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MT-32 not working with DOS Simon the Sorcerer

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First post, by DustyShinigami

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I've only found one thread and it looks like this guy didn't get a reply - How can I make Simon the Sorcerer 1 work with a real MT-32 in pure DOS.

I'm having a similar issue where the MT-32 isn't working with the DOS version of Simon the Sorcerer. I've run the setup again, though unlike the speech/SFX, there's no test. I just select the MT-32 option and the setup finishes. The game runs perfectly fine, including speech, but there's absolutely no music. I've tested the canvas with other games, such as Monkey Island 1 Ultimate Talkie Edition, Monkey Island 2, and Indiana Jones and the Fate of Atlantis, and it works perfectly fine with them. I even tried this patch - Simon the Sorcerer 1 and Roland music - but the game fails to load at all once the files are extracted in the directory. It just unloads the audio driver. And I've made sure to add the SET BLASTER command to my custom batch file.

Has anyone encountered this before? Or knows what the problem could be? The only thing I can think of trying next is to remove the files and do a re-install, but I'm not expecting much from that.

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 1 of 20, by ripsaw8080

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You may need an MPU-401 or compatible MIDI interface because, as noted in the MT-32 compatibility list, Simon the Sorcerer 1 uses Intelligent Mode (or at least certain features of it). However, Simon the Sorcerer 2 and the LucasArts games you mention do not use Intelligent Mode.

Reply 2 of 20, by DustyShinigami

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ripsaw8080 wrote on 2026-04-09, 21:54:

You may need an MPU-401 or compatible MIDI interface because, as noted in the MT-32 compatibility list, Simon the Sorcerer 1 uses intelligent mode (or at least certain features of it). However, Simon the Sorcerer 2 and the LucasArts games you mention do not use intelligent mode.

Ahhhh. That would explain it. Thanks. I'm guessing this is where I'll need to install/use SoftMPU?

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 4 of 20, by DustyShinigami

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Shponglefan wrote on 2026-04-09, 22:59:

Yes, you'd need to use SoftMPU for this.

FWIW, I just tried Simon the Sorcerer on my P4 setup using an Orpheus II card which has intelligent mode support. MT-32 support works fine.

Great. Thanks. It might be one of the few games I have that requires it. I’ll give the patch a try sometime tomorrow. 😄

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 5 of 20, by DustyShinigami

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SoftMPU is awesome! Easy to configure and the MT-32 is now working with Simon 1. 😃 As an added bonus, even my SC-55 works with it. Before, as there’s no option during the setup, the sound canvas couldn’t be selected, so it could never output anything. Now, it does. Admittedly, there are fewer instruments used when compared to the Windows version, though I wouldn’t be surprised if there’s a patch for that…?

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 6 of 20, by DustyShinigami

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ripsaw8080 wrote on 2026-04-09, 21:54:

You may need an MPU-401 or compatible MIDI interface because, as noted in the MT-32 compatibility list, Simon the Sorcerer 1 uses Intelligent Mode (or at least certain features of it). However, Simon the Sorcerer 2 and the LucasArts games you mention do not use Intelligent Mode.

For some reason I’m not able to use your patch. Though I might have gone about setting it up wrong. I unzipped the files, though I didn’t add the file inside the ENABLEFX folder. Am I right in assuming that’s for the floppy disk version? I backed up the original RUNVGA and replaced it with the new one, but the game fails to boot and just unloads the audio pack.

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 7 of 20, by ripsaw8080

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DustyShinigami wrote on 2026-04-10, 20:26:

I backed up the original RUNVGA and replaced it with the new one

The RUNVGA.COM patch file is additional; it does not replace the original RUNVGA.EXE.

It works like this: SIMON.BAT executes "RUNVGA" (extension not specified). When the .COM file is NOT there, the .EXE file is executed. When the .COM file is there, it is preferentially executed, and it in turn executes the .EXE file.

Reply 8 of 20, by DustyShinigami

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ripsaw8080 wrote on 2026-04-10, 20:52:
DustyShinigami wrote on 2026-04-10, 20:26:

I backed up the original RUNVGA and replaced it with the new one

The RUNVGA.COM patch file is additional; it does not replace the original RUNVGA.EXE.

It works like this: SIMON.BAT executes "RUNVGA" (extension not specified). When the .COM file is NOT there, the .EXE file is executed. When the .COM file is there, it is preferentially executed, and it in turn executes the .EXE file.

Ahh, I see. Okay, thanks. I’ll have to give it another try next time. 😀

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 9 of 20, by wierd_w

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I believe wing commander actually does use intelligent mode, since it loads samples into the mt32.

Another that does is PoliceQuest.

Reply 10 of 20, by DustyShinigami

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ripsaw8080 wrote on 2026-04-10, 20:52:
DustyShinigami wrote on 2026-04-10, 20:26:

I backed up the original RUNVGA and replaced it with the new one

The RUNVGA.COM patch file is additional; it does not replace the original RUNVGA.EXE.

It works like this: SIMON.BAT executes "RUNVGA" (extension not specified). When the .COM file is NOT there, the .EXE file is executed. When the .COM file is there, it is preferentially executed, and it in turn executes the .EXE file.

So just to make sure I'm understanding correctly - I just need to copy RUNVGA.COM in the game's directory? And then run SIMON.BAT as normal?

If so, I've encountered a problem. The game starts off fine, as expected, but if I try and skip the intro, up to the scene with the goblins, the game crashes. Locks up. And the music gets stuck.

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 11 of 20, by ripsaw8080

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As I understand it, the intro has several cutscenes that can be skipped one-at-a-time, but not all at once, by pressing the right mouse button. During testing I've not encountered any hangs when skipping cutscenes, in the intro or elsewhere. Does it happen every time or sporadically?

Because I can't reproduce the problem, I don't have specific advice to give except to try changing up your drivers. I'd suggest the minimum of HIMEM.SYS, SoftMPU, and mouse driver. If you're using CuteMouse, some versions are known to cause hanging issues in games due to interrupt handling, so trying different versions is recommended. In any case, no big deal to live without the patch, as it only prevents an issue with the Roland music that occurs seemingly rarely, but I'll keep your report in mind in case similar reports are made.

Reply 12 of 20, by DustyShinigami

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ripsaw8080 wrote on Yesterday, 20:22:

As I understand it, the intro has several cutscenes that can be skipped one-at-a-time, but not all at once, by pressing the right mouse button. During testing I've not encountered any hangs when skipping cutscenes, in the intro or elsewhere. Does it happen every time or sporadically?

Because I can't reproduce the problem, I don't have specific advice to give except to try changing up your drivers. I'd suggest the minimum of HIMEM.SYS, SoftMPU, and mouse driver. If you're using CuteMouse, some versions are known to cause hanging issues in games due to interrupt handling, so trying different versions is recommended. In any case, no big deal to live without the patch, as it only prevents an issue with the Roland music that occurs seemingly rarely, but I'll keep your report in mind in case similar reports are made.

Yeah, that's right. I can skip the first one - the credits - and the second one - with Chippy in the attic - and then when it comes to the third one - crash. Stall. So far it's happened twice in a row. Also, if I reboot, when I get back to my custom boot menu/DOS, the MT-32 continues the hanging music from when it crashed until I switch it off and back on again.

Also, I think I've been using HIMEM.SYS...? Although doesn't SoftMPU require EMS? I know I have issues loading the DOS version of Simon with it unless I disable UMB. So I think I did try with HIMEM and no UMB, but SoftMPU wouldn't initialise...? I'd have to try again a bit later. And try doing some more tests with Simon. And try using the standard mouse driver.

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 13 of 20, by ripsaw8080

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SoftMPU may need the port-trapping service of EMM386 and the like. I know the game uses XMS if available but not sure about EMS.

Anyway, you could try letting the problematic part of the intro play out and see how you go from there. 😉

Reply 14 of 20, by DustyShinigami

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ripsaw8080 wrote on Yesterday, 21:42:

SoftMPU may need the port-trapping service of EMM386 and the like. I know the game uses XMS if available but not sure about EMS.

Anyway, you could try letting the problematic part of the intro play out and see how you go from there. 😉

Yeah, it complains and fails to load with EMS. It asks me to reboot.

But yes, I'll give it a try and let everything play and see what happens. I do suspect it'll still crash in the same place, if not before. But if all else fails, I'll do without the patch. Especially if the issue is rare and unnoticeable.

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 15 of 20, by DustyShinigami

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ripsaw8080 wrote on Yesterday, 21:42:

SoftMPU may need the port-trapping service of EMM386 and the like. I know the game uses XMS if available but not sure about EMS.

Anyway, you could try letting the problematic part of the intro play out and see how you go from there. 😉

Actually, as SoftMPU won’t initialise without EMS, I could always try an alternative, like QEMM…?

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 16 of 20, by DustyShinigami

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But yes, even watching the intro play out, it crashes when it gets to the same point.

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 17 of 20, by ripsaw8080

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Well, I don't understand how the patch program could have any effect at that point, because it only does something when the game reads music data from disk. The intro and start of the game all play the same song, so the patch activates once when the music begins playing at startup but then just sits dormant until you do something during gameplay that causes the song to change.

Hmm, if you are using disk cache software then I suppose it could cause the patch to activate when it shouldn't, so try not using cache.

Reply 18 of 20, by DustyShinigami

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ripsaw8080 wrote on Today, 14:44:

Well, I don't understand how the patch program could have any effect at that point, because it only does something when the game reads music data from disk. The intro and start of the game all play the same song, so the patch activates once when the music begins playing at startup but then just sits dormant until you do something during gameplay that causes the song to change.

Hmm, if you are using disk cache software then I suppose it could cause the patch to activate when it shouldn't, so try not using cache.

Hmm. I'm not sure if I'm using any disk cache software.

This is roughly how things are in my autoexec file:

@ECHO OFF
SET BLASTER=A220 I7 D3 H7 P330 T6
SET CTSYN=C:\WINDOWS
C:\PROGRA~1\CREATIVE\SBLIVE\DOSDRV\SBEINIT.COM
SET CUTE=C:\DOSDRV\MOUSE\CUTE
REM C:\DOSDRV\HCDP\PATCHATA.EXE -V
REM LH C:\DOSPRO\UNISOUND\UNISOUND /V50 /VW50 /VL75 /VC50

goto %config%

:windows
C:\WINDOWS\WIN.COM
goto end

:DOS1

REM CD C:\DOSPRO\FASTVID
REM FASTVID 111 4 d6000000
REM CD\
LH %CUTE%\2.1\CTMOUSE.EXE
LH C:\DOSPRO\SHSUCD\SHSUCDX /D:MSCD001 /D1
REM C:\DOSPRO\CDBQ\CDBQ.EXE /P2 /DM /S1200
REM C:\DOSPRO\MPXPLAY\MPXPLAY.EXE -scs SBA -f0 C:\DOSPRO\MPXPLAY\INIT.WAV -xel
REM C:\DOSPRO\EK1M\EK1M.EXE -f C:\DOSPRO\EK1M\EK1M.INI
goto end

:DOS2

CD C:\DOSPRO\FASTVID
FASTVID 111 4 d6000000
CD\
%CUTE%\2.1\CTMOUSE.EXE
C:\DOSPRO\SHSUCD\SHSUCDX /D:MSCD001 /D1
REM C:\DOSPRO\CDBQ\CDBQ.EXE /P2 /DM /S1200
REM C:\DOSPRO\MPXPLAY\MPXPLAY.EXE -scs SBA -f0 C:\DOSPRO\MPXPLAY\INIT.WAV -xel
REM C:\DOSPRO\EK1M\EK1M.EXE -f C:\DOSPRO\EK1M\EK1M.INI
goto end

:DOS3

%CUTE%\2.1\CTMOUSE.EXE
C:\DOSPRO\SHSUCD\SHSUCDX /D:MSCD001 /D1

:end

And in my config file:

[menu]
menuitem=windows, Microsoft Windows 98 SE
menuitem=DOS1, MS-DOS 7.10 - Boot with EMS (Expanded Memory)
menuitem=DOS2, MS-DOS 7.10 - Boot with XMS (Extended Memory)
menuitem=DOS3, MS-DOS 7.10
menudefault=windows, 5

[common]
FILES=45
BUFFERS=30,0
LASTDRIVE=Z

[windows]
DEVICE=C:\WINDOWS\SETVER.EXE
DEVICEHIGH=C:\DOSDRV\CD-ROM\VIDECDD.SYS

[DOS1]
DEVICE=C:\WINDOWS\HIMEM.SYS /TESTMEM:OFF
DEVICE=C:\WINDOWS\EMM386.EXE NOEMS HIGHSCAN
DOS=HIGH,UMB
DEVICE=C:\WINDOWS\SETVER.EXE
DEVICEHIGH=C:\DOSDRV\CD-ROM\VIDECDD.SYS /D:MSCD001
SHELL=C:\WINDOWS\COMMAND.COM /E:512 /P

[DOS2]
DEVICE=C:\WINDOWS\HIMEM.SYS /TESTMEM:OFF
DEVICE=C:\WINDOWS\SETVER.EXE
DEVICE=C:\DOSDRV\CD-ROM\VIDECDD.SYS /D:MSCD001
SHELL=C:\WINDOWS\COMMAND.COM /E:512 /P

[DOS3]
DEVICE=C:\WINDOWS\SETVER.EXE
DEVICE=C:\DOSDRV\CD-ROM\VIDECDD.SYS /D:MSCD001
SHELL=C:\WINDOWS\COMMAND.COM /E:512 /P

Unless there's a switch doing something I'm not clear about.

Could it be related to using a CD image to play the game? I can always try with the physical CD.

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670

Reply 19 of 20, by DustyShinigami

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So after a bit more testing, if SoftMPU can’t initialise, due to no EMS, the game will load and work with the patch, but obviously with no music. And the crash doesn’t happen. So I’m not sure if there’s a conflict with SoftMPU and the patch.

I also tried loading it with the physical disc and the game still crashed. But I don’t recall if that was with SoftMPU enabled and the patch.

I also tried UMBPCI, but SoftMPU doesn’t work with that. I did try installing QEMM, but I couldn’t get that to work properly. A boot menu item was made and everything initialised, but instead of taking me into DOS afterwards, it just carries on and loads me into Windows. So not sure what I was doing wrong.

OS: Windows 98 SE
CPU: Slot 1 Pentium III Coppermine 933MHz (SL448)
RAM: Kingston 256MB 133MHz
GPU: Nvidia 16MB Riva TNT/128MB Geforce 4 Ti 4200
Motherboard: ABit AB-BE6-II Intel 440BX
Sound Card: Sound Blaster Live Value CT4670