VOGONS


Rust-DOS, a new DOS emulator

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Reply 80 of 102, by The Solutor

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Ok, I confirm tombrush works (no 3dfx logo, likely the stock behavior? IDK never owned a rush card)

I confirm also that download of files happens in the right folder now

Thanks 😀

But now I have a challenging request.

Speaking of tombraider I really miss the days I had a m3d (PowerVR PCX2) and the related patch.

It was really the best version of TR out there, especially noticeable in the underwater scenes.

https://youtu.be/2VfRYR0Vq2M?t=80

Now seem there isn't anything (yet) capable of emulate that setup.

RetroBridge - A multi wrapper for PowerVR (SGL) + Glide + DDRAW + DSound for all versions of Ultim@te Race (1t/3t/Pro)

Here we have already a wrapper for PCX games, but doesn't seem working for dos programs like TR1 (and its dev doesn't seem interested in doing that)

So, like I said, would be likely challenging, but also rewarding, given would be a world first (after all 3dfx support is nice and all, but is anything but a novelty)

RReady (rendition Verité) integration would be also a nice integration (this already works for TR1 and other DOS programs)

RReady (Rendition Verite & CGL wrapper) Test Build (Alpha 1)

Reply 81 of 102, by dosmax

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Added a convenience function that allows switching from a running game to another after user confirmation. An automated test has been added, which succeeds. Only the desktop build is human tested.

Given that this is largely an AI change, it might not be the most straight forward or elegant way to achieve the goal, but looks fine to me for a one shot AI change in terms of potentially unnecessary stuff having been added. I'm not really familiar with the code yet though, hence this caveat.

[attachment removed, use rev. 2 below]

Last edited by dosmax on 2026-10-07, 15:43. Edited 2 times in total.

Reply 82 of 102, by dosmax

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Rev. 2 of the above change. The original didn't work right when the running program used Voodoo/OpenGL output.

Reply 83 of 102, by Dividebysandwich

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The Solutor wrote on Yesterday, 12:41:

Speaking of tombraider I really miss the days I had a m3d (PowerVR PCX2) and the related patch.
RReady (rendition Verité) integration would be also a nice integration (this already works for TR1 and other DOS programs)

PowerVR:

hi6oz8.png
8agjyg.png
dvyyxy.png

Rendition:

98er31.png
nbce1w.png

There's still a lot of stuff that doesn't work in the Verite emulation, like alpha textures, fog and bilinear filtering. It's hard to get good info, plus RReady is closed source and I don't think anyone fully reverse engineered it yet.

Reply 84 of 102, by Dividebysandwich

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dosmax wrote on Yesterday, 15:41:

Rev. 2 of the above change. The original didn't work right when the running program used Voodoo/OpenGL output.

Very cool! Please send me a pull request on github, that's the easiest way to do reviews - and it'll probably need to be rebased to main now.

Reply 85 of 102, by The Solutor

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Ok You're not human, definitely you must be some sort of sopisticated AI bot 😜

Are you downloadable somewhere? 😁

Back to serious mode, I wasn't aware that RR wasn't open, so yes better to focus on Power VR...

Reply 86 of 102, by dosmax

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@Dividebysandwich:

For now I'd like to stay just dosmax from the Vogons forum, which is easiest via the admittedly somewhat clunky patches route. Should I contribute more regularly something more decent has be established, of course. I'm not even really sure why, but at this point that feels like the right thing to me.

For the time being I'll just keep posting patches here If or when I have something I consider useful. Do with them as you please, I don't really care if they are committed as mine or not.

Reply 87 of 102, by Dividebysandwich

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@dosmax: Okay no worries! I've merged in your patch, thanks a lot.

@The Solutor: I got vQuake to work but it looks off..

a8knn9.png

Reply 88 of 102, by The Solutor

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Dividebysandwich wrote on Yesterday, 18:31:

@The Solutor: I got vQuake to work but it looks off..

Ok, good, but really I linked RR just because happened that I looked at the related thread yesterday, and the matter was somewhat related to the PowerVR wish.

I never owned a Verité card, and if I touched one on client's PCs for sure I never played anything there.

Still, if you manage to get it working, would be a really nice achievement, I don't think there is a Dosbox release that integrates more than one wrapper, let alone 3 or more.

Instead for PCX2 I have a sort of soft spot, first because I owned one (when I was 30 years younger 🙁 ), second because, at least on TR1 it, TR looks really different than when competing cards are used.

TombATI also stands out, given it was the only flavor of TR1 made for windows, not for especially rendering achievements.
But that's a problem already solved, and being a Windows program, not exactly of our interest, it think.

That said I can't wait to test a new build with your new achievements. 😉

Last edited by The Solutor on 2026-10-08, 00:33. Edited 1 time in total.

Reply 89 of 102, by dosmax

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Another patch: configurable anisotropic filtering for Voodoo/OpenGL. That's pretty much a must have now that you added MSAA.

Glide/OpenGL looks stunning now with 8x MSAA and 16xAniso at 2x resolution. I have one or two more additions planned for Glide if possible, but not today.

Unrelated sidenote: the VRR FPS cap works, but produces super stuttery output, at least on my rig. Even clearly shows in your FPS overlay. Kind of defeats the purpose. I profiled the shit out of it, but couldn't get to the bottom of the matter, quite a few timing mechanisms working against each other here. The sync with the emulation somehow introduces stutter even when capping at half the rate that a game runs perfectly smooth with while the cap is disabled, which just shouldn't happen. Will try again once I have full understanding what the thing actually does.

Reply 90 of 102, by dosmax

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Small, but important behavior change/bug fix for my earlier reload-while-running addition, already based on your modified official commit (nice touch BTW with the ENTER key in addition to Y, makes switching super fast):

Reset settings to the configured baseline before launching
Game profiles now layer over the effective startup settings, so values from a previously running program or game not present in the newly launched config don’t leak into the next launch.

Reply 91 of 102, by dosmax

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Generalized environment variable injector class as a centralized way to set guest environment variables from the host.

  • Changes are updated during runtime, but don't immediately affect running progs (which typically only evaluate env vars on launch anyway) to not introduce per frame polling overhead. So it works pretty much the same way as if a user would set environment variables on the command prompt.
  • Actually set guest environment variables override those derived from the injector to not interfere with setting environment variables in the guest.

Currently used to set Glide's SST_RGAMMA/SST_GGAMMA/SST_BGAMMA from a unified 3dfx gamma setting.

Since this might be useful for other things as well I figured a centralized manager class would make sense to avoid future code clutter if/when other environment variables are exposed as GUI settings or set from the host in general.

[Attachment remived, use rev. 2 below]

Last edited by dosmax on 2026-10-08, 10:16. Edited 1 time in total.

Reply 92 of 102, by dosmax

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Rev. 2 of the above patch...

Improvements:

  • Better suited for future extension
  • Re-applies after a state load.

Reply 93 of 102, by The Solutor

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@dosmax

Not sure if you're a github subscriber, but wouldn't be better to use github (even using just the messages under the issues section) for matters strictly related to coding, and use the forum for more general discussion about bugs/feature requests/opinions/whatever?

Reply 94 of 102, by dosmax

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You find the very slightly mysterious answer to that question when you scroll up a bit below Dividebysandwich asking the same. 😀

Reply 95 of 102, by The Solutor

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dosmax wrote on Today, 11:21:

You find the very slightly mysterious answer to that question when you scroll up a bit below Dividebysandwich asking the same. 😀

I provide my personal translation, which obviously, may be wrong.

I'm registered on github with a different username (maybe the real name), and for my personal reasons, I don't want to expose myself there

Close enough? 😜

Last edited by The Solutor on 2026-10-08, 11:40. Edited 1 time in total.

Reply 96 of 102, by dosmax

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CRT Shaders take 3dfx OpenGL scaling into account
Consistent scanline/aperture grill/glow size independent from 3fdx OpenGL size factor.

Prior scanline/aperture grill/glow size became smaller the larger the 3dfx OpenGL scaling got, which obviously is undesirable.

Reply 97 of 102, by Dividebysandwich

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@dosmax: Note that your patches have been applied, so future patches should be incremental if possible.

Reply 98 of 102, by dosmax

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I'll pull the latest state from GitHub once you have them pushed and rebase my local branch on that state. That way nothing ever can conflict with modifications you make.

The Glide environment var injection patch had a second revision a few posts above which apparently wasn't downloaded yet. I would consider one of its changes (re-apply after state load) critical, the other one is also useful in case someone wants to inject other env vars later.

Reply 99 of 102, by Dividebysandwich

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Ah yes, that should be applied now as well.