VOGONS


Reply 40 of 45, by PalMusicFan

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LSS10999 wrote on 2026-03-29, 16:51:
The game no longer hangs with hardware OPL3 enabled. Music now plays correctly. Some minor caveats: - After starting a new game […]
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The game no longer hangs with hardware OPL3 enabled. Music now plays correctly. Some minor caveats:
- After starting a new game from the main menu, the music hangs during intro scene. Not sure if there's another music track to be played during the intro, or it should stop. After the intro finishes the next music track will play correctly. So far this is the only spot where the music would hang.
- The music switch in the System menu (pressing ESC) has no effect. Don't know if in-game Music/Sound switches have been implemented.

Exiting the game still results in a hang, however.

Thank you so much!
It looks like now we have found the correct way to play FM music.
About the issues:
1. I think STOP FM MUSIC is not yet inplemented correctly, and fade in / fade out, either. The intro has its owns audio track that could not be played yet, and after that we have a scene with no music (Li weaks up from his dream), so I think this is what you found.
2. Exiting game error is weired. Do you have a crash log? Also, did you get the game from the web cache? Could we have your cfg file? We would like to try to reproduce the bug.

In addition, could we know how your dISAppointment v0.2 with real Sound Blaster 16's DMA sound compatibility is? Is it consistent with the compatibility of those native ISA motherboard? Thank you!

Reply 41 of 45, by LSS10999

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PalMusicFan wrote on 2026-03-30, 13:00:

2. Exiting game error is weired. Do you have a crash log? Also, did you get the game from the web cache? Could we have your cfg file? We would like to try to reproduce the bug.

The hang was probably the same as the one in earlier versions when I tried the game with hardware FM disabled.

No apparent crash log present. After exiting the game and getting the hang, the last line in the SDL log reads "Missing display mode data". Perhaps it tried to switch to a mode that's not supported on my system...

Should note that FM music is correctly stopped at this point, and I can actually CTRL-ALT-DEL to reboot.

PalMusicFan wrote on 2026-03-30, 13:00:

In addition, could we know how your dISAppointment v0.2 with real Sound Blaster 16's DMA sound compatibility is? Is it consistent with the compatibility of those native ISA motherboard? Thank you!

You can read more about dISAppointment in its thread here.

AFAICT DMA works fine as long as LDRQ1# has been correctly connected and the pin is actually configured to function as LDRQ# signal.

The harder part is finding a usable IRQ as well as ISA PnP support. Of my boards, only ASRock ones have working ISA PnP so far. On boards of other vendors only non-PnP sound cards can be used.

Once correctly configured, Sound Blaster compatibility is consistent with boards that have native ISA slots.

Reply 42 of 45, by PalMusicFan

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LSS10999 wrote on 2026-03-30, 14:10:
The hang was probably the same as the one in earlier versions when I tried the game with hardware FM disabled. […]
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PalMusicFan wrote on 2026-03-30, 13:00:

2. Exiting game error is weired. Do you have a crash log? Also, did you get the game from the web cache? Could we have your cfg file? We would like to try to reproduce the bug.

The hang was probably the same as the one in earlier versions when I tried the game with hardware FM disabled.

No apparent crash log present. After exiting the game and getting the hang, the last line in the SDL log reads "Missing display mode data". Perhaps it tried to switch to a mode that's not supported on my system...

Should note that FM music is correctly stopped at this point, and I can actually CTRL-ALT-DEL to reboot.

PalMusicFan wrote on 2026-03-30, 13:00:

In addition, could we know how your dISAppointment v0.2 with real Sound Blaster 16's DMA sound compatibility is? Is it consistent with the compatibility of those native ISA motherboard? Thank you!

You can read more about dISAppointment in its thread here.

AFAICT DMA works fine as long as LDRQ1# has been correctly connected and the pin is actually configured to function as LDRQ# signal.

The harder part is finding a usable IRQ as well as ISA PnP support. Of my boards, only ASRock ones have working ISA PnP so far. On boards of other vendors only non-PnP sound cards can be used.

Once correctly configured, Sound Blaster compatibility is consistent with boards that have native ISA slots.

Yes, "Missing display mode data" means it can not apply the resolution in the cfg file, and then it tries to fall back to a usable video mode.

Reply 43 of 45, by PalMusicFan

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LSS10999 wrote on 2026-03-30, 14:10:
The hang was probably the same as the one in earlier versions when I tried the game with hardware FM disabled. […]
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PalMusicFan wrote on 2026-03-30, 13:00:

2. Exiting game error is weired. Do you have a crash log? Also, did you get the game from the web cache? Could we have your cfg file? We would like to try to reproduce the bug.

The hang was probably the same as the one in earlier versions when I tried the game with hardware FM disabled.

No apparent crash log present. After exiting the game and getting the hang, the last line in the SDL log reads "Missing display mode data". Perhaps it tried to switch to a mode that's not supported on my system...

Should note that FM music is correctly stopped at this point, and I can actually CTRL-ALT-DEL to reboot.

I think I have reproduced this bug in 86box.

Reply 44 of 45, by PalMusicFan

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zyzzle wrote on 2026-03-19, 13:37:
Thank you very much. I was able to run SDLPal quite well on bare metal MS-DOS 7.1 […]
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PalMusicFan wrote on 2026-03-19, 13:00:

We recommend testing our libSDL DOS version; we’ve made numerous adjustments to ensure it runs on real DOS PCs. According to this discussion (Re: NVIDIA Kepler/Maxwell/Pascal VESA Bios Bug (workaround found)), we disabled double-buffering because we found it caused frame sequence errors on certain Nvidia graphics cards, and the known workaround did not work on 9300MG .

Additionally, we haven’t yet figured out how to integrate the SDL Audio with Sound Blaster’s DMA audio. On other systems, SDL Audio runs in a separate thread, but DOS doesn’t support threads.

Thank you very much. I was able to run SDLPal quite well on bare metal MS-DOS 7.1

I used files from the 1995 DOS version, and overwrote the language files from the English translation link given above.

This is running on a fast "modern" DOS system with an i5-8250 CPU, running at 3.4 Ghz. When I step down the speed to 1.7Ghz, it runs well still. However, slowing the CPU down to 900 Mhz, the game starts to lag considerably. The game's isometric view is outstanding, and it played smoothly and without errors all the way to the end. I killed the final boss, and got the end screens, etc. These are things I noticed in the SDLPal for DOS on bare metal:

1. The game's resolution seems capped at 320x200. VESA modes are detected up to 1920x1080 and listed in the logfile, but not utilized. (This happens when running SDLPal using the 1995 DOS files or files from the Windows version.
2. The sound and music would not work, even with VSBDHA or Sbemu. This was expected given what you wrote above about SDL audio and pthreads being required. I assume there's no way to get any audio working in pure DOS at this point. Because the sound doesn't work, I deleted the sound data files, and the game still played perfectly, just without sound.
3. Some Chinese glyphs are still present, for example in the Spells. These spells still work fine, but not sure what they do. Most spells (~85%) are translated into English, however, and that is of course very helpful.
4. The game's ending montage / scenes after the final boss is killed are still in Chinese. These are a series of bitmapped pictures / scenes, and there's no English translation, but it seems the girl becomes a princess and lives happily ever after!
5. The large .AVI files are not required to play the game in DOS. I deleted them, and set the "Play AVI files" flag in SDLPal.cfg to 0 and the game played perfectly.
6. The game completely freezes my system when I "Exit Game" from the System settings in the game. A hard reboot is required. No other freezes occurred during the playing of the game. It seemed very stable except for exiting.
7. The final compressed size of the turnkey .7z archive that I created with all required files to run on bare metal is 14.41 mb.

What are the differences in the DOS version and Windows version? The .mkf files in the Windows version are all larger (for example, the file GOP.MLF is ~16 mb in the Windows version, but only ~10 mb in the DOS version, yet the game seems to look and play exactly the same with both sets of files using your 32-bit DOS DJGPP binary of SDLPal from 15-Mar-2026 (which has an uncompressed size of 6.01 Mb).

Hello! We have adjusted certain design of the game. I believe there is a large boost in performance.

Reply 45 of 45, by PalMusicFan

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megatron-uk wrote on 2026-03-19, 08:26:
Okay, so it is using the new libSDL Dos target, and hence why the rebuilt engine can run on Dos. […]
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Okay, so it is using the new libSDL Dos target, and hence why the rebuilt engine can run on Dos.

I guess it also explains why the requirements are so high.

I'd love to see some more examples of the libSDL Dos version, many of us have been awaiting it for years... though it sounds like there is some substantial resource requirements to it.

Might have to download that libSDL fork and try it myself.

If my new tests with 86BOX are close to thoese on real hardware, this port runs even on a 486DX2 66 system with a VESA card and 12MB RAM, just slow.