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Reply 180 of 193, by Bondi

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Post this just to remind what a great port this is. I've been playing it recently, and realized that this is probably the only game that uses PCM(speech, doors), OPL(items pickup) and MIDI(music) sounds simultaneously. Were there other games that did this?
And the WASD+mouse is a true game changer.

PCMCIA Sound Cards chart
archive.org: PCMCIA software, manuals, drivers

Reply 181 of 193, by theelf

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Gmlb256 wrote on 2023-06-16, 00:51:
theelf wrote on 2023-06-13, 21:41:

Hi! any tips to make wolfdosmpu qith QEMM386? i tested both version 7 and 9, and wolf hangs at start at "WORKING..."

Works fine with emm386

thanks!

Weird, wolfdosmpu worked with QEMM 97 on my old computers.

Try adding X=F000-FFFF parameter for QEMM, I use it for stability reasons.

Hi! thanks for reply, sorry delay, sadly is not workign even after add this line, I tried qemm on a 386SX and same problem, both my computers hangs in "WORKING..."

I just load qemm rom ram X=F000-FFFF , and unisound for awe64/SB16 cards

Reply 182 of 193, by theelf

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theelf wrote on 2023-06-13, 21:41:

Hi! any tips to make wolfdosmpu qith QEMM386? i tested both version 7 and 9, and wolf hangs at start at "WORKING..."

Works fine with emm386

thanks!

Hi quote myself if someone have any idea, still no luck in any of my machines to make wolfdosmpu+QEMM+softmpu working, hangs at start at "WORKING

wolfdosmpu+EMM386+softmpu OK
wolfdosmpu+QEMM386+AWEUTIL OK
wolfdosmpu+QEMM386+SC-55 OK

Ah, i tested Qemm 7&9 and same

Reply 183 of 193, by ludicrous_peridot

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Hi, @ericvids. Thanks a lot for the MIDIs. Is there a chance the converter could be made available as a prebuilt .exe? I am curious to try it with music from other IMF format games.

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Reply 185 of 193, by Gmlb256

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mikesk8 wrote on 2024-06-06, 14:23:

Hi All, Short question - Does this game have an option to assign strafe to 2 different keys? Thanks! m.

The original game doesn't use separate strafe keys. This source port has a version that supports WASD controls, and it can be customized to use different keys.

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Reply 186 of 193, by mikesk8

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Gmlb256 wrote on 2024-06-06, 14:56:
mikesk8 wrote on 2024-06-06, 14:23:

Hi All, Short question - Does this game have an option to assign strafe to 2 different keys? Thanks! m.

The original game doesn't use separate strafe keys. This source port has a version that supports WASD controls, and it can be customized to use different keys.

Thanks for answer. I have installed WASD version. My challenge is I would like to play it with controller, and not mouse and keyboard. Anyway, I found a workaround = keys I map via DOSBOX mapper and mouse via external tool 😉

Reply 187 of 193, by Trelokk

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ludicrous_peridot wrote on 2024-05-26, 23:26:

Hi, @ericvids. Thanks a lot for the MIDIs. Is there a chance the converter could be made available as a prebuilt .exe? I am curious to try it with music from other IMF format games.

This. I'm particularly interested in Blake Stone and Planet Strike. Music was also composed by Bobby Prince, so instrument mapping should be very similar, if not identical, to Wolf3D.

Also, wolfmidi.zip doesn't really seem to work with ECWolf (any more). You only get distorted Adlib notes.

Reply 188 of 193, by ludicrous_peridot

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I was actually after Blake Stone music as well, and what I did was I've taken "stock" dro2mid and used it with @ericvids instrument mappings, only stripping them completely from custom parameters that their converter introduced. It's kind of agreable in my opinion, and if you are curious how this sounded, you can check this recording where the resulting MIDIs were used: https://youtube.com/watch?v=Aiau0hUhxgU

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Reply 189 of 193, by ericvids

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Hello everyone, I apologize for being away from this forum for so long, because Real Life happened. But to quickly answer the queries above:

theelf wrote on 2024-03-17, 23:11:
Hi quote myself if someone have any idea, still no luck in any of my machines to make wolfdosmpu+QEMM+softmpu working, hangs […]
Show full quote

Hi quote myself if someone have any idea, still no luck in any of my machines to make wolfdosmpu+QEMM+softmpu working, hangs at start at "WORKING

wolfdosmpu+EMM386+softmpu OK
wolfdosmpu+QEMM386+AWEUTIL OK
wolfdosmpu+QEMM386+SC-55 OK

Ah, i tested Qemm 7&9 and same

This seems like a conflict with QEMM and softmpu rather than an inherent problem in wolfdosmpu. Have you tested running another DOS game that uses QEMM and running softmpu with them? (Or can you check if the original id wolf3d.exe exhibits the same problem with both QEMM and softmpu loaded?)

ludicrous_peridot wrote on 2024-05-26, 23:26:

Hi, @ericvids. Thanks a lot for the MIDIs. Is there a chance the converter could be made available as a prebuilt .exe? I am curious to try it with music from other IMF format games.

I am hesitant to make a prebuilt .exe of the converter available in github because it muddies the "releases" section, but I'm attaching my own .exe in this post (see below). Just note that you may likely find other special cases and you anyway would have to change the source and compile it yourself...

In particular, the functionality for switching between different MIDI patches on the same OPL patch is somewhat janky and was only designed with XEVIL.WLF in mind.

Trelokk wrote on 2024-08-26, 22:03:

Also, wolfmidi.zip doesn't really seem to work with ECWolf (any more). You only get distorted Adlib notes.

Yeah, this is the reason I am back here -- someone alerted me to this problem in github. The main problem with the latest release of ECWolf is that it misinterprets the current wolfmidi.zip as non-MIDI data. The fix for now is simply to go to "Options" -> "Sound Options", then change the "Music Device & Volume" setting from "AdLib/Sound Blaster" to "SDL_mixer MIDI Synth". I've updated the instructions in github as well.

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Reply 190 of 193, by Bondi

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ericvids wrote on 2024-09-07, 11:50:
Hello everyone, I apologize for being away from this forum for so long, because Real Life happened. But to quickly answer the q […]
Show full quote

Hello everyone, I apologize for being away from this forum for so long, because Real Life happened. But to quickly answer the queries above:

theelf wrote on 2024-03-17, 23:11:
Hi quote myself if someone have any idea, still no luck in any of my machines to make wolfdosmpu+QEMM+softmpu working, hangs […]
Show full quote

Hi quote myself if someone have any idea, still no luck in any of my machines to make wolfdosmpu+QEMM+softmpu working, hangs at start at "WORKING

wolfdosmpu+EMM386+softmpu OK
wolfdosmpu+QEMM386+AWEUTIL OK
wolfdosmpu+QEMM386+SC-55 OK

Ah, i tested Qemm 7&9 and same

This seems like a conflict with QEMM and softmpu rather than an inherent problem in wolfdosmpu. Have you tested running another DOS game that uses QEMM and running softmpu with them? (Or can you check if the original id wolf3d.exe exhibits the same problem with both QEMM and softmpu loaded?)

ludicrous_peridot wrote on 2024-05-26, 23:26:

Hi, @ericvids. Thanks a lot for the MIDIs. Is there a chance the converter could be made available as a prebuilt .exe? I am curious to try it with music from other IMF format games.

I am hesitant to make a prebuilt .exe of the converter available in github because it muddies the "releases" section, but I'm attaching my own .exe in this post (see below). Just note that you may likely find other special cases and you anyway would have to change the source and compile it yourself...

In particular, the functionality for switching between different MIDI patches on the same OPL patch is somewhat janky and was only designed with XEVIL.WLF in mind.

Trelokk wrote on 2024-08-26, 22:03:

Also, wolfmidi.zip doesn't really seem to work with ECWolf (any more). You only get distorted Adlib notes.

Yeah, this is the reason I am back here -- someone alerted me to this problem in github. The main problem with the latest release of ECWolf is that it misinterprets the current wolfmidi.zip as non-MIDI data. The fix for now is simply to go to "Options" -> "Sound Options", then change the "Music Device & Volume" setting from "AdLib/Sound Blaster" to "SDL_mixer MIDI Synth". I've updated the instructions in github as well.

Hey ericvids, good to see you back!
I had only one little issue with the port, for some reason it doesn't work with Roland SCP-55 - PCMCIA MIDI card.
It sits on hardware 330 port, IRQ 5, no emulation is involved. BLASTER variable has P330 switch. Do you have any ideas what could be the problem?
Other games work fine with it, DOOM, Heretic etc.

PCMCIA Sound Cards chart
archive.org: PCMCIA software, manuals, drivers

Reply 191 of 193, by BootyNugget

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Hey ericvids --

I saw where someone else had this issue prior, and modified their BLASTER variable to fix it... but using an SB compatible (Keropi and Marmes MK8330) card with the DMA address in the BLASTER variable causes the game to freeze entirely when playing some PCM sounds. If you modify the BLASTER variable and exclude the DMA address, it runs and plays great with the MK8330. This is on a Compaq DeskPro 386/20 (ISA) system.

I also have an IBM Model 90 w/ a MCA (Microchannel) Sound Blaster installed and if the DMA is set in the BLASTER variable, it freezes when certain sounds play as well. For instance, on E1M1, I can shoot and open the first door, but as soon as I shoot a guard - the death scream causes the system to freeze completely. On this system, though, if I remove D1 from the BLASTER variable, whenever a sound plays, the game slows to a completely unplayable state. It resumes back to full speed when the sound finishes playing, though... Very strange.

Vanilla Wolf3D plays fine on both systems - no issues at all...

Both systems do the exact same thing if D1 is in the BLASTER variable, though. That same death scream hard locks the system.

Great job on this project BTW - I am having a blast with it!

Reply 192 of 193, by BootyNugget

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UPDATE:

I was able to get the IBM to run it properly. I have Win95 on that box. I exited to DOS and ran it from there - and it runs great - even with D1 specified in the BLASTER variable.

The Compaq still suffers from freezes when the D1 is specified though. Any idea why it would have issues but the vanilla WOLF3D executable doesn't? This is being run in pure MSDOS 6.22 - not from Windows.

Reply 193 of 193, by BootyNugget

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So, I spoke too soon about it running OK on the IBM 9590 in DOS mode. It runs for a while, but eventually freezes. It does, however, run perfectly without freezing if I omit the D1 from the BLASTER variable...