VOGONS


Reply 40 of 45, by NeoG_

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There are numerous references to the MT-32 driver in this game not working, it's even documented on the wiki:

https://www.vogonswiki.com/index.php/List_of_ … _computer_games

Unless someone digs into the driver to find out why it's inoperable. I wouldn't worry about it too much as games that have MPU401 compatibility usually have MT-32 as a comptibility backup and not the main soundtrack. It will be better with GM.

Last edited by NeoG_ on 2026-05-01, 11:04. Edited 1 time in total.

98/DOS Rig: BabyAT AladdinV, K6-2+/550, V3 2000, 128MB PC100, 20GB HDD, 128GB SD2IDE, SB Live!, SB16-SCSI, PicoGUS, WP32 McCake, iNFRA CD, ZIP100
XP Rig: Lian Li PC-10 ATX, Gigabyte X38-DQ6, Core2Duo E6850, ATi HD5870, 2GB DDR2, 2TB HDD, X-Fi XtremeGamer

Reply 41 of 45, by DustyShinigami

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NeoG_ wrote on Today, 11:01:

There are numerous references to the MT-32 driver in this game not working, it's even documented on the wiki:

https://www.vogonswiki.com/index.php/List_of_ … _computer_games

Unless someone digs into the driver to find out why it's inoperable.

Ah, I see. Hmm. Still doesn't explain why General MIDI/sound canvas are perfectly fine with 86Box, but those options crash the system on my main rig.

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 42 of 45, by NeoG_

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I would say there is probably something up with the way the Sb16 handles MPU401 that the game doesn't like, you may have some luck with softmpu running as a comptibility layer. 86box emulates a standalone fully featured MPU401 interface which would be highly compatible.

98/DOS Rig: BabyAT AladdinV, K6-2+/550, V3 2000, 128MB PC100, 20GB HDD, 128GB SD2IDE, SB Live!, SB16-SCSI, PicoGUS, WP32 McCake, iNFRA CD, ZIP100
XP Rig: Lian Li PC-10 ATX, Gigabyte X38-DQ6, Core2Duo E6850, ATi HD5870, 2GB DDR2, 2TB HDD, X-Fi XtremeGamer

Reply 43 of 45, by MagefromAntares

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Hi,

Would the CPU affect it at all? Is there no setting I could put in that Pandora.bat file that would help? Specifically for the dos4vgm variable?

Is my assumption that the machine you are using the same as in your signature correct? If it is, the Intel Pentium III is quite good at backwards compatibility with older software. The only issue that usually happens if the program has some kind of sensitive timing that gets out of the planned design envelope. (Programs made in certain versions of Borland Pascal and Turbo Pascal had the infamous "Runtime Error 200 at <some address>" bug because its library had such a timing issue)

If the batch file comes from the game's creators then it shows that it will pass up to 4 arguments to the program. If you still have the manual to the game then it might list these and some if it should work. One thing that could be tried is to remove the

@echo off

command at the start of the batch file, usually games doesn't care if the echo off flag is set, and even most utilities ignore it, but maybe this is one of the games that does suppress some of its output when that is present.

The DOS4VGM variable is used to give a VMC file to parse to DOS4/GW, the parameters that can be given in that file to DOS4/GW Professional is quite limited if I recall correctly:

minmem - The minimum allocatable RAM size to run, if this much RAM cannot be allocated it terminates the program
maxmem - The maximum allocatable RAM size for the program, this is the maximum amount of physical memory that DOS4/GW allocate for the program
virtualsize - The maximum allocatable memory for the program, if the physical memory is not enough to satisfy it, then DOS4/GW will allocate a swap file on the disk to make up the difference.
swapname - The path to the file used used as swap if the default location is not good for some reason (IIRC: The default is C:\DOS4GVM.SWP)
There is also a flag and not a value:
deleteswap - Deletes the swap file after the program ran conserving space and keeping sensitive information a very little bit more secure(It doesn't overwrite file with zeros or something, just unlinks it from the filesystem so don't expect real security from it :D).

Reply 44 of 45, by DustyShinigami

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NeoG_ wrote on Today, 11:07:

I would say there is probably something up with the way the Sb16 handles MPU401 that the game doesn't like, you may have some luck with softmpu running as a comptibility layer. 86box emulates a standalone fully featured MPU401 interface which would be highly compatible.

I will have to try fully disconnecting the MT-32 on my main system and running SoftMPU, though I think I may have already tried that. Pretty sure I did. But I can also try one of the other Sound Blaster options. I usually pick Sound Blaster Pro for my main setup. Not sure if SB16 will be much different.

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 45 of 45, by DustyShinigami

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MagefromAntares wrote on Today, 11:18:
Hi, […]
Show full quote

Hi,

Would the CPU affect it at all? Is there no setting I could put in that Pandora.bat file that would help? Specifically for the dos4vgm variable?

Is my assumption that the machine you are using the same as in your signature correct? If it is, the Intel Pentium III is quite good at backwards compatibility with older software. The only issue that usually happens if the program has some kind of sensitive timing that gets out of the planned design envelope. (Programs made in certain versions of Borland Pascal and Turbo Pascal had the infamous "Runtime Error 200 at <some address>" bug because its library had such a timing issue)

If the batch file comes from the game's creators then it shows that it will pass up to 4 arguments to the program. If you still have the manual to the game then it might list these and some if it should work. One thing that could be tried is to remove the

@echo off

command at the start of the batch file, usually games doesn't care if the echo off flag is set, and even most utilities ignore it, but maybe this is one of the games that does suppress some of its output when that is present.

The DOS4VGM variable is used to give a VMC file to parse to DOS4/GW, the parameters that can be given in that file to DOS4/GW Professional is quite limited if I recall correctly:

minmem - The minimum allocatable RAM size to run, if this much RAM cannot be allocated it terminates the program
maxmem - The maximum allocatable RAM size for the program, this is the maximum amount of physical memory that DOS4/GW allocate for the program
virtualsize - The maximum allocatable memory for the program, if the physical memory is not enough to satisfy it, then DOS4/GW will allocate a swap file on the disk to make up the difference.
swapname - The path to the file used used as swap if the default location is not good for some reason (IIRC: The default is C:\DOS4GVM.SWP)
There is also a flag and not a value:
deleteswap - Deletes the swap file after the program ran conserving space and keeping sensitive information a very little bit more secure(It doesn't overwrite file with zeros or something, just unlinks it from the filesystem so don't expect real security from it :D).

I see. But yes, it's mainly a Pentium III, though I have a Pentium II for more CPU sensitive games, like those from LucasArts.

The manual/booket doesn't explain anything like that. It's more about the gameplay than anything. I did add 'rem' at the beginning of the echo line, but I couldn't see anything different when I loaded the game. No new info about what it was doing.

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