a GitHub issue. https://github.com/kcat/openal-soft/issues/62

Reply 185 of 198, by lowenz

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Tested EAX support of DSOAL (lastest build by vaporeon) with the good old SiN+Wages of SiN ( 😀 ).....it's awesome! And yes, it restores:

1) 4 channels sound (like IndirectSound if EAX fake support is enabled)
2) EAX effects

Man, it's incredibile but it seems SiN can run with s_khz set to 48!

Reply 186 of 198, by Unknown Nomad

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Hi,
apparently there is new Swiftshader Vulkan software renderer. Can you, please, upload the .dll files here or on the website (both x32 and x64), as I have problems with compiling.
https://github.com/google/swiftshader

Reply 190 of 198, by ZellSF

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https://github.com/elishacloud/dxwrapper/releases

Has had a ddraw to d3d9 wrapper since July apparently. Still has the "doesn't support 3D rendering" asterisk most ddraw wrappers have, but it's potentially useful if you want to use d3d9 tools on a ddraw title. I got it to play a title or two cnc-ddraw didn't, which is otherwise the most compatible ddraw to d3d9 wrapper I know of.

Reply 191 of 198, by DosFreak

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Someone asked about Mesa3D on 9x and I remembered compiling Mesa3D for 95+
Re: DOSBox Compilation Guides

https://msfn.org/board/topic/181378-mesa3d-or … r-windows-98se/

Need to get around to uploading this to the site.

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Reply 192 of 198, by MegaFox

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I removed the logo from SwiftShader 3.0.0.5003. I think this is the best version, better than the version from Google (TransGaming sold bad source codes to Google).

Please add my hack to the collection of wrappers.

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Reply 193 of 198, by MegaFox

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Stiletto wrote on 2013-07-29, 15:18:

I'm thinking of building up a huge package of 3D graphics wrappers somewhere with previous-current revisions, if you want to help. The early Glide wrappers have basically vanished from the Internet (well, they were harassed by 3dfx at the time...). I definitely have some oddities already.

HTTP access to browse the files is available here: http://www.vogonsdrivers.com/wrappers/

/EDIT Added URL - DOSFreak

Hello, swiftshader fully cracked.

Reply 194 of 198, by MegaFox

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If you need d3d8 support, you can use the wrapper "d3d8to9", it works much more accurately than all the available Direct3D 8 implementations in SwiftShader.

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Reply 195 of 198, by MegaFox

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Since I did not find an automatic way to start games using WARP, I created 2 scripts. Scripts were tested on Windows 7 x64. Please test them on Windows 10 (check out the games D3D10, D3D11 and D3D12).

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Reply 196 of 198, by DosFreak

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Fallout 1
https://www.reddit.com/r/Fallout/comments/kor … for_windows_10/
https://sherief.fyi/dxv/ddraw.dll

TL;DR: A patch to bring Fallout 1 into the modern day with Game Bar support, proper mouse ballistics, and borderless fullscreen […]
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TL;DR: A patch to bring Fallout 1 into the modern day with Game Bar support, proper mouse ballistics, and borderless fullscreen etc.

I tried replaying Fallout 1 recently and the experience both from the original disk or the Steam / GoG versions was very subpar. The first thing that happens on launch is a desktop resolution switch, messing up my desktop and all its windows. Alt-tabbing doesn't work, notifications are hit and miss, and exiting the game brings my computer to a crawl for 30 seconds or so while the resolution reverts back and some apps like *ahem* Windows Explorer don't survive the mode switch and crash, losing all my windows.

I thought that there has _got_ to be some way to do this better, and after being knee-deep in old DirectX SDKs I came up with a solution: a DLL that provides a virtualized, 90s era PC to the game while actually using D3D12 to do all the work. The game thinks it has a 640x480 256 color display etc, but in reality its rendering is captured and presented via DXGI and D3D12 for a modern borderless experience that you can alt+tab from, use with Game Bar, get all your notifications, etc. - sometimes I even put Fallout on a separate desktop and use four-finger swipes on my laptop's trackpad to game a little, then go back to email / work, and keep doing this whenever I have an idle 5 or 10 minutes.

One thing did annoy me though, and it was that the cursor in Fallout behaves "weird". I'm familiar with how my mouse moves since I use it all day on the desktop, but Fallout has a very primitive pointer mapping with no acceleration or ballistics which might be a good idea for a shooter but for a point and click game it isn't The Right Thing - so I intercepted DirectInput and manipulated the values sent to the game so that the mouse moves in-game just as it would out-of-game, same acceleration curve and everything. This is subtle but it makes for a huge difference - zero mental friction when I go into and out of the game. YMMV, but it's my favorite feature in all this.

Keep in mind that this is a very early build and I only tried it on two machines. There are some known issues:

- Multiple monitors might not work - I'm away from my desk so I can't test this

- Mouse cursor sometimes goes out of sync - move the mouse to a screen corner then back to fix. Will be patched soon

- Does not work on Intel cards, they have a driver bug and I've tried to inform them with no luck whatsoever

To try this patch, get this modified DirectDraw DLL and place it right next to `falloutw.exe`, then launch the game. This does not currently work with the high-resolution patch. Let me know if you have any issues and I'll do my best to fix them.

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Reply 197 of 198, by DosFreak

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https://github.com/narzoul/DDrawCompat/releases

WDDM graphics drivers are now a requirement (only affects Windows Vista and 7, which would otherwise still support the legacy XPDM drivers)

DOSBox Compilation Guides
DosBox Feature Request Thread
PC Game Compatibility List
How To Ask Questions The Smart Way
Running DRM games offline