VOGONS


First post, by NotHorny

User metadata
Rank Newbie
Rank
Newbie

Hi guys, have been using dosbox for years now despite having dedicated hardware to run most of my old games; convenience. That's not the point why I am finally joining up at the forums and posting.

I would like to know if there is a command to show FPS (frames per second) in dosbox? I am using the dapplegrey frontend for dosbox, with the master program @ v 0.72. The front end does not appear to have this option, and I have gone crazy looking through the internet and dosbox.conf.

I would like this option so I can sync my cpu cycles with the game so it's not 500x too fast, and running at 30-60fps. The game in question is falcon3. Currently I have it set to 10200 cycles, frameskip = 0 at my native resolution with a 2x scaler, and it still doesn't feel right. Any more cycles and it goes too fast, but any less and it doesn't feel right. Thanks for your time.

Last edited by NotHorny on 2008-07-31, 15:56. Edited 1 time in total.

Reply 2 of 11, by Pickle

User metadata
Rank Member
Rank
Member

Im curious from a development side what do you calculate your fps from?
For the GP2X build we put some code that counts the screen updates per second.

Reply 3 of 11, by NotHorny

User metadata
Rank Newbie
Rank
Newbie

Thank you gulikoza, I appreciate the response I'm glad to know that. I don't mean to be ignorant but it may come across that way - how can I use your binaries on my intel mac, with the dapplegrey frontend? Will I have to compile it myself for my architecture?

Reply 4 of 11, by gulikoza

User metadata
Rank Oldbie
Rank
Oldbie

Yes, compile from the sources. If there's a problem, post here and I'll fix it.

@Pickle: yes, I count screen updates. Since the graphics optimizations dosbox only draws screen when something has changed. This is probably as close as you can get to true game fps. Some outputs update screen even if there is no change, so I've changed that as well.

http://www.si-gamer.net/gulikoza

Reply 5 of 11, by NotHorny

User metadata
Rank Newbie
Rank
Newbie

Thanks for that. I have tried to ./configure && make and it hits an error down about a minute into make. Silly me, I got frustrated and closed the terminal and didn't write down the error. It was something like i386.... (lost) clobbered something else - a compiler error I don't understand. Is there anyone here that could build this for mac OS X 10.4.11 intel for me?

Reply 7 of 11, by NotHorny

User metadata
Rank Newbie
Rank
Newbie

With // #define MT32EMU_HAVE_X86, the error lines at the end of my compile output are as such:

make[4]: *** [glide.o] Error 1
make[3]: *** [all-recursive] Error 1
make[2]: *** [all-recursive] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2

These are just the errors from make, there are about 29 lines of terminal output before this with errors, starting with (the first few lines of errors, including one line of make code):

then mv -f ".deps/glide.Tpo" ".deps/glide.Po"; else rm -f ".deps/glide.Tpo"; exit 1; fi
In file included from glide.cpp:23:
../../include/glide.h:64:24: error: sdk2_glide.h: No such file or directory
../../include/glide.h:90: error: 'Gu3dfHeader' does not name a type
../../include/glide.h:91: error: 'GuTexTable' does not name a type
glide.cpp:414: error: 'GrColorFormat_t' has not been declared
glide.cpp: In function 'void process_msg()':

I'm sorry for the long post, I am by no means in touch with compiling and coding apart from my basic knowledge so I couldn't think which lines would be most relevant. Am I missing a glide sdk or something simple? I hope so.

Reply 8 of 11, by gulikoza

User metadata
Rank Oldbie
Rank
Oldbie

Yes glide sdk is exactly what is missing. You can get the sdk*.h files from the openglide cvs. One day I should make glide optional in the configure script... 🤣 But if glide works - I can put Intel MAC on the supported platforms list 😉

http://www.si-gamer.net/gulikoza

Reply 9 of 11, by NotHorny

User metadata
Rank Newbie
Rank
Newbie

Ok, initial report is that falcon3 runs fine! I have to run dosbox and mount a drive manually, as my frontend is pretty much broken with your build. But this is not a problem, as all I wish to do is see the frames per second, then I will go back to my old build. How can I do this? All I have is the dosbox app in my directory, along with the frontend, and a C drive folder. Should I make a dosbox.conf or something, and add an fps show command?

Anyway, the compile was a success, here is all the info for the system I compiled it on:

2.4ghz iMac, 2gb Ram
Mac OS X 10.4.11 Tiger, Intel (late 2007)
Running Unmodified Darwin under OS X

Packages installed for compile:
SDL 1.2.13 src
Xcode 2.41 - All options checked in install
X11 Tiger Build SDK + User
Openglide 0.08 SDK *.h files in include

Steps:

./configure && make
sudo make install

dosbox bin appears in /usr/local/bin

*Edit* Additional Info - In Mac OS X, dosbox.conf seems to be just a text file with "Dosbox Preferences" from my old build. I didn't realise this before as I was using Dapplegrey Frontend to do all the configuring.

Also, Falcon 3.0 Runs perfectly, mouse & sound work great, and I don't know where it was reading the prefs from as there was just the bin, and the frontend in the folder.

Thanks

Reply 10 of 11, by gulikoza

User metadata
Rank Oldbie
Rank
Oldbie

You should see the current FPS in the titlebar (well, hopefully the titlebar works the same way as with the windows version 😀)

http://www.si-gamer.net/gulikoza

Reply 11 of 11, by NotHorny

User metadata
Rank Newbie
Rank
Newbie

How could I miss that! It seems to work perfectly. Thanks so much for your help, now I can configure my games to run at 30fps. Chalk one up for OS X compatibility!