mrau wrote:im still not getting it, why protected? if it happens at boot, go real, or even unreal or whatever.
The attached FAQ (Creative's own one that they shipped with the AWE32 & AWE64 cards) should perhaps answer some of your questions about the workings of the AWE chip.
I'm not a programmer at all, but generally speaking, the biggest issue relates to protected mode games where you are not able to load custom soundfonts under DOS, thereby "forcing" you to fall back onto the standard 1MB sample set that is stored in ROM on the card itself (the only way around this is to play your protected mode game under a command prompt from within Windows, which works in most cases).
My previous comment relates to the above - it would have been nice to be able to load a custom soundfont under DOS for protected mode games. But, in protected mode, the game has to support the AWE chip natively (directly in hardware) and Aweutil doesn't work in such a case (hence, you are not able to load any custom soundfonts).
With real mode games, it is a bit more customisable, but you are restricted to version 1 (*.sbk) soundfonts. Not many people bothered to release their soundfonts in the version 1 format, which also limits the number of "good" soundfonts out there.
The other downside is the issue about non maskable interrupts (NMI) and whether your motherboard supports it - otherwise, you cannot use Aweutil at all to load soundfonts (with the /EM:xx parameter).
Under Windows, however, this problem completely disappears and it becomes very customisable. Just a shame it is not the same under DOS (hardware limitations aside).