#171221 - Pate - Sat Nov 07, 2009 4:27 pm
Hi all!
For the last 4 months I have been working on an x86 emulator for NDS.
Now finally I have something to show for my efforts, so I decided to
announce this project, and release a technical demonstration.
DSx86 currently emulates 80286 processor, MCGA 320x200 screen and SoundBlaster audio.
You can find the demo at http://dsx86.patrickaalto.com/
The demo has my old DOS game LineWars II bundled with the emulator core. The emulator runs the game between 5 and 15 fps, with rare peaks up to 30 fps, depending on the amount of ships alive and visible on the screen.
I have also a blog/diary on my DSx86 web pages that gives some background about the emulator in case you are interested.
Thanks for reading!
Edit: Beta version 0.43 released! See the link in my signature.
Pate
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Last edited by Pate on Sun Jul 01, 2012 6:30 am; edited 27 times in total
#171223 - Lazy1 - Sat Nov 07, 2009 6:03 pm
This sounds amazing, I'll try it the second I can find my DS!
[EDIT]
Very impressive!
Looks great, sounds great :D
#171225 - Wraggster - Sat Nov 07, 2009 10:22 pm
wow, awesome, all the best of luck with this one :)
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#171226 - Dwedit - Sat Nov 07, 2009 10:53 pm
When it can run Master Of Orion, then I'll just sit around all day and all night with my DS playing nothing but that game.
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#171228 - Sektor - Sun Nov 08, 2009 4:54 am
Very impressive. There is a DS port of DOSBox but it runs at 1 FPS with no sound on even the most simple game. Your emulator seems much faster.
Do you think you could get Alley Cat or Paratrooper working at full speed?
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Last edited by Sektor on Sun Nov 08, 2009 7:06 am; edited 3 times in total
#171229 - Pate - Sun Nov 08, 2009 6:31 am
Thanks for your encouragement!
Quote: |
Do you think you could get Alley Cat or Paratrooper working at full speed?
|
That shouldn't be a problem. I plan to support all 320x200 modes, including CGA (for Elite) and EGA (for the Sierra adventure games like Leisure Suit Larry and Space Quest).
Thanks for the links to those games, btw! Giving me a link to a game download increases the chances that this specific game is the next one to be supported considerably! :-)
Quote: |
When it can run Master Of Orion...
|
Master of Orion seems to require a 386 processor, so it won't run on my emulator, sorry. Some of the design decisions I have made in my emulator are bad for 32-bit support, and changing those would make also 16-bit support slower.
In general, if a DOS game runs on 286 processor and in 320x200 resolution it should work in my emulator in the future. The biggest worry I have is that some game uses the Parity or Auxiliary Carry flags, as I don't support those at all (and adding support would be VERY difficult without sacrificing pretty much all the current performance). There is a chance that I could code a game-specific support for those flags, but currently I just hope I won't ran into a game that uses them. :-)
My emulator is not based on DOSBox, I have only used it as a reference (which reminds me, I need to add a "credits" page on my DSx86 web site). DOSBox is very good at what it does, but is not the best option when absolute best performance is necessary.
There are still various optimization tricks I haven't used, for example if I could just get self-modifying code to work reliably I could immediately make my emulator about 10% faster, but all my attempts to use it have been failures so far.
But, I'll keep working on it and we'll see how it improves!
Thanks again!
Pate
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#171230 - Dwedit - Sun Nov 08, 2009 7:23 am
Pate wrote: |
Master of Orion seems to require a 386 processor, so it won't run on my emulator, sorry. Some of the design decisions I have made in my emulator are bad for 32-bit support, and changing those would make also 16-bit support slower.
|
Are you sure it requires a 386? Some old FAQ reports people successfully running it on a 286.
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#171231 - Pate - Sun Nov 08, 2009 8:33 am
Dwedit wrote: |
Are you sure it requires a 386? Some old FAQ reports people successfully running it on a 286. |
Not at all, I just quickly Googled for minimum hardware requirements. If it runs on a 286, then it perhaps could be made to run in my emulator.
Pate
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#171232 - Wraggster - Sun Nov 08, 2009 10:43 am
hm slightly off topic, arethere any sites that give you a list of what are 286 games?
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#171233 - Dwedit - Sun Nov 08, 2009 12:55 pm
Generally, if it requires only Conventional Memory or "Expanded Memory", and doesn't obviously require protected mode (no copy of DOS4GW), it probably runs on a 286.
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#171234 - FluBBa - Sun Nov 08, 2009 3:38 pm
Use a small table for the parity (and logical flags if you want to), if you need it for 16bit values eor the 2 bytes before looking up the table.
_________________
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#171236 - Lazy1 - Sun Nov 08, 2009 5:12 pm
I was reading your comments about adlib emulation, very impressive how you got it to run at 32KHz.
I also tried that same OPL emulator, though I grabbed it from scummvm and was only able to get 8KHz from it if I remember correctly.
#171237 - Pate - Sun Nov 08, 2009 8:29 pm
Lazy1: Thanks, I did make a lot of optimizations to the algorithm while converting it to ASM. There are still features missing (no vibrato, and I think I broke the amplitude modulation also at some point) and I haven't been working on it for a while.
LW2 uses only SoundBlaster digital audio (it uses my own 6-channel mod player version, 4 channels for music and 2 extra for sound effects), I was actually quite surprised that the highly optimized and time critical x86 ASM sample mixing loop runs emulated as well as it does in DSx86.
FluBBa: Yes, I know of the table lookup method for the parity flag, it's just that I would then have to remember the value that changed the parity flag (if I use the "lazy flags" method, which sounds the most suitable), and that would add extra code to a lot of opcodes, which will slow things down. And I hate that. :-)
Wraggster & Dwedit: Also, if the game was released before around 1992, it will probably support 286, if between 1992 and 1995 it might support, if later than 1995 then it is likely that it requires a 386 processor, though of course not necessary.
Pate
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#171238 - BastarB - Sun Nov 08, 2009 9:56 pm
WOOOOOW Pate, this is looking way too good, I never thought that the DS would ever be able to handle a dos-emulator, and even less that it would have the ability to emulate a dosgame at this speed!. You have to be a skilled coder!^^ Keep up your excellente work , I am looking forward for updates!
#171239 - kusma - Sun Nov 08, 2009 10:10 pm
Pate wrote: |
LW2 uses only SoundBlaster digital audio (it uses my own 6-channel mod player version, 4 channels for music and 2 extra for sound effects), I was actually quite surprised that the highly optimized and time critical x86 ASM sample mixing loop runs emulated as well as it does in DSx86. |
Perhaps emulating a GUS could help you move the mixing code to ARM?
#171241 - ingramb - Mon Nov 09, 2009 3:46 am
Very nice :-)
#171244 - Pate - Mon Nov 09, 2009 5:59 am
kusma wrote: |
Perhaps emulating a GUS could help you move the mixing code to ARM? |
Yes it would, and it would be fun to emulate a GUS, as it closely resembles the NDS hardware. However, I'm not sure how worthwhile it would be, as most games that use GUS are coded when 386/486 processors started to be mainstream. It would help in LW2, certainly, but how fast LW2 runs in DSx86 is pretty much irrelevant.
BastarB & ingramb: Thanks for your kind comments! I am reasonably experienced in x86 ASM, but only a beginner with ARM ASM. This is actually my first ARM ASM project.. :-)
Pate
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#171245 - wolfmanz51 - Mon Nov 09, 2009 6:15 am
Wow Nice to see such a ambitious emulation project good luck
#171248 - hacker013 - Mon Nov 09, 2009 11:31 am
a dumb question but can dis emulator runs the original doom game O_o ?
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#171251 - Sektor - Mon Nov 09, 2009 3:45 pm
It has no chance of running Doom since Doom requires at least a 386 and it uses DOS4GW. It would also be mostly pointless since there is a port of Doom on DS.
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#171252 - kusma - Mon Nov 09, 2009 4:01 pm
Sektor wrote: |
It has no chance of running Doom since Doom requires at least a 386 and it uses DOS4GW. It would also be mostly pointless since there is a port of Doom on DS. |
Yeah, and Doom requires VGA.
#171253 - sfg - Mon Nov 09, 2009 4:31 pm
Great project!
Do you think it would be able to run Wasteland and the Goldbox series RPGs in the future?
Anyway, good luck!
#171255 - Dwedit - Mon Nov 09, 2009 4:58 pm
kusma wrote: |
Sektor wrote: | It has no chance of running Doom since Doom requires at least a 386 and it uses DOS4GW. It would also be mostly pointless since there is a port of Doom on DS. |
Yeah, and Doom requires VGA. |
MCGA practicality is the 320x200 256 color VGA mode.
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#171256 - BastarB - Mon Nov 09, 2009 9:54 pm
Sektor wrote: |
Very impressive. There is a DS port of DOSBox but it runs at 1 FPS with no sound on even the most simple game. Your emulator seems much faster.
Do you think you could get Alley Cat or Paratrooper working at full speed? |
OMG I can just say THANK YOU SEKTOR! Do you know for how long I had searched for the name of that game?? For ages, so now i know it's paratrooper! YEY!!!^^
#171257 - keldon - Mon Nov 09, 2009 10:36 pm
kusma wrote: |
Sektor wrote: | It has no chance of running Doom since Doom requires at least a 386 and it uses DOS4GW. It would also be mostly pointless since there is a port of Doom on DS. |
Yeah, and Doom requires VGA. |
I could not run Doom on my 286, but I could run Wolfenstein 3d, Windows 3.0 and plenty of decent games, of which my favourites were:
- Solar Winds 1+2
- Asteroids
- Wolfenstein 3d
- Carmon Sandiego
- Turbo C++ 6.22 ;)
#171258 - Lazy1 - Mon Nov 09, 2009 10:44 pm
I love solar winds! but I haven't played it in at least 12 years.
Now I have to search out all these old classics, and one day play them anywhere on my ds :)
Wolf3d does run on a 286, it's a little slow on my 12MHz 286 box but I'm still curious how well the emulator would run it.
#171262 - sverx - Tue Nov 10, 2009 9:43 am
That's impressive, man! I gave it a run yesterday evening... well, it's really impressive to think it's a PC running in there!
I'm waiting for the release to test it with the games I coded -back in the days- in Pascal+ASM and other wonderful games I loved... ahem... will you support FAT access too?
#171269 - ggx2neo - Wed Nov 11, 2009 12:00 am
Looking really good so far, can't wait till it can load up more games. Anyone know if windows 3.1 is small enough to work on it? :P
#171274 - Pate - Wed Nov 11, 2009 6:02 am
Thanks for all your kind comments again!
ggx2neo: Windows is most likely out of the question, I believe it needs protected mode support. In any case it would be way down on the priority list of software to support. Games that have a version ported to DS are not very high on the list either, as a direct port will always run much better than an emulated version. If they happen to run on my emulator, fine, but I won't spend time adding special support for them.
sverx: Yes, I plan to support FAT access (if I understand correctly what you mean by it). The emulator will have a DOS prompt "C:\>" where you can launch a .com or .exe file on your SD card, and give some simple commands like DIR and CD. I'm toying with the idea of actually 'booting' some real DOS version, but that might be a dumb idea. On the other hand, writing a command line parser and all the DOS commands is not very appealing either, but I'll see how it goes.
sfg: I'm not familiar with those titles, you'll just have to see when a full version is eventually released. :-)
I'm currently trying to get Norton SYSINFO running, I'd like to see it's benchmark of the CPU speed. Next is the old game Paratrooper, it is small and uses CGA graphics, which is an interesting new feature to support.
Pate
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#171275 - ggx2neo - Wed Nov 11, 2009 6:39 am
Well I just thought windows on the DS would be cool, but it's no big deal if it doesn't work. What I'm really looking forward to is some classic Red Baron action (my intel suggests that it works on a 286 system), I used to play that game for hours when I was a kid. :) Anyway, this is one of the most exciting homebrews I've seen in a long time. Good luck man and keep up the good work.
#171277 - sverx - Wed Nov 11, 2009 10:21 am
Pate wrote: |
sverx: Yes, I plan to support FAT access (if I understand correctly what you mean by it). |
Yes, I wasn't clear enough. I mean: will you support DOS interrupts for file access (21h)? Many games have their assets outside the exe file...
#171278 - Pate - Wed Nov 11, 2009 12:08 pm
sverx wrote: |
Yes, I wasn't clear enough. I mean: will you support DOS interrupts for file access (21h)? Many games have their assets outside the exe file... |
Ah, ok. Yes, I actually already support many of the INT 21h disk access routines. For example Wing Commander 2 consists of a lot of files that it loads into memory when needed and swaps out again.
ggx2neo: Thanks, yeah I figured you wanted Windows running just for the fun factor. :-)
Pate
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#171279 - BastarB - Wed Nov 11, 2009 1:39 pm
Will this emulator support external ram-packs like the EZ 3in1? or is that unneeded? I wish you all luck with this very promising project!^^
#171280 - sfg - Wed Nov 11, 2009 3:24 pm
Pate wrote: |
sfg: I'm not familiar with those titles, you'll just have to see when a full version is eventually released. :-)
|
For example:
http://www.mobygames.com/game/dos/wasteland/techinfo
http://www.mobygames.com/game/dos/pool-of-radiance/techinfo
As far as I can tell they should work, but of course you'll know better than me. I'm not sure if they require protected mode or not.
Oh yeah, and hopefully you'll emulate the PC Speaker too. :)
#171282 - phoenixclaws - Wed Nov 11, 2009 4:50 pm
It would be pretty cool if the original Ultima series could be supported too :).
Especially Ultima VI: The False Prophet.
http://www.mobygames.com/game/dos/ultima-vi-the-false-prophet/techinfo
#171288 - Pate - Thu Nov 12, 2009 5:48 am
BastarB: No support for external RAM packs is currently planned. The standard 4MB should be enough to emulate the normal 640KB of RAM, plus around a megabyte of EMS. That should be enough for most 286 games.
sfg & phoenixclaws: Those games seem to have very modest system requirements, so it should be no problem running them.
Yes, I plan to support PC Speaker as well. :-)
Btw, I appreciate that you guys posted your first posts on this forum in this thread. Welcome to the forum! :-)
Pate
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#171289 - ggx2neo - Thu Nov 12, 2009 6:38 am
:P I check all of the major homebrew forums but I wasn't signed up on this one. But after seeing this homebrew I had to sign up to say nice job. If everything goes as planned and you get some pretty good compatabilty in the end, you could have the best homebrew app on the DS so far. :)
#171291 - sverx - Thu Nov 12, 2009 10:40 am
Pate wrote: |
plus around a megabyte of EMS. |
EMS support? Cool! :D
#171295 - Pate - Thu Nov 12, 2009 4:16 pm
Just got Norton SYSINFO to run. It says the machine has a 10MHz 80286, with the CPU speed bar showing 11.6 times original PC. See the actual image on my blog (see my sig for the URL). Pretty good, I think!
Pate
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#171296 - sfg - Thu Nov 12, 2009 4:23 pm
Pate wrote: |
BastarB: No support for external RAM packs is currently planned. The standard 4MB should be enough to emulate the normal 640KB of RAM, plus around a megabyte of EMS. That should be enough for most 286 games.
sfg & phoenixclaws: Those games seem to have very modest system requirements, so it should be no problem running them.
Yes, I plan to support PC Speaker as well. :-)
Btw, I appreciate that you guys posted your first posts on this forum in this thread. Welcome to the forum! :-)
Pate |
Awesome. Oh yeah, and a scaler too, to fit everything on the screen if that's possible.
When this project takes off maybe you'll want to add a donation option on your site. I'd like to show my support too, not only ask for features. :)
#171299 - sverx - Thu Nov 12, 2009 4:56 pm
Pate wrote: |
Just got Norton SYSINFO to run. It says the machine has a 10MHz 80286, with the CPU speed bar showing 11.6 times original PC. |
So it's like an 8088 running at 55,332 MHz ;) (...or a Compaq 386/33 running at 1/3... not bad at all!)
#171302 - Exophase - Thu Nov 12, 2009 6:01 pm
Pate wrote: |
Just got Norton SYSINFO to run. It says the machine has a 10MHz 80286, with the CPU speed bar showing 11.6 times original PC. See the actual image on my blog (see my sig for the URL). Pretty good, I think!
Pate |
Nice results, but I think a benchmark that's dominated by divisions is far from representative of the real capabilities of the emulator. Especially with an interpreter. The ratio of fetch/decode to execute for a divide instruction is going to be much different from most instructions.
Of course, this is only true if it really is just using divisions.
#171304 - Pate - Thu Nov 12, 2009 8:05 pm
sfg: Yeah, a scaled screen option is coming. I'll think about that donation idea, haven't done anything like that before.
Exophase: The 10 MHz value is based on division instructions, but I believe the 11.6 speed index is not. I haven't checked what that is based on, but if my emulator ran at the speed of 10MHz 286, it would have gotten a speed index of only around 6.
Btw, what is interesting is that PocketDOS shows on their screenshots page a 206MHz StrongARM running Norton Sysinfo, and getting a speed index of 12.1 (with a division-based speed estimate of 33MHz). It looks to be a different version of Norton Sysinfo, but still...
http://www.pocketdos.com/screenshots_hpc.htm
The same page also show Windows 3.0 running on that thing, so I guess it would be theoretically possible to run Windows on DSx86 as well, eventually.
Oh, and those values on my blog are from No$GBA. When running on real DS Lite, it showed "Intel 80286, 11MHz" and speed index of 11.3.
Pate
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#171305 - Exophase - Thu Nov 12, 2009 8:45 pm
Then yeah, I wonder what it's actually doing. I take it the file is not freely available anywhere.
It's not that surprising that your emulator would perform much better than DOSBox, but I don't think that the score you got represents the maximum your computer can do. Chances are you had cycles set to something that was artificially limiting it. You should check that, and the CPU time used while emulating that section.
I'm actually surprised No$ gets results as close as the real thing. I'm guessing what you're running is very cache friendly. I take it your interpreter is sitting in ITCM? And the working set for the benchmark probably fits in dcache easily enough.
It'd be nice to determine how many millions of instructions per second you're capable of emulating, for some "normal" sorts of instructions. Unfortunately, w/o cycle counting you can't do such a thing in the emulator and would have to rely on a benchmark to say so. Wikipedia says that a 286 at 12MHz is capable of 0.15 MIPS/MHz; personally I think this value looks too low and the real one should be closer to 0.2-0.25.
So we're looking at somewhere between 1.5 to 3 million instructions per second that your emulating is doing - or an average of about 20-40 ARM9 cycles per instruction. That's not especially unrealistic, although a little surprising still given all the fetching and decoding that goes into an x86 instruction. If your instruction stream is dominated by register and small (8bit) immediate instructions and you have a quick path for mod = 3 then I think these numbers are pretty realistic.
#171310 - Pate - Fri Nov 13, 2009 5:59 am
Well, I've done cycle counting with my emulator, the results are on my blog. The main opcode fetch loop is in ITCM, as are most of the single-byte instruction handlers and string instruction (REP) handlers.
I think your estimate of 20-40 ARM9 cycles per instruction is correct, as it takes between 11 and 30 timer ticks, including the timer start/stop overhead, to emulate an instruction. Since the timer runs at half clock speed, that corresponds to 22-60 CPU cycles (including overhead).
Anyways, I think I need to concentrate on making the emulator work with actual software next, not just optimizing the performance, although I find the latter generally much more interesting. :-)
Pate
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#171313 - sverx - Fri Nov 13, 2009 10:10 am
Pate wrote: |
Oh, and those values on my blog are from No$GBA. When running on real DS Lite, it showed "Intel 80286, 11MHz" and speed index of 11.3.Pate |
So a lower speed index and an higher MHz value... fun :) [btw I've run some tests some time ago while working on libXM7/zlib integration -let's call it so- for MMLL and I noticed no$gba was performing gzip uncompression a little bit *faster* than the real hardware. I'd say the opposite but, well...]
#171315 - Mavromatis - Fri Nov 13, 2009 10:37 am
I'll just get to the point.
Civilization
#171316 - mortys - Fri Nov 13, 2009 11:50 am
Hi Pate
Thanks for your hard work
Can you post a version of the demo that can launch Wing Commander 2 ?
PS : Do you think that Epic Pinball can work with DSx86 ?
#171318 - gauauu - Fri Nov 13, 2009 4:17 pm
Oh...wow....that would change my life forever.
#171319 - sverx - Fri Nov 13, 2009 4:43 pm
This topic is starting to look like a wish list... mmm... Dune II? :D :D
#171320 - SteveH - Fri Nov 13, 2009 5:10 pm
gauauu wrote: |
Oh...wow....that would change my life forever. |
Why?? it's already available for the DS as Civilisation Revolution?
#171323 - Exophase - Fri Nov 13, 2009 6:17 pm
Pate wrote: |
Well, I've done cycle counting with my emulator, the results are on my blog. |
Are you sure they're up? I don't see them :(
#171327 - Pate - Fri Nov 13, 2009 8:28 pm
mortys: Sorry, the WC2 version is not yet in a presentable state. I haven't checked the system requirements of Epic Pinball. I think I actually have that game, though, so I can eventually check. I have quite a few of the old Epic games, as part of the deal I had with Safari Software/Epic MegaGames with LineWars II.
Exophase: See the table below "Aug 30th, 2009 - ITCM". Unless you mean something else by cycle counting than what I thought? Each "tick" in that table is 2 CPU cycles.
All: It's fine to post wishes for games to support, I can always pick the ones that are accessible and interesting from a technical viewpoint to support first. :-)
I started working on the old Paratrooper game, as it has CGA graphics and uses PC Speaker, both of which I want to support. It contains impressively neat code, no extra baggage, every instruction has a purpose. Very nice to work with code like that.
Pate
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#171329 - Lazy1 - Fri Nov 13, 2009 8:32 pm
I don't want to sound like a code vampire or something, but are you planning to release your OPL emulator changes?
Sorry if the request is out of line since it looks like you put a lot of work into it.
Both Wolfenstein and Doom would benefit from having such an emulator for playing their music.
#171331 - Exophase - Fri Nov 13, 2009 9:06 pm
Pate wrote: |
Exophase: See the table below "Aug 30th, 2009 - ITCM". Unless you mean something else by cycle counting than what I thought? Each "tick" in that table is 2 CPU cycles. |
Sorry, I thought it was a new post, I didn't think to look through the old ones. I wonder exactly how much overhead the timer start/stop is adding - it's probably nothing for starting it, since all of that happens before it starts running, but would have something for getting the value/stopping it. Wouldn't it be better to keep the timer always running and record the start/stop ticks and subtract the two?
One other thing.. I just want to let you know in case you aren't aware.. if you're using code that's under the GPL (in this case debug_disasm.cpp from DOSBox) then the GPL technically requires you to make your entire project GPL, not just indicate that you're using the code. This applies even if you didn't modify the file at all. So you might want to consider redoing the disassembler before someone comes demanding you release your source code.
#171334 - gauauu - Fri Nov 13, 2009 9:40 pm
SteveH wrote: |
gauauu wrote: |
Oh...wow....that would change my life forever. |
Why?? it's already available for the DS as Civilisation Revolution? |
Because I'm less interested in a newish civ game as I am in playing Civ 1 for the rest of my life.
#171339 - Pate - Sat Nov 14, 2009 6:32 am
Lazy1: My OPL emulation does not sound very good yet, but when I have improved it I might release the source. It is actually a complete rewrite, not just changes to the fmopl.c.
Exophase: Yes, keeping the timer running might be faster, but it was simpler to get consistent values by starting and stopping it.
About the debug_disasm, the code is originally by Robin Hilliard, with the following copyright:
Code: |
/* COPYRIGHT: Robin Hilliard, Lough Guitane, Killarney, Co. Kerry, Ireland.
Tel: [+353] 64-54014
Internet: softloft@iruccvax.ucc.ie
Compu$erve: 100042, 1237
If you feel like registering, and possibly get notices of updates and
other items of software, then send me a post card of your home town.
*/
|
It is also available at http://code.google.com/p/squidutils/source/browse/trunk/Std/disasm.cpp?spec=svn2&r=2 under Apache License, which does not require distributing derivative works to include source code. I guess I need to switch to using that code instead of the DOSBox code. On the other hand, my releasing the source is not completely out of the question, but I don't want to do that yet when DSx86 is still in the early stages.
Thanks for pointing this out!
Pate
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#171350 - Vague Rant - Sun Nov 15, 2009 4:43 pm
Just another "Oh man, I can't wait to ..." post, but playing Sherlock (no warez, those are shareware, and that's the developer's site) on the DS would be heaven. It's essentially an elimination puzzle game (think sudoku), but is hugely addictive, and I've been playing it for years now. The .doc provided with the version I have (1.5) lists the sysreqs as follows:
Quote: |
REQUIREMENTS: IBM PC compatible computer with at least 512K of RAM. EGA/VGA compatible display with at least 128K or RAM.
Microsoft compatible mouse. |
That said, it does run very large, at 640*350, so I have doubts as to the practicality of playing it on the DS. Still, there's plenty of other stuff worth playing that should be within realistic realms, so much appreciation for this emulator.
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#171352 - hacker013 - Sun Nov 15, 2009 5:42 pm
Sektor wrote: |
It has no chance of running Doom since Doom requires at least a 386 and it uses DOS4GW. It would also be mostly pointless since there is a port of Doom on DS. |
Yes, a half working one :')
And doom works just on dos 6.1 O_o and doesn't require anything extra. But I think this emulator could handle this simple 386 game simply.
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Let the nds be with you.
#171362 - elwing - Mon Nov 16, 2009 7:23 am
Hi,
I've seen on your blog that you speak about using a 6*8 font to show a bigger part of the screen, have you considered using subpixel font to improve this? like the 4x8 one seen on http://www.haluz.org/yesh/?
#171367 - Pate - Mon Nov 16, 2009 11:05 am
Thanks for the tip on subpixel fonts, elwing! However, looks like it is not very suitable, as I need to be able to display coloured text, and even 4x8 font would not show the whole 80 columns, so scrolling would still be needed.
Pate
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#171392 - ggx2neo - Wed Nov 18, 2009 6:06 am
I see you got Paratrooper running, nice work. :) What are you going to work on next?
#171396 - Pate - Wed Nov 18, 2009 10:24 am
Thanks! Currently I'm looking into supporting Master of Orion. Gotta give Dwedit something to do all day and all night. :-)
Pate
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#171467 - BastarB - Sat Nov 21, 2009 5:49 pm
Hi Pate! I saw your blog, It's nice to see that you got paratrooper running^^
I also read about the issues with Master of Orion! Well, I will think about some other good games that may aid you in your development of this very promising emulator!
have a nice day, and keep up the good work^^=D
#171471 - Lazy1 - Sun Nov 22, 2009 12:31 am
Test Drive III might be interesting, it's _playable_ on my 12MHz 286.
#171476 - Dwedit - Sun Nov 22, 2009 3:11 am
I guess Ultima 6 would be a good game to try next. I think it uses entirely conventional memory. It's also a very very buggy game though, but that's another story.
Or maybe lemmings?
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
#171477 - Pate - Sun Nov 22, 2009 7:09 am
Thanks for the ideas of new games to try!
I'm currently coding a simple DOS kernel, so that I can properly launch games from an SD card, instead of having to bundle them with the emulator core. That will then also allow me to release the first alpha version of the emulator for you all to try.
Pate
_________________
#171478 - Ant6n - Sun Nov 22, 2009 11:05 am
Pate wrote: |
Anyways, I think I need to concentrate on making the emulator work with actual software next, not just optimizing the performance, although I find the latter generally much more interesting. :-) |
That seems very reasonable. Kudos to your discipline. I believe many people were thinking of doing an x86 emulator, and got stuck in premature optimization. ;-)
#171479 - headspin - Sun Nov 22, 2009 5:28 pm
I think an obvious game to try (if it hasn't been mentioned already) is Sopwith
_________________
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#171482 - Vague Rant - Sun Nov 22, 2009 10:34 pm
You know what else might work, is the first couple of Duke Nukem titles (shareware downloads: I and II), moreso the first, back when they were run-and-gun platformers. Sysreqs:
Quote: |
Duke Nukem
XT Computer (286 or higher recommended)
520k of conventional memory
1.2 meg of Hard Drive Space (for shareware)
3.6 meg of Hard Drive Space (for registered)
Joysticks Optionally Supported There is no sound card support for this title. All sound is PC Speaker.
Duke Nukem II
286 Computer (386 or higher strongly recommended)
550k of conventional memory
5 meg of Hard Drive Space (for shareware)
10 meg of Hard Drive Space (for registered) |
The first was EGA, second was VGA. The second game also had optional SB/Pro support.
It's also worth noting that the first game's actual gameplay takes place on a 208*160 "window", well within the bounds of the DS. That cuts out the health and weapon, score, etc. but even most of that would fit on screen due to the borders around everything (see screenshot).
_________________
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#171483 - lincruste - Mon Nov 23, 2009 12:13 am
Hello, my question might seem a non-sense but I don't know assembly at all...
In the download page of the official website, I saw this:
Quote: |
Since the actual emulator is still very limited in the opcodes, DOS calls and hardware it can support, I can not release a version that would allow you to test any DOS program on it (as with a 99.9% probability they wouldn't work). |
Is there a possibility that text only based games like Infocom's A Mind Forever Voyaging or Hitchhicker's Guide To Galaxy would be part of the 0,1% games already potentially supported by Pate's emulator (or at least which wouldn't require months of work to run)?
Sorry for my english!
#171487 - sonny_jim - Mon Nov 23, 2009 1:57 am
lincruste wrote: |
Is there a possibility that text only based games like Infocom's A Mind Forever Voyaging or Hitchhicker's Guide To Galaxy would be part of the 0,1% games already potentially supported by Pate's emulator |
I think most Infocom games can already be played via DSFrotz:
http://gugusse.central.free.fr/papafuji/DSFrotz.html
_________________
Quote: |
Would that be the internet driver for the program?
|
#171491 - lincruste - Mon Nov 23, 2009 12:55 pm
Oo :shame:
Thanks, I'm using it now, it perfectly works... Now my DS's complete! Sorry for bothering and good day all.
#171492 - Sektor - Mon Nov 23, 2009 1:06 pm
headspin wrote: |
I think an obvious game to try (if it hasn't been mentioned already) is Sopwith |
Lazy1 ported Sopwith to DS a few years ago.
Great that paratrooper is working.
_________________
GTAMP.com/DS
#171509 - Ant6n - Tue Nov 24, 2009 12:36 am
It'd be cool to have keyboard profiles that map between the DS buttons and certain emulated keys. So for different games one could have different profiles in order to control them (many games should be easily controllable with 12 buttons).
#171511 - Pate - Tue Nov 24, 2009 9:07 am
Thanks for your comments again!
Ant6n: My plan has been to have configurable DS keys, and your idea of having several profiles is a good one. Thanks!
lincruste: The reason why most games will not yet work is mostly due to my "on-demand" support for opcodes. I have been adding opcodes (and their modrm bytes) only when a game encounters a previously unsupported opcode. This just so that I can see the progress, and also because when I started this project I wasn't sure if it will be doable at all, so I didn't want to spend a lot of time on something that will then have to be abandoned. So, even if a game is text only, it is no more likely to work than a graphics game. Oh, and most games should only take a few days or a week of work to support, not months. :-)
Vague Rant: Ah, Duke Nukem might be reaosnably easy to support. I don't yet have EGA support so Duke Nukem 1 would probably take more work to support than Duke Nukem 2.
headspin: Ah, Sopwith, that brings back memories! :-) Might be easy to support, but if there already is a DS version it is not very high in my priority.
Anyways, I am currently trying to get 4DOS running as a command interpreter. All sorts of problems with it yet, but getting it to work would allow me not to have to code a command shell myself.
Pate
_________________
#171512 - InnocentBystander - Tue Nov 24, 2009 11:14 am
Pate: First, I might be the only person here to say this, but I remember Line Wars II! I played it quite a bit on my old 486, and recall it as being a good game. I'm afraid I never registered it, though. Sorry! ;-)
Anyway, I don't have too much constructive to throw in about your project, although I am really excited about it and wish you the best of luck. Personally, aside from Wing Commander (the thought of which on my DS makes me swoon) what I'd really love to see supported are the late-80s Sierra adventure games. Space Quest 3, Quest for Glory 1 & 2, and soforth.
I also second the call to get your program to play Alley Cat. Since it's a CGA game from the 8088 era that still runs on computers today, I can't imagine it would be that difficult to implement.
Also, to whoever it was who was talking about playing Civ I on the DS: It's worth mentioning that the emulator SnemulDS can play the SNES port of Civ quite well. You might have to mess around with the layers to get the menus to display properly, but I found it perfectly playable.
#171541 - Normmatt - Wed Nov 25, 2009 9:16 am
Quote: |
It uses an unaligned stack pointer! It does this only in a very small snippet of it's code, but that was enough to crash DSx86 (where I had assumed that no coder in their right mind would use byte-aligned stack pointer, and thus used ldrh/strh opcodes for all stack emulation). Now I had to fall back to separate ldrb/strb opcodes, only because of a few lines of code in 4DOS.COM! Very annoying! |
Couldn't you spare a few cycles to check if its byte aligned or word aligned and use seperate code for each case. That way you wont get such a speed loss on both cases.
#171542 - Pate - Wed Nov 25, 2009 11:15 am
Normmatt wrote: |
Couldn't you spare a few cycles to check if its byte aligned or word aligned and use seperate code for each case. That way you wont get such a speed loss on both cases. |
Yeah, that's what I plan to do when I have the time. The problem is that there are quite a few places where stack access is used (all PUSH and POP opcodes, plus CALL, RET, IRET, etc). So that means duplicate code for quite a few places, but I'm sure the gains will be worth it, considering 99% of the time the stack will be halfword-aligned. Oh, and I could also keep the aligned code in ITCM, and the unaligned version in normal RAM (as it can/will be slower anyways).
InnocentBystander wrote: |
Pate: First, I might be the only person here to say this, but I remember Line Wars II! |
Thanks, it's always nice to hear from other old-timers! :-) You're not the only person on this forum to say that, but perhaps the first on this thread.
Btw, I already downloaded AlleyCat, but haven't yet tested it on DSx86. It should be easy to support (which is also partly why I haven't tried it yet, I have more challenging software to test in the queue!).
Thanks again for your comments!
Pate
_________________
#171543 - sverx - Wed Nov 25, 2009 12:49 pm
Had a chance to try DuneII? I'd pay to play with it on my DS... :rolleyes: :)
#171565 - Ant6n - Sat Nov 28, 2009 3:34 am
Pate wrote: |
.. The problem is that there are quite a few places where stack access is used (all PUSH and POP opcodes, plus CALL, RET, IRET, etc). So that means duplicate code for quite a few places, but I'm sure the gains will be worth it, considering 99% of the time the stack will be halfword-aligned. Oh, and I could also keep the aligned code in ITCM, and the unaligned version in normal RAM (as it can/will be slower anyways).
.. |
I don't know the exact structure of your emulator, but you probably decode the opcode and dispatch to the correct execution of it based on some table. Presumably the base pointer of that address might be in a register even. So you could create a second table for the case where SP is misaligned. So now you don't have to put a check every time, you just have to change the address of your table look up when the SP becomes misaligned.
#171576 - Pate - Mon Nov 30, 2009 7:37 am
sverx: No, sorry, been busy with the DOS kernel emulation.
Ant6n: Yes, I have the main opcode table in stack, so that I can access it via SP register as the base register. I can't easily switch to another table, but I can simply change the table contents for the PUSH/POP opcodes whenever the emulated stack pointer becomes aligned or unaligned. That's the way I plan to optimize the stack handling, just haven't gotten around to it yet.
Last weekend I didn't have quite as much time to work on DSx86 as I would have liked (real life intruded), but I did manage to make some small progress with the internal DOS emulation.
Pate
_________________
#171577 - Ant6n - Mon Nov 30, 2009 8:43 am
oh ok.
...of course you could also move whatever other data is on the stack to your 'mirror' location and point the SP there as well (not much more than emulated cpu state, maybe?).
Isn't it fun to think about optimizing stuff like that? :P
#171630 - Anacobra - Sun Dec 06, 2009 8:17 pm
Man this is the most awesome thing since awesome, I can't wait. It's already going along pretty quickly and it hasn't even hit alpha stage yet.
Pate, you are officially my hero. <3
For everyone else, it seems like he updated today. :D Yaaaay.
http://dsx86.patrickaalto.com/DSblog.html
#171631 - Pate - Mon Dec 07, 2009 6:05 am
Ant6n: Yeah, optimizing is the most fun part of coding the emulator! I have tried having two stacks in the past, when I tried to improve the interrupt handling, but I couldn't get it to work reliably. Though I have to admit, I tried to change the stack inside an interrupt handler, which is most likely a bad idea in any case. But I had to try and see what happens. :-)
Anacobra: Thanks for your kind comments! Welcome to the forum! I hope DSx86 can eventually live up to your high expectations. I have to remind you, it is just my hobby project and the first ever emulator I have coded, so the first versions will certainly be very limited and buggy.
But, I hope to improve it as time passes.
Pate
_________________
#171632 - Vague Rant - Mon Dec 07, 2009 8:48 am
Saw your blog post, Pate, sounds like DSx86 would make a great Christmas present if everything goes as planned.
If anyone's interested (and as long as you don't mind), I put together a quick RSS feed for Pate's DSx86 blog here.
_________________
I've got nothing to say, but it's OK.
#171633 - Pate - Mon Dec 07, 2009 11:30 am
Sure, I don't mind, thanks for publishing the RSS feed!
Pate
_________________
#171681 - Vague Rant - Sun Dec 13, 2009 7:55 pm
Solar Winds! I played the hell out of that, always wanted to try the second one, but for the nostalgia factor I'd rather play the first on DS. This just keeps getting better and better. Obviously there's no guarantees or anything, but it's always nice to see you specifically working on games I love. ;)
_________________
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#171685 - ninjalj - Sun Dec 13, 2009 11:17 pm
Quote: |
I suppose a real PC might wrap the physical RAM address back to low memory with addresses like 0xFFFE:0xFFF0, |
Umm, I think 8086 and 286 had a different behaviour in this case. Not sure, though. Does somebody know for sure?
#171686 - BastarB - Mon Dec 14, 2009 1:33 am
Man, I just read your blog about all problems and stuff that has encountered during the development and how you fixed them. You are doing an excellent job Pate! Keep it up!!! And have a nice day!^^
#171688 - JLsoft - Mon Dec 14, 2009 6:02 am
Anyone know if Stunts!/4D Sports Racing had any -requirements- higher than what dsx86 has been mentioned to support? :)
#171692 - Pate - Mon Dec 14, 2009 12:30 pm
Thanks for your comments again!
I managed to get Solar Winds logos to display, but even that required some new code, as for some peculiar reason SW moves data from main RAM to VRAM with a code like this:
Code: |
push ds
mov ax,[6B99]
mov es,ax
mov ax,A000
mov ds,ax
loop:
mov al,es:[di]
mov [si],al
inc di
inc si
cmp di,4380
jne loop
pop ds
|
I really don't see what's the advantage of that instead of using source and destination indices like they are supposed to be used, and why not do it in the standard way:
Code: |
mov ax,[6B99]
mov ds,ax
mov ax,A000
mov es,ax
mov cx,something
rep movsb
|
which does pretty much the same thing, but much more efficiently!
The original code runs quite slowly in DSx86 compared to the string instruction code. Hopefully the actual game code uses string instructions, I haven't yet gotten that far so I don't know yet.
Pate
_________________
#171693 - ninjalj - Mon Dec 14, 2009 9:32 pm
Pate wrote: |
... for some peculiar reason SW moves data from main RAM to VRAM with a code like this:
Code: |
push ds
mov ax,[6B99]
mov es,ax
mov ax,A000
mov ds,ax
loop:
mov al,es:[di]
mov [si],al
inc di
inc si
cmp di,4380
jne loop
pop ds
|
|
Quite fun. Seems backwards :)
Dyslexia on the part of the programmer? :P
#171698 - Abcd1234 - Mon Dec 14, 2009 10:59 pm
Suddenly I'm reminded of the compiler optimization thread... maybe some undereducated developer thought they were being particularly clever and efficient. :)
#171699 - Fancypants - Tue Dec 15, 2009 3:46 am
Hello, I like what I am seeing so far!
Just wondering, you've included Linewars II in the NDS file itself as a technical demonstration, in future releases how will you make DOS games accessible?
Also, a few suggestions:
Jill of the Jungle
Bio Menace
Monster Bash
I think all of these have minimum requirements of a 286 computer...so I hope you can get them to work! :) (System requirements for Bio Menace and Monster Bash can be seen here .
EDIT: Also wondering about the second series of games of Commander Keen. (The first series, Invasion of the Vorticons, is already emulated by CommanDS Keen, coded by Alekmaul)
The system requirements for Commander Keen 4 (Secret of the Oracle which is the first part of the Goodbye Galaxy series) were:
SYSTEM REQUIREMENTS
* XT Computer (286 or higher recommended)
* 565k of conventional memory
* 1 meg of Hard Drive Space (for shareware)
* 3 meg of Hard Drive Space (for registered)
OPTIONALLY SUPPORTED
* Sound Blaster or 100% compatible
* Adlib
* Joystick
* Gravis Gamepad
* Disney Sound Source
Hope this can be emulated. *fingers crossed*
#171701 - Pate - Tue Dec 15, 2009 6:32 am
Fancypants wrote: |
Hello, I like what I am seeing so far!
Just wondering, you've included Linewars II in the NDS file itself as a technical demonstration, in future releases how will you make DOS games accessible?
|
Thanks!
DSx86 uses libFAT to access the SD card, like it was a C:\ disk drive. I have a DSTT card so that I don't need to do any patching or things like that to make it work on my DS Lite hardware, and to be honest I don't even know the details regarding this patching thingy, so I just hope you can make it work in your environment like you do with other nds files that need file access.
I also have a bundled version, which currently has 4DOS and a couple of small games (currently PTROOPER, ALLEYCAT and ELITE) inside the nds file, so that I can run it in No$GBA without any trickery to test it easily. I won't release this version, though.
By the way, the released version won't work at all without 4DOS.COM on your SD card. I'll provide you with the necessary info and download locations for that as well when I release the emulator. Sorry for this extra bother, but I think the advantages of a real command shell are well worth the extra hassle. You can even use 4DOS to build a game menu within DSx86, using it's advanced batch file and screen writing features!
I'm thinking of requiring the 4DOS.COM to be either on the root of your SD card, in the \4DOS\ directory, or anywhere on the card if you have a CONFIG.SYS in the root directory with a "SHELL=path\4DOS.COM" line in it. Does anyone have any objections to this? The last option will also enable other command shells in the future.
Quote: |
Also, a few suggestions:
|
All of those seem to be suitable for DSx86, so there is a good chance they will eventually work.
Pate
_________________
#171708 - dantheman - Tue Dec 15, 2009 2:02 pm
Consider adopting the \DATA\ folder convention used by some homebrew programs, which helps declutter the root of the card. I'm not sure if this means that the file location would be at \DATA\4DOS\4DOS.COM or \DATA\DSX86\4DOS.COM or \DATA\DSX86\4DOS\4DOS.COM (etc) but in all cases, the root is decluttered since (hopefully) multiple applications all use the DATA folder.
The config file is also a decent idea, and is used by SNEmulDS for path configuration.
#171713 - Fancypants - Wed Dec 16, 2009 1:18 am
I'm glad to hear about all of that!
So just wondering, how will you use the native controls of the DS?
The D-Pad will most likely be the arrow keys correct? :p
A, B, X and Y could be Alt, Ctrl, Shift and Enter/Space? What do you have planned for this?
An interesting idea I had...if in the config file or some other file you could designate the controls depending on what game has been booted, because different games use a variety of different keys, (and I don't want to be playing with the touch-screen all the time) is this possible do you think? I suppose you would need a large collaborative effort to get a lot of games though I guess...
#171714 - Pate - Wed Dec 16, 2009 5:58 am
dantheman: Ok, I believe \DATA\DSx86\ would work fine as the location for the required files of DSx86.
Fancypants: Your idea is pretty much spot on what I have planned. :-) By default D-Pad will be the arrow keys, and A will be Enter. Other default keys I haven't decided yet, but I plan to have an optional section per game in the configuration file (probably using INI-file syntax) where you can override the keys per game. You can also override the default screen handling method (blit/direct write, scaled/scrolled) and other things that might need per-game configuration. I'll provide a default configuration, but I expect the user to then modify this file to suit their needs and add their own game sections there.
For example, I can't play WC2 using the default up/down arrows (as the ship moves to the wrong direction). The configuration file will allow swapping of the Y-axis for this game to suit my preferred up/down steering style, even when the game itself does not have this configuration.
I would like to have a GUI for updating this configuration info, but I'm pretty sure that won't be in the first released version yet.
Pate
_________________
#171716 - Ben_j - Wed Dec 16, 2009 2:39 pm
Is there any hope to see Windows 3.0 or 3.1 run on this one day ?
#171735 - Pate - Fri Dec 18, 2009 6:08 am
There is slight hope that Windows 3.0 might run (in real mode) some day. I personally don't see much use for that, so supporting it is not high on my priority list.
Pate
_________________
#171738 - InnocentBystander - Fri Dec 18, 2009 9:24 pm
Pate -
The idea of having to have a config.sys in the root of my DS card makes me giggle. However, my suggestion - and this is just my personal taste - is to confine things to subdirectories. I find that the root of my DS card is absolutely *filled* with incomprehensible crap due to all the various homebrews and things that require files in the root, yet I can't delete stuff because I don't know what files are used by what. I much prefer it when programs can keep things contained in subdirectories, just for the sake of tidiness.
#171740 - Dwedit - Sat Dec 19, 2009 1:08 am
If anyone formats their card as FAT16, you MUST keep stuff out of the root directory. That filesystem limits the size of the root directory, unlike FAT32.
_________________
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#171746 - Pate - Sun Dec 20, 2009 5:53 am
Ok, sounds like a directory like \data\DSx86\ will be the best location for the required files. I'll use that as the default, but allow the files to be put on root as well.
Btw, I'm using a separate SD card for DSx86 development, mainly so that I don't destroy my other DS homebrew stuff if there is a serious bug in DSx86 FAT handling (or in a DOS program I'm running on it). You might want to consider this as well, just to keep your other important data safe. I'm a bit worried as DSx86 gives such full access to your whole SD card, so that giving for example a "del *.*" command will really delete everything in that directory. I don't think I'll support commands like "format c:", though, as that would not result in anything useful. :-)
Pate
_________________
#171748 - dantheman - Sun Dec 20, 2009 9:10 pm
Regarding your latest blog post and the inability to test with no$gba, have you considered trying the "FCSR" DLDI file? It's a method with which you create a virtual FAT12 filesystem with all the files you need, tack it onto the end of the .nds file, and load the entire thing with no$gba.
You can either follow the instructions at http://dev-scene.com/NDS/FCSR_Tutorial or simply install "DLDIrc" which includes two-click FCSR image creation as a feature. In either case, if you choose to try it, I would highly suggest using Dwedit's "add_to_disk_image.exe" program rather than the included "BFI.exe" program, as it's more stable in creating the FAT12 image. Simply put it in the same folder, open up build.bat in Notepad, and replace the "bfi.exe -q -c0 -f=%1 %2" line with "add_to_disk_image.exe %1 %2" to make it work.
There's also the EFS filesystem for the DS, which I believe offers a similar feature, but I have not looked into this at all so I don't know anything else about it.
#171749 - Lazy1 - Sun Dec 20, 2009 10:18 pm
If I remember correctly libfilesystem works under no$gba.
#171750 - SteveH - Sun Dec 20, 2009 11:22 pm
Lazy1 wrote: |
If I remember correctly libfilesystem works under no$gba. |
Yup libfilesystem works under no$gba fine, and IIRC is a hell of a lot more stable than EFS is.
#171752 - Pate - Mon Dec 21, 2009 8:14 pm
dantheman wrote: |
Regarding your latest blog post and the inability to test with no$gba, have you considered trying the "FCSR" DLDI file? It's a method with which you create a virtual FAT12 filesystem with all the files you need, tack it onto the end of the .nds file, and load the entire thing with no$gba.
|
Ah, thanks for the info and links! I was aware there was a method like this, but I hadn't found good instructions on how to use it. This method allows the nds file to grow over 4 megabytes, correct?
It's not a huge deal having to use real hardware for much of the testing, but I'm afraid the SD card contacts (or more likely the slots) might stop working eventually when I keep inserting and ejecting the card dozens of times a day.
Pate
_________________
#171753 - Pete_Lockwood - Tue Dec 22, 2009 12:28 am
Pate wrote: |
I'm afraid the SD card contacts (or more likely the slots) might stop working eventually when I keep inserting and ejecting the card dozens of times a day. |
This is part of the reason why one of the first things I wrote for the DS was something that'd let me send stuff to my SD card over Wifi.
_________________
It's not an illusion, it just looks like one.
#171761 - dantheman - Tue Dec 22, 2009 7:41 am
Pate wrote: |
This method allows the nds file to grow over 4 megabytes, correct? |
My guess is that if there is a limit, it would be 32 MB. There probably isn't, but I don't have any evidence either way. It's over 4 MB though, I can tell you that.
Wifi transfer is also another good option, assuming you only need to transfer a small number of files each time. As another option to Pete's program, I used httpexec for a while myself, which worked well until it stopped working on my card for some reason (which I never bothered figuring out).
No clue what libfilesystem is, but it may be less tricky to setup than FCSR image creation, in which case it would be worth looking into.
EDIT: There are also a few options for transferring wirelessly via FTP: DSFTP, Lilou Combox, and DSLinux. DSLinux can also interface with standard Windows network drives with SAMBA if configured properly.
#171762 - SteveH - Tue Dec 22, 2009 12:47 pm
dantheman wrote: |
Pate wrote: | This method allows the nds file to grow over 4 megabytes, correct? |
My guess is that if there is a limit, it would be 32 MB. There probably isn't, but I don't have any evidence either way. It's over 4 MB though, I can tell you that.
Wifi transfer is also another good option, assuming you only need to transfer a small number of files each time. As another option to Pete's program, I used httpexec for a while myself, which worked well until it stopped working on my card for some reason (which I never bothered figuring out).
No clue what libfilesystem is, but it may be less tricky to setup than FCSR image creation, in which case it would be worth looking into.
EDIT: There are also a few options for transferring wirelessly via FTP: DSFTP, Lilou Combox, and DSLinux. DSLinux can also interface with standard Windows network drives with SAMBA if configured properly. |
AFAIK libfilesystem is VERY simular to the nitroFS that the official carts use, just to run libfilesystem apps on a real DS you need to run it via the homebrew menu launcher application that is in the devkitPro's SVN. To use libfilesystem you just need to set up a directory in your project, add a couple of defines in the makefile (look at the libfilesystem example in your examples folder that comes with devkitPro) and compile it.
The max size of an nds file with libfilesystem is approx 32MB (IIRC), also note that if you use the homebrew menu to run your apps it sets up a couple of things that are very handy for applications that use files on the SD card, like the current directory is set to the one your NDS file is in - which means that your data folder does not need to be in the root, it can be in the same folder as your nds file.
I'm using the homebrew launcher instead of the supplied launcher on my EzFlash Vi, and appart from a couple of games that expect the data folder to be in the root folder everything is in it's own sub folder - no need for the /DATA/DSx86 folder, you can just use DOS/command.com to access command.com in the dos sub folder of your SD card (making the current folder the root of your virtual C: drive)
#171772 - ritz - Tue Dec 22, 2009 4:34 pm
SteveH wrote: |
Yup libfilesystem works under no$gba fine, and IIRC is a hell of a lot more stable than EFS is. |
I was updating my old project to build againt the latest devkitARM r27 and I played around with these two just recently and found out some things:
1) looking at the code, I prefer libfilesystem.. written "more correctly" IMO
2) EFS 2.0 is faster as it uses read/lseek, and open()'ing files is much quicker (the internal finding of the files is faster)
3) libfilesystem can be sped up by changing the code to use file desc instead of the stream... basically change fread, fseek to read/lseek in nitroSubRead()... also the open()'ing files in your project that contains lots of files sitting in a single dir will give you a speed hit (from my testing on hw.. YMMV)
4) however, it's probably not worth doing #3 in most projects and the improvement might seem negligable to some. Plus, libfilesystem is maintained and a part of the toolchain and also see #1
5) The only unstable part of EFS 2.0 (that I have come across) is the dirnext() stack problem which is used in the SearchDirectory() call. This can be fixed completely with this code:
Code: |
// search in directory for the NDS file
bool SearchDirectory() {
DIR *pdir;
struct dirent *pent;
struct stat statbuf;
bool found = false;
char path[EFS_MAXPATHLEN];
pdir = opendir("."); if (pdir) {
while(((pent = readdir(pdir)) != NULL) && (!found)) {
stat(pent->d_name, &statbuf);
if(S_ISDIR(statbuf.st_mode)) {
if(strcmp(".", pent->d_name) != 0 && strcmp("..", pent->d_name) != 0) {
chdir(pent->d_name);
found = SearchDirectory();
chdir("..");
}
} else {
getcwd(path, EFS_MAXPATHLEN-1);
strcat(path, pent->d_name);
if(CheckFile(path, true)) {
found = true;
break;
}
}
} }
closedir(pdir);
return found;
} |
This function only gets called once to write out the NDS path first time you ever run your program (or rename/move it afterwards). Funny thing tho, I changed to diropen/dirnext/etc while using libfilesystem and still got corruption... it's as if the problem is in libfat or something.
6) libfat 1.0.4 (built using r27, don't use pre-built) is a lot faster than the latest 1.0.6 (and 1.0.5). I believe that new caching stuff that was put in it really killed it for my particular set up.
I decided to stick with EFS 2.0 (with code changes as listed in #5) and linked against an r27 build of libfat 1.0.4 ... this setup gave me almost 3x faster in loading/reading files off the SD card (im my particular project, YMMV) when compared to the stock libfilesystem and libfat that's in r27.
For the best of both worlds, I check for argv[0] and, if found, use that in efs_path. If that fails, only then do I let the SearchDirectory() call go do its thing.
wintermute may chime in on this, but these are just my own little experiments :)
Last edited by ritz on Tue Dec 22, 2009 7:35 pm; edited 1 time in total
#171774 - SteveH - Tue Dec 22, 2009 6:38 pm
ritz wrote: |
5) The only unstable part of EFS 2.0 (that I have come across) is the dirnext() stack problem which is used in the SearchDirectory() call. This can be fixed completely with this code:
Code: | // search in directory for the NDS file
bool SearchDirectory() {
DIR *pdir;
struct dirent *pent;
struct stat statbuf;
bool found = false;
char path[EFS_MAXPATHLEN];
pdir = opendir("."); if (pdir) {
while(((pent = readdir(pdir)) != NULL) && (!found)) {
stat(pent->d_name, &statbuf);
if(S_ISDIR(statbuf.st_mode)) {
if(strcmp(".", pent->d_name) != 0 && strcmp("..", pent->d_name) != 0) {
chdir(pent->d_name);
found = SearchDirectory();
chdir("..");
}
} else {
getcwd(path, EFS_MAXPATHLEN-1);
strcat(path, pent->d_name);
if(CheckFile(path, true)) {
found = true;
break;
}
}
} }
closedir(pdir);
return found;
} |
This function only gets called once to write out the NDS path first time you ever run your program (or rename/move it afterwards). Funny thing tho, I changed to diropen/dirnext/etc while using libfilesystem and still got corruption... it's as if the problem is in libfat or something. |
ritz, what do you mean by this? Are you calling that function when your using libfilesystem? If you are I take it its because of the issues with the current card launchers not providing the arguments to the nds files correctly, and if that's the case you should use the homebrew launcher as that's the only thing that you can really use to launch your nds files correctly at any point.
#171775 - ritz - Tue Dec 22, 2009 7:32 pm
No, that code is to replace the same named function in the EFS 2.0 code. It fixes a stack problem related to this.
EDIT: Just clarifying...
ritz wrote: |
Funny thing tho, I changed to diropen/dirnext/etc while using libfilesystem and still got corruption... it's as if the problem is in libfat or something. |
What I meant here was that I simply tried using the dirnext() calls in my own program (which was linked to the stock libfilesystem) just to check if the bug still existed using libfilesystem.
#171777 - wintermute - Wed Dec 23, 2009 1:28 am
libfilesystem is not very similar to the nitro filesystem used on official carts, it's a library which currently provides an interface to the nitro filesystem as used on official carts. In the future there will be another couple of interfaces.
The 32meg limit is only when running the nds file from GBA cart or via no$gba & emulators which run the NDS from GBA cart space. On slot 1 cards the limit is raised to the max file size accessible via FAT.
Ritz, if you feel like doing a patch for libfilesystem to use lseek,read,open it would be much appreciated.
There may still be a few tweaks we can do to the cache stuff on DS that may help - on wii/gamecube that code made libfat 10x faster. There's also a small possibility that the speed hit may be related to the DLDI - devkitARM r27 has been patched for unbuffered IO.
I'm really not keen on the search for nds file approach - there are some quite bad failure cases with this and obviously the ideal situation is for all card menus to support argv.
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#171780 - ritz - Wed Dec 23, 2009 3:15 am
wintermute wrote: |
Ritz, if you feel like doing a patch for libfilesystem to use lseek,read,open it would be much appreciated. |
well, here's my first n00by attempt at submitting a patch. No, I don't have a sourceforge account yet :P
#171783 - Pate - Wed Dec 23, 2009 6:15 am
Wow, looks like there are a lot of options besides the SD card swapping method! I think I'll look into that WiFi method first, I have a WLAN router but I haven't taken it in use yet (been using only wired network at home). That looks like the least amount of learning new stuff. I'd rather work on getting the first alpha version of DSx86 released than learning new methods of debugging it. :-)
Pate
_________________
#171838 - Pate - Tue Dec 29, 2009 10:15 am
FYI, the first alpha version 0.01 has now been released!
Pate
_________________
#171839 - Sektor - Tue Dec 29, 2009 10:46 am
Awesome, it works fine on my DS-X. I tested Paratrooper and Alleycat and they ran just as fast or faster than they used to on my XT and the sound is just as good/bad. Great job!
I tried Digger and Pizza Worm but of course unsupported op code and there are DS ports anyway.
_________________
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#171840 - Fancypants - Tue Dec 29, 2009 11:17 am
Hi there again, just ran the file on my DS and already found something a bit strange...unless something happened that's wrong...
Well as I ran the file the default command prompt starts in "C:/"
This makes it hard to navigate to my programs as they are hidden away in subdirectories to avoid clutter, and I cannot see in the DSx86.ini file anywhere about designating the default folder, or mounting a folder as the C:/ drive.
Can this be changed?
Thanks in advance.
#171841 - Pate - Tue Dec 29, 2009 11:31 am
Quote: |
Can this be changed?
|
4DOS uses a startup file called 4start.btm (or 4start.bat). Create such a file into the 4dos directory, and put
cd \data\dsx86\whatever
into it, so you go to the correct directory when you start.
You can put whatever other initialization commands as well to that batch file (or create a menu of your favorite games or whatever).
Sorry I forgot to mention that on my web pages, but I'll compile a FAQ page based on questions I get here. :-)
Pate
_________________
#171847 - Dwedit - Tue Dec 29, 2009 4:41 pm
It stops reading files in the directory after 14 files! I'll go look into whether the disk image is corrupt or not..
Edit, never mind, the directory was indeed corrupted. I fail at making disk images..
Edit again:
I just tested Ultima 6, and got these unhandled instructions:
02B5:0016 D326AC1E shl word [1EAC],cl
13FF:0008 8C04 mov [si],es
3C2B:001C 8AE0 mov ah,al
023D:1581 0A4EFC or cl,[bp-04]
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#171848 - lerock - Tue Dec 29, 2009 7:21 pm
I can also confirm Paratrooper and Alleycat work fine.
I really hope there will be support for Apogee classics in the future, like Commander Keen, Duke Nukem, Crystal Caves, Secret Agent ...
I've tested some games with following errors :
If you are looking for people to test new releases you can count me in :)
Duke Nukem 1
Unsupported INT call!
AX=000D BX=86C0 CX=0704 DX=0201 SP=0FC8 BP=0FC8 SI=100C DI=0041
DS=19EE ES=0000 SS=2769 CS=020B NV UP EI PL ZR ?? ?? NC
020B:0276 5D pop bp
Commander Keen 2
Unsupported INT call!
AX=0002 BX=0001 CX=0000 DX=0001 SP=FFFE BP=091E SI=060E DI=04E3
DS=01FB ES=01FB SS=01FB CS=01FB NV UP EI NG NZ ?? ?? CY
01FB:0398 B409 mov ah,09
Leisure Suit Larry 1
Unsupported opcode!
AX=0720 BX=00C8 CX=0004 DX=0B84 SP=02BF BP=091E SI=00E4 DI=FFFE
DS=01FB ES=01FB SS=01FB CS=01FB NV UP EI PL NZ ?? ?? NC
01FB:0A42 D226CC09 shl byte [09CC],cl
Arctic Adventure
Unsupported INT call!
AX=1C00 BX=003E CX=FFFF DX=D7B2 SP=3E70 BP=3E74 SI=0207 DI=FE6A
DS=1E50 ES=1E50 SS=2E4C CS=150F NV UP EI NG NZ ?? ?? CY
150F:04A2 3C1C cmp al,1C
#171849 - Lazy1 - Tue Dec 29, 2009 7:54 pm
Digger:
Unsupported opcode
AX=0000 BX=0000 CX=0000 DX=0000
SP=FFB4 BP=FFD6 SI=0000 DI=4C6E
DS=25A6 ES=0040 SS=25A6 CS=020B
NV UP EI NG NZ ?? ?? CY
020B:9A89 F7A00000 mul word [bx+si+0000]
#171850 - bob_fossil - Tue Dec 29, 2009 8:02 pm
Does anyone know if the The Incredible Machine is supported? I tried running it and get:
Unsupported opcode!
AX=0 BX=01f8 CX=01F8 DX=3f48
SP=FF96 BP=ff9a SI=0 DI=0
DS=2F47 ES=3F48 SS=2F47 CS=1E30
NV UP EI PL ZR ?? ?? NC
1e30:60f2 7a02 jpe 60f6 ($+2)
Is there anyway to reset the emulator when it gets into this state apart from turning the DS off and on again?
#171851 - Pate - Tue Dec 29, 2009 8:30 pm
Thanks for your bug reports!
When you get an "Unsupported INT call" I need more info from the logs, as the address the debugger points to is the NEXT command after the actual INT call (that's because you can actually continue after such a problem by using the 'G' and 'v' symbols on the bottom row). The messages with yellow text are not fatal errors, though they will probably make the game not run properly.
Quote: |
Unsupported opcode!
1e30:60f2 7a02 jpe 60f6 ($+2)
|
Ah, that's nasty, it checks the parity flag, which I don't support (as ARM does not have that flag). If you can provide me with the whole disassembly part of the log, I might be able to code a workaround for this specific game.
Oh, and there is currently no better way to continue but to reboot the console. I could perhaps add a soft reboot (relaunch the shell) later.
Thanks again guys for taking the time to test it, I know it is probably frustrating for you to test new games when they never work! It is for me, at least. :-)
Pate
_________________
#171852 - bob_fossil - Tue Dec 29, 2009 9:37 pm
Pate wrote: |
Quote: |
Unsupported opcode!
1e30:60f2 7a02 jpe 60f6 ($+2)
|
Ah, that's nasty, it checks the parity flag, which I don't support (as ARM does not have that flag). If you can provide me with the whole disassembly part of the log, I might be able to code a workaround for this specific game.
|
I've zipped up the log and you can download it from:
http://magnetic-inc.myzen.co.uk/dsx86-tim.zip
The .exe was packed with LZEXE put after unpacking it I still get the above error.
Quote: |
Oh, and there is currently no better way to continue but to reboot the console. I could perhaps add a soft reboot (relaunch the shell) later.
|
Yeah, something like what the PC reset button does would be great.
#171854 - usotsuki - Wed Dec 30, 2009 12:49 am
Did a little quick smoketesting on my R4.
Seems to be a bit of weirdness when I do a DIR (but that may be my 4DOS version, as I used the same 7.55 I use on DOSEMU), Unsupported INT call, right after it says Volume in drive C is unlabeled. A "G" gets back where I was.
GWBASIC (3.23) fails with "Unsupported opcode":
Code: |
04FD:FC83 20267D07 and [077D],ah |
(I can use GWBASIC for a lot of quick smoketesting, when it works)
And apparently Commander Keen 4 (an 8086 app) is failing on a "LEA BX,[DI]". I have both the CGA and EGA versions of it.[/code]
#171855 - Fancypants - Wed Dec 30, 2009 1:40 am
lerock wrote: |
Commander Keen 2
Unsupported INT call!
AX=0002 BX=0001 CX=0000 DX=0001 SP=FFFE BP=091E SI=060E DI=04E3
DS=01FB ES=01FB SS=01FB CS=01FB NV UP EI NG NZ ?? ?? CY
01FB:0398 B409 mov ah,09 |
Hey, by Commander Keen 2 do you mean "Commander Keen in Invasion of the Vorticons: The Earth Explodes", or do you mean the second series of Commander Keen, which is "Commander Keen in Goodbye Galaxy: The Secret of the Oracle"?
Because if you were trying to play "The Earth Explodes" this is "CommanDS Keen" which was a port of "Commander Keen in Invasion of the Vorticons" to the DS. CommanDS Keen plays the first 3 episodes of Commander Keen quite exceptionally except for a bit of lag and buggy graphics occasionally, but otherwise very, very well.
#171856 - Fancypants - Wed Dec 30, 2009 1:42 am
Also, when I ran certain DOS games, they indeed did crash and replied with an error, but according to the DSx86.ini it should've created a log file.
I don't have a log file anywhere on my SD card, is there DSx86 has to do other than crash to need to create a log?
EDIT: Nevermind...stupid me...I though the log would be in the DSx86 folder...not the root...nevermind...*facepalms*
EDIT2: Okay here is my log file. :)
#171857 - usotsuki - Wed Dec 30, 2009 4:16 am
The LOADFIX command from IBM DOS 5 seems to work, if it is necessary to stuff the bottom 64K.
Its COMMAND.COM, though, seems to do things dsx86 doesn't like (specifically int21/ax=6300). I tried that for kicks. :P (There is, for all intents and purposes, no difference in the functionality of PC DOS 5.0 and MS-DOS 5.0. I like IBM DOS, so that's what I tested with.)
#171863 - Nanimes - Wed Dec 30, 2009 12:11 pm
Hey guys,
I have read this topic and I have downloaded DSx86...but I don't understand almost everything! So, I have some questions:
- How do you put the .ini file on the SD? I have tried many times but it still doesn't read the .ini.
- How do you put 4DOS on your DS? I have put this on my DS, but I don't think I have done this good.
- How do you get a DOS game working on your DS?
Can someone answer these questions?
Thanks a lot in advance!!
(I'm sorry for my english, it's not my usual language)
#171866 - BastarB - Wed Dec 30, 2009 1:43 pm
BIG THANKS FOR THIS UPDATE PATE.=D=D
I have tried it a little, so far I have not managed to find a game that runs with the exception of the supported games in your game-list.
Should I post every log rapport from every game i try or is it currently unnessesary since this is a so early release?
Keep up the nice work^^ And good luck^^
Nanimes wrote: |
Hey guys,
I have read this topic and I have downloaded DSx86...but I don't understand almost everything! So, I have some questions:
- How do you put the .ini file on the SD? I have tried many times but it still doesn't read the .ini.
- How do you put 4DOS on your DS? I have put this on my DS, but I don't think I have done this good.
- How do you get a DOS game working on your DS?
Can someone answer these questions?
Thanks a lot in advance!!
(I'm sorry for my english, it's not my usual language) |
Hi Nanimes and warmly welcome to this forum!=)
Check Pates blog at http://dsx86.patrickaalto.com for information regarding the installation of files.
I can shortly say that the .ini file should go to /data/dsx86/ and the 4DOS.COM file should go into a folder named 4dos located here: /data/dsx86/4dos/
To run a program in DOS, you have to mount the correct folder of the game.
For example, if I'm going to play paratrooper, I have to get into the folder of it first. The name of this game-folder is "ptrooper" on my card. And I put it in \data\dsx86\ptrooper (But you can put it on any other location on your cart i think)
To locate that location in dxs86, you have to type the "cd" command just before you type the path you would like to mount. So you have to type it like this:
cd c:\data\dsx86\ptrooper
and then push enter
When you have done this, the commandpromt will look like this:
c:\data\dsx86\ptrooper>
Now this have become the current mounted directory. now you just have to type the name of the game file that is located inside this ptrooper folder. on my card the name is: ptrooper.com
So for me I'm just going to type "ptrooper.com" after the > sign. It will look like this:
c:\data\dsx86\ptrooper>ptrooper.com
Then press enter, and voila, you are inside the game.
#171867 - bob_fossil - Wed Dec 30, 2009 2:10 pm
Here's another unsupported opcode .log for Sopwith, Populous, Prince Of Persia and Sim City.
http://magnetic-inc.myzen.co.uk/dsx86-2.zip
#171870 - usotsuki - Wed Dec 30, 2009 3:09 pm
With 4DOS it is possible to change directories by typing FOLDER\ (trailing backslash). Also, it has tab completion, which is in and of itself one of the main reasons I use it.
#171871 - Echtzeit - Wed Dec 30, 2009 4:20 pm
Hi Pate,
thanks for the wonderful work so far. Is it possible to run DSx86 in an emulator and if so, how? I would like to shoot some screenshots for my blog.
_________________
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HomebrewWelt
#171872 - Nanimes - Wed Dec 30, 2009 4:33 pm
To BastarB: Thanks for your answers!!! It makes many things clear to me.
EDIT: I'm sorry, but I still can't get the .ini file working. I thought it worked, but a few hours later I turned on the ds again and saw that it still doesn't read the ini file. I have put 'dsx86.ini' in folder data>dsx86 on my SD.
What do I wrong?
Last edited by Nanimes on Wed Dec 30, 2009 6:29 pm; edited 1 time in total
#171873 - Pate - Wed Dec 30, 2009 5:55 pm
Thanks for all your encouragement and debug logs!
It seems like DSx86 really does not currently run any other games than those I have tried myself, sorry about that. Coding this emulator is quite a big project, almost like eating an elephant, so I have to do it one "spoonful" at a time. :-)
If you feel like testing further games and sending me the logs, that is appreciated, but I already have quite a list of new opcodes and various INT calls I need to add before releasing the next version. I have also found some more bugs in my core emulator, so I'll be busy for the next couple of weeks just with those!
Echtzeit: Sorry, I don't know of an easy way to run DSx86 with a DOS game in an emulator. :-(
usotsuki: Interesting info about 4DOS tricks, LOADFIX and COMMAND.COM. I plan to add support for other command shells, but I think 4DOS is simply the best. :-)
Commander Keen 4 uses "lea bx,[di]"?? Funny... I didn't add that opcode as I didn't think anyone (or anything) would use that!
Again, thanks for your logs!
Pate
_________________
#171874 - usotsuki - Wed Dec 30, 2009 6:12 pm
It is indeed...4DOS FTW :P
#171876 - Nanimes - Wed Dec 30, 2009 8:08 pm
I have tested some games (.ini still doesn't work), and these are the games that not work:
warcraft1 (not in log file)
warcraft2 (not in log file)
bat 'n ball
Stellar Conquest III
mario
Scorched Earth
elder scrolls: arena (not in log file)
elder scrolls: daggerfall
Here's my log file
http://showothers.webs.com/
#171881 - jam_888 - Thu Dec 31, 2009 4:51 am
The .ini file does not work cause when you save it you name it dsx86.ini then save it as all files. oh and can you add .bat support plz that may help with the elder scrolls arena.
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#171883 - usotsuki - Thu Dec 31, 2009 5:05 am
4DOS supports .bat files already, not?
#171884 - jam_888 - Thu Dec 31, 2009 6:25 am
LOL!,not?
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#171885 - sverx - Thu Dec 31, 2009 9:13 am
Got a curious message while I was trying to run a DOS game I wrote back in 1997 (it's here, screenshots here):
Unsupported port I/O!
I guess it happens when my soundblaster library is probing I/O ports searching for the soundblaster DSP address... but I believe that on a real PC when a program writes to a port where there's nothing it just does nothing, and when it reads from a port where's nothing it just gets a zero (... or a 0xFF maybe?)
Well, is it possible to change soundblaster I/O settings in DSx86 so that I can try to match the 1st port probed?
Thanks! And congratulation: it's 0.01 but it's already a wonderful work! :D
#171890 - Pate - Thu Dec 31, 2009 4:25 pm
Heh, yeah, those Unsupported Port I/O messages are there just so that I see if a game does something with a port I don't yet support. I meant to make it not stop for ports that are "well known", like the other possible SB ports besides the one mentioned in the BLASTER environment string, but forgot to do that in the rush to get 0.01 released. :-)
You can hit B to skip those messages and continue with the game. There is a slight problem that hitting B does not swap the bottom screen back to displaying the keyboard, so you might need to click on the upper right X on the keyboard (which at this point is not visible!) to cause a user-breakpoint, and then click on the bottom row 'G' and 'v' to continue with the keyboard visible.
I have spent the last couple of days working on my opcode tester program (as Leisure Suit Larry 3 kept crashing on me and I couldn't find the reason), and now Ihave found about half a dozen bugs in my opcode handlers and now finally LSL3 runs fine. Also, now with the tester program working fine I dare add more opcodes, as I can immediately test that I didn't break anything when adding them.
Thanks again, and Happy New Year everyone!
Pate
_________________
#171893 - El_Posible - Thu Dec 31, 2009 8:11 pm
Nanimes wrote: |
To BastarB: Thanks for your answers!!! It makes many things clear to me.
EDIT: I'm sorry, but I still can't get the .ini file working. I thought it worked, but a few hours later I turned on the ds again and saw that it still doesn't read the ini file. I have put 'dsx86.ini' in folder data>dsx86 on my SD.
What do I wrong? |
Your english is almost perfect, for someone who doesn't use it as a first language. What is your primary/first language?
#171894 - ggx2neo - Thu Dec 31, 2009 8:23 pm
Well first let me just say nice job on the emulator so far, once you start adding more oppcodes and features this thing is just gonna keep getting better :P I do have a question though, when you type dir and it shows all the files, is there any way to scroll up to see more?
#171896 - usotsuki - Thu Dec 31, 2009 9:35 pm
You could use "dir/p" ?
#171897 - ggx2neo - Fri Jan 01, 2010 12:44 am
Yep, that works nicely. Thanks.
#171898 - usotsuki - Fri Jan 01, 2010 1:27 am
No prob, just some tips from someone who's been there (I *still use* DOS - PC DOS 7, actually - through dosemu, and have used DOS since 1992 on long-antiquated beasts).
#171902 - jam_888 - Fri Jan 01, 2010 5:46 am
do you have to wright a different op code for each game or can one run a few games so in other words is the op code for the processor or game soz bit of noob at programming only known i have for about 3 years
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#171903 - Sektor - Fri Jan 01, 2010 6:01 am
It's for the hardware but since there are many not supported, it's highly unlikely any non tested games will work at the moment.
_________________
GTAMP.com/DS
#171912 - Nanimes - Fri Jan 01, 2010 7:33 pm
To El_Posible: my first language is Dutch. I'm from the Netherlands.
#171916 - El_Posible - Fri Jan 01, 2010 9:10 pm
"There's only two things I hate in this world. People who are intolerant of other people's cultures..."
#171921 - jam_888 - Sat Jan 02, 2010 10:38 am
Also in alpha v0.02 can you add the option to use expandable ram also does the elder scrolls arena need a 386 processor or 286 because both the elder scrolls arena and the elder scrolls dagger fall are free from Bethesda soft works website and to play them on d.s would be a dream come true
Edit:I just found out it's 386
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#171948 - usotsuki - Sun Jan 03, 2010 11:22 pm
As for Commander Keen 4 that I mentioned, it is an EGA game, but a rare CGA version exists, if that would make testing easier I have it...
#171950 - jam_888 - Mon Jan 04, 2010 3:31 am
when you click on the line wars 2 link it doesn't spell the URL correct as it doesn't put a . in front of the com
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#171957 - sverx - Mon Jan 04, 2010 12:14 pm
Pate wrote: |
Heh, yeah, those Unsupported Port I/O messages are there just so that I see if a game does something with a port I don't yet support. I meant to make it not stop for ports that are "well known", like the other possible SB ports besides the one mentioned in the BLASTER environment string, but forgot to do that in the rush to get 0.01 released. :-) |
Oh, thanks :) Can I also ask you to implement ini parameters to configure the soundblaster base port / IRQ / DMA mapping? It could be useful and not too hard to add :)
#171958 - Dwedit - Mon Jan 04, 2010 12:40 pm
How exactly do the overflow and halfcarry flags work on the X86, and how similar are the X86 flags to the Z80 flags? SMSAdvance exploits the fact that they work almost the same way as they do on the ARM for certain instructions, and reads the ARM CPSR flags directly, then calculates the halfcarry flag in 3 instructions.
It also uses pre-shifted numbers, so the processor overflow flag and carry flag work directly as expected.
For instance, this is how SMSAdvance executes the Z80 Add instruction:
Code: |
MACRO
opADD $x,$y
mov r1,z80a,lsl#4 ;Prepare for check of half carry
adds z80a,z80a,$x,lsl#$y
mrs z80f,cpsr ;S,Z,V&C
mov z80f,z80f,lsr#28
cmn r1,$x,lsl#$y+4
orrcs z80f,z80f,#PSR_H
MEND
|
But the subtract instruction works slightly differently, since the ARM carry flag has a meaning opposite to the Z80 when subtracting, it inverts the carry flag.
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"We are merely sprites that dance at the beck and call of our button pressing overlord."
#171962 - Pate - Mon Jan 04, 2010 3:11 pm
Dwedit: My understanding is that the ARM flags (that exist) work just like x86 flags, except for the SUB and CMP instructions that use inverted carry flag. My x86 ADD and SUB instructions look like this:
Code: |
.macro add_reg16_reg16 rl rr
adds \rl, \rr
b loop
.endm
.macro sub_reg16_reg16 rl rr
subs \rl, \rr
b complement_carry
.endm
op_f5: @ Opcode F5 = CMC (Complement Carry)
.global complement_carry
complement_carry:
mrs r0,cpsr
eor r0, r0, #0x20000000
.global restore_flags_from_r0
restore_flags_from_r0: @ Many functions jump here to restore flags and continue loop
msr cpsr_f,r0
@------ Start the opcode decoder loop
.global loop
loop:
|
I also use the register values pre-shifted to the upper halfword, and use the ARM flags as-is for the x86 flags.
I try to push back supporting the aux-carry flag "for real" for as long as I can, hopefully I can do that by coding game-specific handlers for those few games that need it.
sverx: Why should the SB port/irq be configurable? I emulate a PC hardware that has SB at port 220 and irq 7, all games should be able to work with those settings. If they don't, it's the game that is buggy! :-)
jam_888: Thanks for pointing out the typo in the download link! I don't think there is need for expandable RAM, I believe 1MB conventional RAM plus 1 MB EMS is enough for all games that should reasonably run on DSx86.
usotsuki: Thanks, but I have quite a few games already to test, and my plan is now to improve the opcode support a lot before the next release, so many games should have a chance to run in 0.02 version.
Pate
_________________
#171963 - sverx - Mon Jan 04, 2010 5:11 pm
Pate wrote: |
sverx: Why should the SB port/irq be configurable? I emulate a PC hardware that has SB at port 220 and irq 7, all games should be able to work with those settings. If they don't, it's the game that is buggy! :-) |
mmm... well, I admit you're right, don't know what I was really thinking about when I posted that :| I guess I'm lacking of sleep these days...
btw I'm really waiting the next release, hopefully it'll ignore the reads/writes to unknown/unused ports :)
#171976 - jam_888 - Wed Jan 06, 2010 10:36 am
Can you please if it's not to much update your blog more often as i and others probably enjoy reading your progress.
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#171990 - Pate - Thu Jan 07, 2010 6:08 am
jam_888: It's nice to hear you like reading my blog posts! I try to write a new post every Sunday or thereabouts, depending on whether there has been progress. I doubt I'll increase the frequency, as writing the blog posts takes time away from actually coding DSx86, and during weekdays I don't have much time to do either anyways.
sverx: I just rewrote much of the port handling. The new code makes it easier to ignore certain port ranges, so that should be in the next version. I don't want to ignore all unknown port addresses, as I need to know for what ports I still need to add support.
Pate
_________________
#171991 - jam_888 - Thu Jan 07, 2010 6:11 am
thanks for the reply
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#171993 - sverx - Thu Jan 07, 2010 11:40 am
Pate wrote: |
I just rewrote much of the port handling. The new code makes it easier to ignore certain port ranges, so that should be in the next version. |
Wonderful :) According to some very old specs I have, a soundblaster base port address can be one of the following: 210h, 220h, 230h, 240h, 250h, 260h and 280h (including soundblaster 1.0 and 1.5 base ports...)
Hope it helps :)
#172026 - Pate - Sun Jan 10, 2010 9:25 am
I just released version 0.02. It has somewhat improved opcode support, though still far from complete. It also ignores the alternate SB ports, and fixes the problems with Leisure Suit Larry 3 and the SB effects in Solar Winds.
Nothing major has changed, but a lot of minor improvements, in other words. I decided to release it now before I start working on the bigger issues (during which time the code might be broken for longer periods of time).
Thanks for your interest in DSx86, and feel free to send me debug logs again!
Pate
_________________
#172027 - jam_888 - Sun Jan 10, 2010 11:13 am
nice job releasing the second alpha but do you remember when you used Norton utilities 5.0 and it said you had a 10 MHz processor well i was wondering if you improved CPU emulation since then and if so can you test it again and show the picture cause i want to know how fast it is now
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#172029 - bob_fossil - Sun Jan 10, 2010 1:16 pm
New debug log for you.
http://magnetic-inc.myzen.co.uk/dsx86dbg-002.zip
Tested again with the following games
Scorched Earth 1.50
Prince Of Persia
Armour Alley 1.1
Sim City
Sopwith
The Incredible Machine
Populous
Armour Alley gets a lot further now - past the config and bailing out when trying to request EGA graphics. Prince Of Persia, Sim City, Scorched Earth and Populous have unsupported opcodes at different points now, so I guess that's progress too. :)
#172031 - drdim - Sun Jan 10, 2010 5:52 pm
Thank you so much for all your effort. The day this emulator plays my favourite games, my life will be complete!
Tested games with 0.02 and default config:
Battlechess
Battletech: Crescent Hawks Inception
Castle Wolfenstein
Risk (1989 Virgin Interactive Version)
Microsoft Word 5.5 ( DL from Microsoft )
http://www.mediafire.com/file/etfwnwobmmy/DSx86DBG.zip
Also: As wikipadia says Quote: |
Anecdotal evidence from the period suggests that Microsoft Flight Simulator 1.0 was used as a benchmark
program. It was said that if one's computer could run MSFS 1.0 and Lotus 1-2-3, it was 100% IBM PC-compatible, and if it couldn't, it
wasn't |
MS FS 1.0 or 2.0 could be interesting games to test.
Last edited by drdim on Sun Jan 10, 2010 6:48 pm; edited 1 time in total
#172033 - crypter - Sun Jan 10, 2010 6:27 pm
In Dangerous Dave, the game stucks right after the first level has been loaded.
Here is the log file: http://www.mediafire.com/?zzzzxm2nudg
Very nice job by the way!
Keep going!
#172034 - Lazy1 - Sun Jan 10, 2010 8:25 pm
Getting "packed file is corrupt" on a few things, chkdsk said my card is fine but I'll reformat later to be sure.
Avoid the noid:
http://pastebin.ca/1745865
After a bit of prodding (and an error about graphics mode) it actually starts playing music.
Pressing the arrow keys causes a "Unsupported string op seg/dir!" though.
#172035 - Pate - Sun Jan 10, 2010 8:31 pm
Thanks for your encouragement and your log files!
drdim: Yeah, MS Flight Simulator might be interesting to test. Though, I know DSx86 is still very far from 100% IBM PC compatible, so it might not be all that useful to test it yet. But perhaps eventually..
jam_888: I've been concentrating on the coverage of my CPU emulation, not the speed of it, so if anything the current CPU emulation core is somewhat slower than before. My plan is to first add pretty much all the opcodes, and only after that try to optimize it further. First correctness, only then speed. :-)
Lazy1: That "packed file corrupt" is a problem with the original EXE packer code that many of the old games used, there's nothing wrong with your SD card. It is caused by the games loading below the first 64KB of RAM, which corrupts the segment address they use. DOS 5.0 and above had a LOADFIX program to help with this, I plan to include something similar but haven't yet had the time. You can try launching a secondary command shell but telling it not to swap by "\data\dsx86\4dos\4dos //swapping=none" (or whereever you installed 4DOS. Notice the double slashes.
Oh, and welcome to the forum drdim, crypter and all you other users who joined this forum to comment on DSx86. Much appreciated!
Pate
_________________
#172037 - usotsuki - Mon Jan 11, 2010 4:39 am
GW-BASIC 3.23:
Code: |
04FE:BBF1 FF51FE call near word [bx+di-02] |
Commander Keen 4 CGA:
Code: |
1484:025B 20E3 and bl,ah |
#172038 - sverx - Mon Jan 11, 2010 11:12 am
Pate wrote: |
[...] It also ignores the alternate SB ports [...] |
so my tests could go further :) In fact now it gives unsupported port I/O on a next spot, when accessing ports 0x00A0 and 0x00A1, 'secondary PIC' ports (here a nice document on ports that you might find interesting)
After that it stops then when hitting the Unsupported opcode
Code: |
mov es:[di-00A2],bl |
which I believe it's been generated by the compiler, not by me :D
Thanks for your efforts! Keep up the good work! :)
edit: Oops, I forgot to mention I also tried DuneII: the main exe requires to run the setup, then you run the setup and nothing happens :| I don't have any other details...
#172041 - sverx - Mon Jan 11, 2010 3:24 pm
About SQ4 that thinks you've got a monochrome display, maybe you can check this, hope it helps :)
#172044 - Pate - Mon Jan 11, 2010 4:56 pm
Thanks for the link to the I/O port document, sverx! I hadn't seen that document, it looks to be more complete than the documents I've been using, so it is very useful!
I believe I have done those methods that EGA/VGA detection in your other link uses, so it must be something else. I don't support EGA/VGA ports properly yet, so I suspect those are the culprit.
I plan to add practically all the missing opcodes before releasing the next version, so there should not be any opcode errors (unless the game uses something very special) after that. I also try to code some sort of simple EGA emulation, but the problem is that even the simple EGA modes are really complex (read: slow to code and to emulate), compared to CGA and MCGA modes!
Pate
_________________
#172045 - usotsuki - Mon Jan 11, 2010 5:38 pm
Yeah, ugh, I wished I knew how to do 640x200 EGA mode because it would have hamstrung me less when writing Dapple. :/
#172054 - BastarB - Mon Jan 11, 2010 11:21 pm
Hi Pate! Big thanks for your alpha update! You are doing a great job!^^
I also wonder if there is anyone who knows which "Achtung, die Kurve" (Also called Zatacka) system requirements is? Is it possible to run that game in DSX86 in the future maybe??!
Have a nice day everyone!??
#172063 - drdim - Tue Jan 12, 2010 2:55 pm
BastarB wrote: |
Hi Pate! Big thanks for your alpha update! You are doing a great job!^^
I also wonder if there is anyone who knows which "Achtung, die Kurve" (Also called Zatacka) system requirements is? Is it possible to run that game in DSX86 in the future maybe??!
Have a nice day everyone!?? |
It's from 1995 so I doubt it'll work.
But there are multiple open source & multiplatform remakes, so it should be easy to make a DS port.
It would be THE perfect single-handheld multiplayer game (with one player taking the dpad and the other one XYBA).
We had daily 6-player "Kurve" tournaments back in high school. Good times...
#172096 - daithi81 - Thu Jan 14, 2010 7:42 pm
Very cool.
#172097 - daithi81 - Thu Jan 14, 2010 7:54 pm
drdim wrote: |
BastarB wrote: | Hi Pate! Big thanks for your alpha update! You are doing a great job!^^
I also wonder if there is anyone who knows which "Achtung, die Kurve" (Also called Zatacka) system requirements is? Is it possible to run that game in DSX86 in the future maybe??!
Have a nice day everyone!?? |
It's from 1995 so I doubt it'll work.
But there are multiple open source & multiplatform remakes, so it should be easy to make a DS port.
It would be THE perfect single-handheld multiplayer game (with one player taking the dpad and the other one XYBA).
We had daily 6-player "Kurve" tournaments back in high school. Good times... |
Why would a game from 1995 not work? Too advanced at this stage, or could ever be run?
#172102 - jam_888 - Fri Jan 15, 2010 1:25 am
if it uses a 386 processor then it will not work unless pate programs it and even if he did games from 1995 probably use more ram then the ds has but then again what do i know about the project i have only been programming for like 2 years and only just learnt c++ like a month ago
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#172103 - Pate - Fri Jan 15, 2010 7:11 am
Yes, like jam_888 said, if a game requires a 386 processor, it won't run in DSx86.
It would be technically possible to add support for 386 processor, but that would mean a major rewrite of the whole CPU emulation. Also, the resulting emulator would still run at the speed of a 12MHz 286, so it still would not run those games properly. This is why I have no plans to add support for 386 processor in DSx86.
Pate
_________________
#172108 - usotsuki - Fri Jan 15, 2010 9:57 pm
Even that you can get the speed of a 12 MHz 286 out of it is an emulation speed factor of almost 1:5, which isn't bad.
This considering all the naysayers didn't think anyone would be able to get past 1 MHz (1:66)... after all, DOSBOX isn't the most optimized PC emu out there!
#172112 - jam_888 - Sat Jan 16, 2010 12:29 am
hay does a 386 processor use the same opcodes as a 286 just wondering since ones 16 bit and ones 32 bit (Big Jump) surprised there isn't a 24 bit again no one has to answer just curious :)
_________________
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#172113 - kusma - Sat Jan 16, 2010 12:33 am
Kind of. The 386 is in 16 bit mode when it boots up. If it's switched to 32-bit mode, then some of the instructions change meaning. It's not pretty.
#172114 - jam_888 - Sat Jan 16, 2010 12:59 am
Thanks Kusma i always just thought 386 was 32 bit mode but thanks again for clearing that up
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#172116 - kusma - Sat Jan 16, 2010 2:11 am
jam_888 wrote: |
Thanks Kusma i always just thought 386 was 32 bit mode but thanks again for clearing that up |
Well, it is. It just isn't when it boots up. For DOS, the applications themselves needs to enter 32-bit mode (usually though a DOS-extender like DOS4GW or PMODE/W).
#172117 - jam_888 - Sat Jan 16, 2010 2:38 am
thanks again
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#172137 - jam_888 - Mon Jan 18, 2010 3:59 am
no ones talked for a while on this forum so i thought why not my opinion which has something to do with turkeys dynamite Pokemon and Listerine but i can't quite remember what it was???? yeh can someone please tell me what i was thinking of plz :)
_________________
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#172138 - Markzilla - Mon Jan 18, 2010 4:56 am
Would it be possible for this to run Lemmings 2?
#172139 - Dwedit - Mon Jan 18, 2010 6:28 am
Isn't Lemmings 2 protected mode?
Just play a console version instead.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
#172140 - usotsuki - Mon Jan 18, 2010 6:54 am
The code mentions EMS memory which suggests to me it's at least not 386-specific.
#172145 - drdim - Mon Jan 18, 2010 8:37 pm
Whoohoo! Can't wait for a version with loadfix and new opcodes.
All the oldschool simulations (e.g. mechwarrior, gunship, falcon) got the packed file error in 0.02. I'm so eager to test them. Maybe they even start with the added opcodes!
#172150 - jam_888 - Tue Jan 19, 2010 11:19 am
i wonder when the next version will be out probably when schools back on WHAAAHHHHH :( i may only be still in school but that doesn't mean i don't have feelings which i don't know what that has to do with anything but i like food there i said it are you happy nah kids I'll shut up now
_________________
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#172193 - Pate - Sun Jan 24, 2010 10:16 am
Version 0.03 released!
This version brings preliminary support for EGA 320x200 16-color mode, and it has the Packed File Corrupt fix. It also has much improved opcode support, there are only a few 8086 opcodes still unsupported. The graphics modes (especially EGA) use different versions of some of the opcodes, though, so those might still give "Unsupported opcode" errors.
I have been testing the EGA support using Duke Nukem 2 (the shareware version), which is still somewhat glitchy but quite playable. It takes a really long time to load (I always think it has hung), but if you wait for a long time it will start. :-)
Please let me know of any problems you encounter, I'll again try to fix many of those for the next version!
Thanks for your interest in DSx86!
Pate
_________________
#172196 - jam_888 - Sun Jan 24, 2010 1:22 pm
thanks for update
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#172208 - Dwedit - Sun Jan 24, 2010 8:53 pm
Screenshot of ultima 6 crashing:
http://www.dwedit.org/dwedit_board/attachment.php?item=285
Debug log:
http://www.dwedit.org/dwedit_board/attachment.php?item=284
Program names for the debug log:
CAT = alley cat
GAME = Ultima 6
U = Ultima 6
ULTIMA6 = Ultima 6 (this is an infinite loop)
INSTALL = Ultima 6
MARIO = Mario Bros VGA
ROGUE = Rogue
QB = QuickBasic 4.5
MM = Megaman 3
ZANY = Zany Golf
TURBOSCI = Quarky & Quaysoo's Turbo Science
INSTALL = installer for turbo science
PT-HINT = hint program for Pharaoh's Tomb
4DOS = trying to hit ctrl+C and getting an error
PTOMB1 = Pharaoh's Tomb
INVADERS = freeware space invaders game (infinite loop)
MM = Mega Man
DIAMOND = freeware Diamond game
CITY = Freeware City Runner game
Other games are still giving Packed File Errors, such as Warajevo Manic Miner.
_________________
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#172213 - jam_888 - Mon Jan 25, 2010 5:23 am
your main page for dsx86 says MCGA graphics adapter (a stripped-down VGA with a maximum resolution of 320x200) but it supports other graphics as well now so you should probabley update that
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#172215 - Pate - Mon Jan 25, 2010 6:26 am
Thanks Dwedit for taking the time to test that many games! Much appreciated!
I took a quick look at the log file, most of the opcode errors are from the few still unsupported opcodes, so these are fixed in the next version. The last two, DIAMOND and CITY, use 386 opcodes, so those won't be supported. Ultima 6 INSTALL port I/O problem is due to the limited EGA support, and the ZANY "pop ss" is just something I seem to have forgotten to add, will be supported in the next version. Turbo Science INSTALL port I/O problem looks like a Gravis Ultrasound detection problem. The INT problems look reasonably easy to handle in the next version as well.
The infinite loops are trickier, I'll see what I can do about those... I'll try to improve the Packed File Corrupt detection as well.
jam_888: Yeah, I guess I need to update my main page, thanks!
Pate
_________________
#172217 - Sektor - Mon Jan 25, 2010 7:33 am
Electro Man freeware has a few op code errors but if I keep pushing B then it says "Unsupported SB DSP command!" and displays some blue bars on the top screen. I set the Electro Man config to no sound. The freeware version has VGA and for some reason monochrome VGA. I noticed some of the shareware versions have CGA and EGA options but they didn't work either. I did run that game on an real XT many years ago.
Arcade Volleyball has unsupported op codes. It's a CGA game with PC speaker.
Arcade Volleyball and Electro Man debug log
_________________
GTAMP.com/DS
#172219 - drdim - Mon Jan 25, 2010 12:43 pm
Tested some games with 0.03:
AKLABETH = Akalabeth
Battletech: The Crescent Hawk's Inception works perfectly (MCGA mode)
CHESS= Battlechess
CW = Castle Wolfenstein (missing opcode)
DUKE,DN1 = Duke Nukem 1
FALCON = Falcon 1.0 (unsupported CGA mode?)
CGAME,GS = Gunship!
MW_MAIN = Mechwarrior 1
DRVKEY = mouse emulator for Risk
TETRIS = original Pazhitnov version
Debug log:
http://www.mediafire.com/file/wtldfn2jnzj/dsx86dbg.log
Now I spend the rest of the day playing Battletech on my NDS :D Yeah!
#172220 - Pate - Mon Jan 25, 2010 5:42 pm
Thanks for the info and logs, Sektor and drdim!
It's really nice to hear that a game I haven't tested is running! That is pretty much my goal with this project, so it is very motivating to hear I am slowly closing in on my goal! :-)
Pate
_________________
#172222 - phoenixclaws - Mon Jan 25, 2010 7:39 pm
With DSx86 0.03, I was able to start an old MS-DOS game called Galactix.
I used "Galactix version 1.5" with settings of:
Sound Card: None
Pointing Device: Keyboard
(It crashes shortly before loading the sound stuff with any other settings)
The installer/setup standalone program only runs in Windows (command prompt) because it crashes in DSx86.
A small portion of the intro runs before it crashes. Basically it shows a couple scenes and then crashes (unsupported op code) at a scene that shifts slowly upwards.
The game was originally shareware but was made freeware by the company with the last version (1.5) ages ago. Later the same company ported it to the Windows OS and put a pricetag on it.
You can find various versions of this game on the net. I still have almost all the versions that existed in the public domain.
I thought you'd like to know :)
Last edited by phoenixclaws on Mon Jan 25, 2010 8:54 pm; edited 1 time in total
#172223 - Sektor - Mon Jan 25, 2010 8:13 pm
Zeliard displays the intro graphics but unsupported op code if you try to play. CGA, PC speaker, Sierra game.
Barbarian asks for display mode and then says unsupported op code.
Rad Warrior seems to work fine, CGA, PC speaker.
_________________
GTAMP.com/DS
#172225 - usotsuki - Mon Jan 25, 2010 10:04 pm
drdim wrote: |
AKLABETH = Akalabeth |
For this it might be better to use pomds and the original Apple ][+ version.
#172228 - drdim - Tue Jan 26, 2010 12:34 am
usotsuki wrote: |
drdim wrote: | AKLABETH = Akalabeth |
For this it might be better to use pomds and the original Apple ][+ version. |
I tried it anyway ^^
PomDS is a bit slow and buggy (although it works, of course) and there are no new versions from Alekmaul, so maybe DSx86 could be the best "Akalabeth emulator" in the future.
#172232 - lilalurl - Tue Jan 26, 2010 1:24 pm
Hello all,
1) first thanks to Pate for this project and to all those spending some time to test.
I was really impressed when I saw Solar Winds running.
2) I am not really familiar with the period of DOS gaming dsx86 covers so sorry in advance if I make some mistakes/wrong statements/whatever, although I usually try to look online for technical specs and such.
3)
Debug log
http://tarantola.alexandre.free.fr/dsx86/dsx86dbg-26jan.log
[SPACEWAR] : SpaceWar!
[ARCHON] : Archon
[BTECH] : Battletech: The Crescent Hawk's Inception
I tested this one out of curiosity (never played it before) after drdim mentioned it worked perfectly. It started without problem.
But after starting the game I entered the building (citadel?) near your starting position and choose to take a course and then it crashed.
[DGEN] : D/Generation : There are two of them, one for the CGA version and one for the EGA version
[F] : The Fool's Errand
[GAUNTLET] : Gauntlet II : The intro screen displays properly but it gets stuck there
[GS] and [CGAME]: Gunship (Edit: I just saw that drdim tested it too. Would have saved me some time if I had remembered :-/)
[PRINCE] : Prince of Persia
[POCUS] : Ports of Call
#172246 - jam_888 - Wed Jan 27, 2010 3:20 am
i tryed wolfentine 3d and it started to show the main hardware selection screen but it hit an unsupported opcode any one no were i can put up a log
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#172254 - drdim - Wed Jan 27, 2010 6:09 pm
lilalurl wrote: |
[BTECH] : Battletech: The Crescent Hawk's Inception
I tested this one out of curiosity (never played it before) after drdim mentioned it worked perfectly. It started without problem.
But after starting the game I entered the building (citadel?) near your starting position and choose to take a course and then it crashed.
[...] |
The first mech-training mission (at the other end of the start area) works 'though ^^
jam_888 wrote: |
i tryed wolfentine 3d and it started to show the main hardware selection screen but it hit an unsupported opcode any one no were i can put up a log |
Unlike it's predessor Catacomb 3D, Wolfenstein only supports VGA (Mode 13h) (as far as I know...)
#172259 - Pate - Wed Jan 27, 2010 8:28 pm
Thanks for the additional info guys, and welcome to the forum lilalurl!
I'll try to work on all the issues in the log files I've received during the next weekend. Currently practically all the 8086 opcodes are supported (I think only AAS is still missing), but the INT calls, es: -opcodes and other hardware-specific stuff still needs a lot of work.
Thanks again to all of you for testing the new releases!
jam_888, you can send the log to me by email, or you can also copy/paste it to a private message if you want.
Pate
_________________
#172267 - jam_888 - Thu Jan 28, 2010 1:27 am
oh also there's a little game called ackack which is just like paratrooper exept proper color and it works perfectly up to the start screen dont knw beyond there cause i cant get the keybaord up to press anything cause of an unsupported i/o call
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#172272 - jam_888 - Thu Jan 28, 2010 8:30 am
Ultima Underworld: The Stygian Abyss
it's an ok game but i did want to play since it's probably the closet game i could get to any of the elder scrolls series but i wnet to play it and it said out of ems so i looked up requirments 2 meg of memory and 386sx oooohhhh
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#172288 - usotsuki - Fri Jan 29, 2010 3:16 am
drdim wrote: |
PomDS is a bit slow and buggy (although it works, of course) and there are no new versions from Alekmaul, so maybe DSx86 could be the best "Akalabeth emulator" in the future. |
Been fast enough for me, but the "compat" version only - the other is quite broken.
Although, it makes me think maybe I should make another attempt at porting Dapple itself over, if it works better...
#172294 - BastarB - Fri Jan 29, 2010 9:02 am
WOW, a new version, nice work Pate, I'm going to try it out right now=D
#172296 - lilalurl - Fri Jan 29, 2010 2:41 pm
1)
drdim wrote: |
The first mech-training mission (at the other end of the start area) works 'though ^^ |
You are correct. I was merely pointing out a problem that need to be investigated.
By the way, still on the topic of Battletech, is it normal (i.e. was it originally like that) that the directions don't auto-repeat themselves? In other words you have to press a direction each time you want to go there.Holding it does not repeat the action.
I have not taken the time to try this in Dosbox. I find it a bit weird but it is possible it was designed this way.
Since you seem to know the game quite well, it is more simple to ask you directly, in order to know if this is normal or if there is an issue with dsx86.
2) New debug log:
http://tarantola.alexandre.free.fr/dsx86/dsx86dbg-29-jan.log
I'm happy to report that Centurion: Defender of Rome is partially working (with sound).
[AT] : A-train
[START] : Barbarian (Palace) aka Death Sword, in other words the 1vs1 game in which you can chop your opponent head off -> from what Iread it should be a CGA game, so the error message about some graphics mode issue might be worth investigating.
[CENTURIO] : Centurion: Defender of Rome: Partially works and with sound! The strategix map part seems to work correctly. The battle part seemed to work too, but when I selected a unit it crashed.
[DOC] : Defender of the Crown
[DUNEPRG] : Dune (the Cryo game)
[DUNE2] : Dune II (well, it's a 286 game so I had little faith it would work)
[SH] : Shinobi
[SIMCITY] & [INSTALL] : Sim City, but ignore this. Apparently the version I downloaded is configured for EGA and I'll probably need to go through Dosbox to reinstall it and configure it for a compatible graphic mode
[STARCON] : Star Control
[SF2] : Street Figther 2
[DM] : Dungeon Master
Also, I tried Birds of Prey after.
The pirate executable supposed to remove the manual protection creates an error.
Otherwise, the game starts correctly, but of course the protection asks for a question from the manual and since I don't have it, I can't answer. I'll try to track it but at least replacementdocs does not seem to have it.
At least I can report that after 3 failed attempts, you dsx86 send you back correctly to the dos prompt.
This leads me to a question, in case I find other games with pirate executables. As I suppose that they often use "unorthodox" instructions, are you interested on reports on those?
If yes, I'll try to remember and add the report for the Birds of Prey pirate exe.
#172297 - Pate - Fri Jan 29, 2010 3:32 pm
lilalurl wrote: |
I'm happy to report that Centurion: Defender of Rome is partially working (with sound).
|
Great, glad to hear that! I looked at your newest log file, thanks for it! Some comments below:
[AT] : A-train: Looks to be some kind of VGA detection routine, should work in the next version.
[START] : Barbarian (Palace) aka Death Sword: It requests grayscale text mode. I'll make this work exactly like the current text mode, but with greyscale palette.
[CENTURIO] : Centurion: Defender of Rome: It used one of the not yet supported opcodes, which are supported in the next version.
[DOC] : Defender of the Crown: It uses a string instruction (word compare downwards) I haven't yet coded. I think there are some other decrementing string instructions I don't yet support, this reminds me I have to go thru those as well.
[DUNEPRG] : Dune (the Cryo game): It tries to set up mouse movement ranges. DSx86 reports that no mouse exists, so this is a bit of bad behaviour on the part of the game. I'll make DSx86 ignore all mouse operations.
[DUNE2] : Dune II: It uses "repne" instead of the normal "rep" for a repeated "stosw" string write instruction. I've only handled "repne" in situations where it makes sense, but I'll add support for these silly usage scenarios as well. :-)
[SH] : Shinobi: I haven't yet coded text output for all graphics modes, which the game tries to do. Too bad I can't see in the log which graphics mode it uses. I guess I should improve my logging a bit as well.
[STARCON] : Star Control: It tries to load ROM 8x16 character set (which does not exist in DSx86). I'm not quite sure yet how to handle this. I guess I'll need to check DOSBox sources how they do this. :-)
[SF2] : Street Figther 2: Again an opcode that is supported in the next version.
[DM] : Dungeon Master: Oh, word input from I/O port. This I would have missed if you hadn't made the log available. :-)
Quote: |
This leads me to a question, in case I find other games with pirate executables. As I suppose that they often use "unorthodox" instructions, are you interested on reports on those?
If yes, I'll try to remember and add the report for the Birds of Prey pirate exe. |
There are no "unorthodox" instructions from DSx86's perspective, so all data from all sorts of software is very useful when improving DSx86. I obviously have no control over the legality of the games people run on DSx86, and as discussion of pirated games is not allowed on this forum, I do not need to know how you have acquired the games you test. I can only test the games myself if they are freeware, but the log files themselves usually contain enough information for me to address the issue.
Thanks!
Pate
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#172304 - jam_888 - Fri Jan 29, 2010 9:24 pm
hay i pm you my log file already can i please if not big deal can i get response on whether any of the games i sent would work(also i was gonna test dune 2 but it aid it needed Pentium)
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#172312 - Pate - Sat Jan 30, 2010 8:40 am
jam_888 wrote: |
hay i pm you my log file already can i please if not big deal can i get response on whether any of the games i sent would work(also i was gonna test dune 2 but it aid it needed Pentium) |
Sure, thanks for the log!
Wolf3D uses ModeX graphics mode so it won't work yet, but it should work when I have coded support for that mode.
Warcraft uses the "repne movsb" opcode which I try to add for the next version.
So, at least based on the issues in the logs those should work eventually.
Pate
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#172315 - jam_888 - Sat Jan 30, 2010 11:33 am
cool
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#172327 - Lazy1 - Sun Jan 31, 2010 5:11 pm
http://pastebin.com/m22b9d06c
[SPIDEY] Amazing Spiderman
[DECATHLN] Microsoft Decathlon
[TD3] Test Drive 3
[HHH] Hugo's house of horrors
[4DOS] Well, I have no idea how that happened
Adlib emulation sounds great, a bit quiet but still sounds very accurate judging from DN2 and my memory.
Great work!
[Edit]
Oh, 688 attack sub does not launch it seems to get stuck in 688.bat somewhere.
#172330 - jam_888 - Mon Feb 01, 2010 2:43 am
excellent can't wait for version 0.04 it will be great you are a god among us mere mortal's
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#172337 - Pate - Mon Feb 01, 2010 1:52 pm
Lazy1 wrote: |
Adlib emulation sounds great, a bit quiet but still sounds very accurate judging from DN2 and my memory.
Great work! |
Thanks, and thanks for the log file!
I haven't worked on the AdLib emulation for a while. It does not support the rhythm instruments yet, and it is also missing amplitude modulation and vibrato. The last time I tried to work on it the code stopped working completely, so I had to roll back all my changes to get it to work again. It seems rather too fragile at the moment, so I should fix it properly at some point.
I was thinking of releasing it as a library or something when I get the missing features added, it might be useful for various porting projects. Perhaps even as a pair with the SoundBlaster digital audio emulation, so it would be a simple thing to port a PC game that uses SB audio to NDS (well, simple audio-wise, at least :-).
Btw, yesterday a little while after I posted the blog message my development PC stopped booting. I removed my SSD raid discs and got it to boot, but then it hang again when I tried to shut it down. Just FYI, as this is the PC I have the DevKitARM installed, so the problems with it might affect the DSx86 release schedule. I already ordered new components (as that PC is about 5 years old already and I've been waiting for an excuse to upgrade it), but I won't receive those for a while yet.
Pate
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#172341 - Lazy1 - Tue Feb 02, 2010 12:08 am
Sorry about your dev PC, hope you have everything backed up and working again soon :)
I'm not sure how you are streaming your adlib output, to one channel with the panning at 64?
Since it's mono anyway you could use 2 channels with full volume to left/right on both of them for a nice volume boost.
#172343 - Pate - Tue Feb 02, 2010 7:37 am
Lazy1 wrote: |
Sorry about your dev PC, hope you have everything backed up and working again soon :)
I'm not sure how you are streaming your adlib output, to one channel with the panning at 64?
Since it's mono anyway you could use 2 channels with full volume to left/right on both of them for a nice volume boost. |
I have backups, it's just that it will take time to install everything to a new PC. The old PC is still somewhat working, but getting blue screens pretty often, so there really is a hardware problem with it.
The AdLib emulation uses 9 hardware channels (direct 1:1 mapping between emulated and hardware channels), all with different panning values, randomly assigned between 32 and 96. The low volume is mostly due to the original AdLib code mixing everything to a single channel, so it had the sample tables adjusted so that it won't overdrive the result. I doubled (or quadrupled, can't remember which) the tables, but as the values are also used for feedback and other stuff besides generating the output samples, I got some distortion when trying to go over that. When I get back to working on the AdLib emulation I'll see if I can increase the volume still further.
Pate
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#172344 - lilalurl - Tue Feb 02, 2010 9:34 am
Pate wrote: |
I have backups, it's just that it will take time to install everything to a new PC. The old PC is still somewhat working, but getting blue screens pretty often, so there really is a hardware problem with it. |
Well, anyway, now that we can play LineWars II on DS, who needs a PC? :P
More seriously, as Lazy1 said, sorry for the trouble you have with your dev. PC.
In case you are technically able to (supposing that blue screens don't appear when you compile) , why not release a v0.03b (with all the changes you have made recently even if they are not as exhaustive as you would have hoped too)?
This way, even though you would not actively develop, it would be an opportunity for testers to do some more tests during that period. Tests that would not report issues that are already fixed.
#172345 - jam_888 - Tue Feb 02, 2010 9:58 am
i don,t think pate should release 0.03b cause i hate it when programmer's constantly change how they release next version's and it might be the tiniest little update but is it worth it anyways hope you get your PC fixed soon :D
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#172346 - Sektor - Tue Feb 02, 2010 10:10 am
I'd love it if you could get Alien Breed working. It requires VGA, so the display is garbled but it runs and I can hear the adlib music. The config.exe doesn't work, so I had to run that on PC.
It's one of the few games that has an option VGA Tseng.
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Last edited by Sektor on Wed Feb 03, 2010 1:30 am; edited 2 times in total
#172359 - lilalurl - Tue Feb 02, 2010 8:55 pm
jam_888 wrote: |
i don,t think pate should release 0.03b cause i hate it when programmer's constantly change how they release next version's and it might be the tiniest little update but is it worth it anyways hope you get your PC fixed soon :D |
I agree with you in general cases but here we have a specific situation.
Since he won't really be able to work much on dsx86 for a while, the release of a 0.03b would avoid people testing to submit logs about issues that have already been fixed.
Besides, until active development resumes, I suppose that the best thing for future developments that can be done is probably more testing (of different games or further testing of games that seem to work).
Anyway, this is all supposing that pate can do such a thing and thinks it is worth it.
#172361 - Dwedit - Tue Feb 02, 2010 9:50 pm
jam_888 wrote: |
i don,t think pate should release 0.03b cause i hate it when programmer's constantly change how they release next version's and it might be the tiniest little update but is it worth it anyways hope you get your PC fixed soon :D |
If you don't like frequent alpha releases, then don't download them.
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#172362 - jam_888 - Tue Feb 02, 2010 10:05 pm
ok ok it's just a lot of home brewer's always release like 0.56a 0.56b and so on and they say stuff like o.56d is better then 0.56b but can't do something 0.56a can do and you end up having like 10 different ones
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#172363 - Lazy1 - Tue Feb 02, 2010 10:41 pm
I bought the Commander Keen pack off steam yesterday :)
It'll be interesting to see if it works in the next version.
#172369 - Pate - Wed Feb 03, 2010 6:08 am
Ok, I agree with lilalurl's reasoning. Yesterday I noticed that save games don't work in Elite. I tried to fix this, but then my PC got a blue screen and didn't boot at all after that.
If I get my PC to boot today and get that problem fixed, I'll release 0.04.
I debugged the save game code in Elite, and noticed that it gives an error if the save game file has any attributes. The file had Archive attribute bit, so it failed to load. I don't quite understand this, or perhaps I have misunderstood what the DOS "get file attributes" command is supposed to return.
Anyways, hoping my PC will still work for a little while so I can get 0.04 released today.
Pate
_________________
#172373 - jam_888 - Wed Feb 03, 2010 10:40 am
so no 0.03b good just 0.04 oh and hope you get your PC fixed =D
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#172375 - sverx - Wed Feb 03, 2010 11:58 am
In your blog you wrote: |
If the "Unsupported opcode" error has an opcode with "es:" in it, then this is the cause. |
I met one of this opcodes (mov es:[di+offset],al) while keeping on testing 'my' Three. BUT seems like it completed the SB detection routines with no problems this time, except that I guess you're still not supporting the PC secondary PIC ports (are you emulating an AT, not an XT I believe, uh?)
DuneII setup program still seems in a infinite loop :|
Now I shut up and just wait for 0.04 :D
#172376 - Pate - Wed Feb 03, 2010 3:40 pm
Okay, version 0.04 is released. I hacked the CHMOD code in DSx86 so the Elite save games work. It needs to be fixed properly in a future version, though.
Feel free to test again the games you tested on 0.03, as many of the problems in the logs have been fixed (I hope).
It might take some time before the next version, as some of the parts I ordered for my new PC have a "10-20 work days" delivery time. I hope I get them sooner, though.
Pate
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#172377 - Lazy1 - Wed Feb 03, 2010 4:24 pm
Cool!
Amazing spiderman seems to work well in CGA mode, crashes in vga but I haven't played past a minute or so till I set up the keys properly.
Test Drive III is kinda playable until it crashes down the road a bit, will get logs up later today.
Great work!
[Edit]
Minor trouble shooting webs diagonally in amazing spiderman, could just be the dpad but works easier under dosbox.
Played a bit further in with no troubles at all.
[Edit]
Test Drive III works fine if you don't set the screen update mode to direct, it will crash instantly if you do.
Sound + Music work fine.
#172379 - bob_fossil - Wed Feb 03, 2010 7:08 pm
Tested the following with 0.04:
Armour Alley - unsupported opcode
Sopwith - unsupported string op
Prince Of Persia - displays 'Loading...' screen before crashing.
Pushover - various unsupported INT calls on startup.
Populous - now starts playing music but nothing is shown on screen. If you press ESCAPE you get back to DOS.
The Incredible Machine - gets to the pre-game animation before unsupported string op.
http://magnetic-inc.myzen.co.uk/dsx86dbg-004.zip
You're making progress. :)
[EDIT]
If I run Populous in CGA mode, I get graphics on screen.
If I run Pipe Mania in MCGA mode 'Pipe M', I actually get to play the game! Game has an unsupported opcode (mov al,es:[di]) in CGA mode and doesn't display anything with VGA. Entering the options screen causes an unsupported int call.
#172393 - jam_888 - Thu Feb 04, 2010 10:41 am
to bad about your PC and what in particular is wrong with your hardware just sent you log file by pm
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#172394 - Pate - Thu Feb 04, 2010 2:48 pm
Thanks for the logs and info again!
jam_888: I don't know what exactly is wrong with my PC, but it is so old it might just be some chip on the motherboard that has had enough.
Lazy1: The keyboard handling code is currently limited to one key event per VBlank, so pressing several keys simultaneously does not always work quite properly. I'll need to improve this in upcoming versions.
The direct screen update modes use different opcodes to the normal 8086 opcodes. I haven't yet coded nearly all the direct graphics opcodes, so those might still give unsupported opcode errors for quite a while. I'll probably never support all possible "direct mode" opcodes, but I'll add the ones in the crash logs, at least.
Currently CGA mode only uses direct mode (I plan to add blitted mode as well), MCGA has both available, and EGA is a mixture of direct and blitted mode (with all the drawbacks and none of the advantages of both of them).
sverx: Yeah, I try to emulate an AT, but the secondary PIC has no interesting interrupts for DSx86. :-)
Sektor: VGA support is probably the next big new feature I'll work on, but I think I'll need to improve the emulation in general still further before that, so 0.05 probably does not have VGA support yet.
Anyways, the development is mostly halted now until I get my new PC. So, you all can take your time in testing 0.04, I'm looking forward to your log files!
Pate
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#172407 - lilalurl - Fri Feb 05, 2010 1:20 am
First, good news:
Canditates for fully working status:
Might & Magic 3: Seems to work perfectly and with sound. I tested by wandering a bit and initiating a battle with monsters without any crash. It can be a bit slow when selecting "start a new game" and changing areas (disk access?), you then need to wait for several seconds before things on-screen change.
Someone who like this kind of games might give a further test and a try to the first and second episodes of the series. Otherwise, I'll test then myself but since I don't know them, I will only do basic testing.
Centurion: Defender of Rome : seems to no longer have the issue I reported previously. I tested: strategic map, battle, back to strategic map : no issues.
Gauntlet : the game seems to work. You can enter the game and control your character with some keys. It seems the game was made for joystick support but has fallback key controls so it seemed a bit weird when testing. I'll try and remap controls in dsx86.ini to get a satisfying result and do further testing.
Battletech: The Crescent Hawk's Inception : I am happy to report that the part that generated the error I reported previously no longer pose an issue. It seems a bit strange it created an error because it appears to be just one menu like others you can see in the game.
Improvements but other issues (without error messages):
Street Figther 2: The game now partially works and with sound (without sound too). But:
a) there is a graphic issue: You can only see the upper part (head, arms, chest) of the first character (player 1) and the bottom part of the 2nd character (CPU). But to compensate this, you have the pleasure to see these parts twice. In other words, the first character is made of a normal upper part, then some empty space and below the upper part again!!! :-D
I suppose it has to do with the characters being made of several sprites (like in the arcade version)?
As I don't get an error I can't give more details
b) I'll need to try in Dosbox to confirm if this is an issue with the music or not: You get a random music when you start the game and navigate in the menus. It is not the music you have in other versions of the game.
Perhaps it is a deliberate choice however. I know that for instance the Amiga version has only a few musics that are played at random during the matches (but you have the 'expected' music in menus).
Improvements?:
Barbarian: starts and then all I get is a black screen (waited something like 10 seconds)
Dune2 : Same situation
Now, the debug log. I tested a few new games. Otherwise I think I retested all those I submitted a log for before. Some of those have improved.
http://tarantola.alexandre.free.fr/dsx86/dsx86dbg-05-feb.log
[ARCHON] : Archon
[AT] : A-train
[BAT] : B.A.T. : the title screen is displayed and then Unsupported INT call. One interesting thing perhaps is that after pressing the DS X button to go back to the dos prompt, it kept entering c:> without any input from and no possibility to interrupt it (had to restart the DS.
[BOPINC] : Birds of Prey run through the errrm... trial period extender ;-)
[BUMPY] : Bumpy's arcade fantasy
[CIV] and [MGRAPHIC] : Civilization
[DGEN] : D/Generation CGA and EGA
[DOC] : Defender of the Crown
[DUNEPRG] x2 and [INSTALL] : Dune : hmm, apparently it is a VGA game, although I thought I had read it supported CGA (?). Anyway, under VGA you can get the logo and the intro to display then Unsupported opcode!. After going to the install and selecting the other video mode, that is "monochrome VGA" (never knew this existed!), you can see the logo but Unsupported string op seg/dir! Then I got an error going into the install...
[F]: Fool's Errand
[START], [CGAME] and [EGAME] : Gunship : The three crash, but with one of the exe (CGAME I think) for a split second when the game starts you get to see the helicopter dashboard.
[MAIN] : Nobunaga's ambition 2: EGA game apparently. I thought it had a CGA mode but I can't see how to configure this. I'll try Nobunaga's ambition 1 later.
[POCUS] x2 : Ports of Call : The first is Unsupported SB DSP command!, when I tried to run the game with sound (Sound Blaster I think hence the SB in the error). Then I tried without sound. Compared to my previous report you can now go further: start a new game, select some options, input some data (name etc...). You then proceed to see the world map (globe) being drawn and get a Unsupported INT call! at the end of the drawing.
[PRINCE] : Prince of Persia hmmmmm, compared to bob_fossil I don't even get a loading screen ???
[POPCORN] : Pop Corn
[SOUND] and [RICK2] : Rick Dangerous 2 : First error by starting via start.com and second error by running the main executable
[SH] and [SHINOBI] : Shinobi, two different executables, not sure if there is a difference
[SIMCITY] x3: Sim City : Now I can start the game. I indeed had to go through Dosbox and run the installer to change the video mode (as the game only install from and to drive A: or B: you'll need to alias the directory in which sim city is located as a drive to have the game install correctly).
You can get the title screen to display but when you select one of the starting options, you get Unsupported opcode!
[SKWEEK] : Skweek
[STARCON] : Star Control
[SPACEWAR] : SpaceWar!
#172416 - usotsuki - Fri Feb 05, 2010 4:21 am
Monochrome VGA, as in 640x480x2 mode? That's actually an MCGA graphics mode, IIRC.
#172421 - sverx - Fri Feb 05, 2010 10:45 am
lilalurl wrote: |
[...] It seems the game was made for joystick support but has fallback key controls so it seemed a bit weird when testing. |
This makes me wonder: will DSx86 emulate a joystick? I mean, the pen can be used on the touchscreen... of course moving it, not tilting it as in a real joy. Is it possible?
And about AT/XT... ok, it's true you don't need the secondary PIC interrupts (well, you won't really ever emulate the RTC? ...), but I guess then you shouldn't stop with "unsupported port I/O" when accessing 0xA0 and 0xA1 ports, true? :)
lilalurl: how could you start DuneII? I can't even run the setup utility! :|
#172422 - lilalurl - Fri Feb 05, 2010 11:32 am
sverx wrote: |
lilalurl: how could you start DuneII? I can't even run the setup utility! :| |
Just install/setup it via Dosbox, then you have an installed version that you can transfer to your flash cart.
To be sure I am not misunderstood: when I said that it starts, I mean that when you run the exe DSx86 indicates it is running and does not give an error. But you get nothing happening (black screen).
#172423 - Pate - Fri Feb 05, 2010 11:38 am
Thanks for a detailed test report, lilalurl!
lilalurl wrote: |
Might & Magic 3: Seems to work perfectly and with sound. I tested by wandering a bit and initiating a battle with monsters without any crash. It can be a bit slow when selecting "start a new game" and changing areas (disk access?), you then need to wait for several seconds before things on-screen change.
|
I yesterday installed the latest devkitARM on my laptop, and compiled DSx86 on it. I had not dared to update the kit on my development PC, but I had (nearly) no issues with the latest kit, and when I tested it on my DS Lite I noticed that all disk access was noticeably faster than with the old (r22 or r23) devkit I have been using in DSx86. So, the next version should have faster disk access.
Quote: |
Gauntlet : the game seems to work. ... I'll try and remap controls in dsx86.ini to get a satisfying result and do further testing.
|
Is the key mapping syntax clear enough? I planned to put a link to the PC hardware key numbers on my DSx86 pages, but I couldn't find a site that would have the key numbers without some other (potentially confusing) info like the DOS key scancodes.
Quote: |
Street Figther 2: The game now partially works and with sound (without sound too). But:
a) there is a graphic issue:
|
Interesting! I have no theories how that could happen..
By the way, for graphics glitches you could try taking a screen copy (go to the debugger with the big X button, then use the touchpad to click on the command row P and then v) to file /SCR00.BMP to your SD card. The BMP is upside down and it is always written to SCR00.BMP, I might fix these if there is real use for this screen copy feature. I could then take a look at the image to see if I can figure out what might be the cause for that.
Quote: |
Barbarian: starts and then all I get is a black screen (waited something like 10 seconds)
Dune2 : Same situation
|
I believe I would need to debug these games myself to be able to find out what is wrong.
Thanks for the debug log, I'll take a look at it.
I can continue working on DSx86 on my laptop, but it has a 14" display, 600MHz CPU and 8GB disk, so I probably want work on any larger improvements until I get a new development CPU built.
sverx wrote: |
This makes me wonder: will DSx86 emulate a joystick?
|
Probably not. I might emulate a mouse using the touchpad, though.
I thought I already fixed the secondary PIC ports in 0.04, but if not, I'll try to do that for 0.05.
Pate
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#172424 - lilalurl - Fri Feb 05, 2010 12:36 pm
usotsuki: Thanks for the info (I had apparently forgotten to say this in my previous reply). I guess that explains why I had the idea to test it in dsx86 (probably saw online it was said to be MCGA which should refer to the said monochrome VGA).
Pate:
Disk access: that will be great. I'll try to remember the issue and test MM3 first when the next release is out to see if things have improved.
Keyboard syntax:
Well, I happen to know about scan codes and such so for me it is understandable. But sooner or later I think you may have some users who don't know much about this so if you happen to have some time to make a document clear enough for newcomers that could be helpful.
Perhaps someone here with enough/talent could make either a document or perhaps a small program that would work like:
you have a keyboard layout, you click on a key and you then select which DS button you want to use for the key, you do the same for the other buttons and you then have the program export to the clipboard the keys and values all ready to be pasted in the .ini.
Street fighter 2 issue:
The issue is actually a bit more complex. I just tried a bit more and apparently depending on the characters involved (levels too perhaps) you might also have the first character made of bottom parts.
Anyway, here is a screenshot (horizontally flipped and PNGed for convenience):
http://tarantola.alexandre.free.fr/dsx86/sf2.png
Ken is a character that seems always made of the upper part. As you can see, the second character, supposedly Honda, is made of Chun-Li's legs??????
#172425 - jam_888 - Fri Feb 05, 2010 1:03 pm
cool so faster disk access so faster loading on say duke nukem 2 and i also tried street fighter 2 i lol'd so hard when the guy i played and the guy i versed were made of legs
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#172434 - daithi81 - Fri Feb 05, 2010 11:52 pm
Would Frontier: Elite 2 be out of reach for this?
P.S. Carrier Command loads up to the language select screen, then crashes. I'm not sure how to do a debug log, sorry.
#172436 - lilalurl - Sat Feb 06, 2010 12:53 am
daithi81 wrote: |
Would Frontier: Elite 2 be out of reach for this? |
You mean dsx86?
Well, from what I read Frontier requirements are a 286 and has a MCGA mode, so technically I believe there is a good chance that it will run on dsx86 one day or another.
Pate may have a better idea on this of course.
daithi81 wrote: |
P.S. Carrier Command loads up to the language select screen, then crashes. I'm not sure how to do a debug log, sorry. |
Debug logs are automatically created when there is a crash.
It should be located at \data\dsx86 on your flashcart and called dsx86dbg.log .
Copy it to your hard drive and then upload it somewhere and post a link here so that Pate can have a look.
#172438 - daithi81 - Sat Feb 06, 2010 1:16 am
lilalurl wrote: |
daithi81 wrote: | Would Frontier: Elite 2 be out of reach for this? |
You mean dsx86?
Well, from what I read Frontier requirements are a 286 and has a MCGA mode, so technically I believe there is a good chance that it will run on dsx86 one day or another.
Pate may have a better idea on this of course.
daithi81 wrote: | P.S. Carrier Command loads up to the language select screen, then crashes. I'm not sure how to do a debug log, sorry. |
Debug logs are automatically created when there is a crash.
It should be located at \data\dsx86 on your flashcart and called dsx86dbg.log .
Copy it to your hard drive and then upload it somewhere and post a link here so that Pate can have a look. |
I don't seem to get a log file. For example, I just tried Frontier, Carrier Command and Civilisation and all crashed, but there are no log files.
EDIT: Ok, when I tried to run Civilisation I got this:
Code: |
------------------- [4DOS] --------------------
[42;1mUser-requested breakpoint[39;1m
AX=1600 BX=093C CX=0000 DX=0001 SP=9A36 BP=9A44 SI=2111 DI=9EF9
DS=958E ES=958E SS=958E CS=6ACA NV UP DI PL NZ ?? ?? NC
6ACA:2C8B 90 nop
Disassembly of code around the location:
6ACA:2C6B 837EFC00 cmp word [bp-04],0000
6ACA:2C6F 7415 je 2C86 ($+15)
6ACA:2C71 9A8866797B call 7B79:6688
6ACA:2C76 0BC0 or ax,ax
6ACA:2C78 750C jne 2C86 ($+c)
6ACA:2C7A 9A9166797B call 7B79:6691
6ACA:2C7F 683C09 push 093C
6ACA:2C82 E89D93 call C022 ($-6c63)
6ACA:2C85 5B pop bx
6ACA:2C86 B88016 mov ax,1680
6ACA:2C89 CD2F int 2F
6ACA:2C8B 90 nop
6ACA:2C8C 0E push cs
6ACA:2C8D E8C4BD call EA54 ($-423c)
6ACA:2C90 0BC0 or ax,ax
6ACA:2C92 74B1 je 2C45 ($-4f)
6ACA:2C94 F7C62000 test si,0020
6ACA:2C98 7407 je 2CA1 ($+7)
6ACA:2C9A 9AFED6797B call 7B79:D6FE
6ACA:2C9F EB2F jmp short 2CD0 ($+2f)
6ACA:2CA1 6A00 push 0000
6ACA:2CA3 9A18D4797B call 7B79:D418
6ACA:2CA8 0BC0 or ax,ax
6ACA:2CAA 751F jne 2CCB ($+1f)
6ACA:2CAC 6A01 push 0001
6ACA:2CAE 8D46FE lea ax,[bp-02]
6ACA:2CB1 50 push ax
6ACA:2CB2 33C9 xor cx,cx
6ACA:2CB4 894EFE mov [bp-02],cx
6ACA:2CB7 51 push cx
------------------- [CIV] --------------------
[43;1mUnsupported INT call![39;1m
AX=0920 BX=001E CX=0001 DX=01C9 SP=EF78 BP=EF7A SI=BA07 DI=F0BE
DS=3C8C ES=3C8C SS=3C8C CS=13A5 NV UP EI NG NZ ?? ?? CY
13A5:00D4 B40E mov ah,0E
Disassembly of code around the location:
13A5:00B4 CD10 int 10
13A5:00B6 2E8A1EA000 mov bl,cs:[00A0]
13A5:00BB 32FF xor bh,bh
13A5:00BD B90100 mov cx,0001
13A5:00C0 8B760A mov si,[bp+0A]
13A5:00C3 AC lodsb
13A5:00C4 0AC0 or al,al
13A5:00C6 7421 je 00E9 ($+21)
13A5:00C8 3CFF cmp al,FF
13A5:00CA 7410 je 00DC ($+10)
13A5:00CC 8AD0 mov dl,al
13A5:00CE B409 mov ah,09
13A5:00D0 B020 mov al,20
13A5:00D2 CD10 int 10
13A5:00D4 B40E mov ah,0E
13A5:00D6 8AC2 mov al,dl
13A5:00D8 CD10 int 10
13A5:00DA EBE7 jmp short 00C3 ($-19)
13A5:00DC AC lodsb
13A5:00DD 0AC0 or al,al
13A5:00DF 7408 je 00E9 ($+8)
13A5:00E1 2EA2A000 mov cs:[00A0],al
13A5:00E5 8AD8 mov bl,al
13A5:00E7 EBDA jmp short 00C3 ($-26)
13A5:00E9 5E pop si
13A5:00EA 5D pop bp
13A5:00EB CB retf
13A5:00EC 55 push bp
13A5:00ED 8BEC mov bp,sp
13A5:00EF B409 mov ah,09
|
I think that might be it, right?
#172439 - lilalurl - Sat Feb 06, 2010 2:10 am
Yes that's it.
Next time, perhaps it would be better to either upload the file somewhere (some people use mediafire) or upload it to something like pastebin (I think it is free). For example: http://pastebin.ca/1745865
You can imagine how long your post would look with the debug log if you had tested something like 15 games ;-).
#172440 - daithi81 - Sat Feb 06, 2010 2:42 am
Ok, I have done a few more:
[CIV] - Civilisation
[CARRIER] - Carrier Command
[EL2SETUP] - Frontier
[AXE] - Golden Axe
[VGALEMMI] - Lemmings
[S] - Sim City
http://pastebin.ca/1787667
#172446 - BastarB - Sat Feb 06, 2010 4:55 pm
Hi Pate, very nice that you have uploaded a new fresh version! However, for some reason I got two white screens on this current version 0.04, I'm using a original EZ flash 5 card, the earlier versions of your emulator worked flawlessy.
Well, no panic if you don't have time to work this out right now, I'm just letting you know=). Good luck with further development!^^ You have really made a very impressing job this far!!=D
#172447 - daithi81 - Sat Feb 06, 2010 7:53 pm
[DD] - Double Dragon, I tried two separate graphics options but neither worked. The first I tried was 16-colour and the second was 4-colour.
I also tried Street Fighter 1 and it worked but the graphics were a bit off. There was no background and all you could really see were the two sprites and the area they occupied, as if their presence illuminated it.
[ANOTHER] - Another World
[FB] - Flashback
[GAME] - Powermonger
[MONKEY] - Secret of Monkey Island
[ZELDA] - Zelda Classic
http://pastebin.ca/1788259
#172448 - Pate - Sat Feb 06, 2010 8:42 pm
daithi81: Thanks for the debug logs! I'll try to fix at least the simple problems for the next version. If Frontier: Elite 2 runs on a 286 and MCGA graphics, it should run on DSx86 at some point.
BastarB: Sorry, I don't know what could cause the white screens, I don't think I changed anything so drastic in 0.04, it was mostly just new opcodes and INT handling. Version 0.05 will be based on a much newer libnds, so hopefully it will fix the problem.
lilalurl: Yeah, a program to write a DSx86.ini file would be quite useful, if someone is willing to code something like that I'll surely add it (or a link to it) on my download page!
Today I debugged Sopwith 1 a bit, as I noticed it didn't go to graphics mode at all on DSx86. Turned out it used IRET opcode to call video BIOS interrupt (INT 10h), which was a calling method that really hadn't occurred to me. :-) I changed the software interrupt handling in DSx86 (again), now the code is cleaner and works regardless of the calling method. Now the code is pretty similar to how DOSBox handles the software interrupts, but I (re)use a different opcode.
It is rather awkward to work on this laptop, so I didn't get much else done .
Pate
_________________
#172455 - bob_fossil - Sun Feb 07, 2010 4:59 pm
I've had a go at writing a Windows configuration utility for DSx86. You can find it at:
http://magnetic-inc.myzen.co.uk/dsx86config.zip
I would recommend backing up your current .ini just in case.
DSx86.ini must be in the same folder as the config program. The configuration list shows all the configurations contained in the .ini file. The 'new' button adds a new configuration entry to the list. The 'save' button writes changes back to the .ini file.
To select a key, either select it from the drop down list or click the list and press the key you want to use. This should then select the correct item.
Known issues:
- Missing DS controls for START/SELECT/LEFT/RIGHT - wasn't sure if DSx86 supported them.
- Not all Windows keypresses can be mapped to a DOS scancode - e.g. Alt / Left Shift/ Right Shift.
- Not sure I've added all the DOS scancodes in.
- .ini file is not saved if you close without saving.
#172459 - jam_888 - Mon Feb 08, 2010 6:02 am
bob_fossil that is awsome but i already new how without it it is still cool also pate cant wait for new version it would be cool to see dune 2 run on it
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#172460 - Pate - Mon Feb 08, 2010 6:09 am
Cool, looks very good!
DSx86 does support START, SELECT, LEFT (KEY_L) and RIGHT (KEY_R) keys, so feel free to add those if you wish!
Should I link to your site, or host the file itself on my DSx86 pages, which do you prefer?
Thanks for taking the time to code the program, I'm sure many people find it very useful especially for mapping the keys. No need to go hunting for a scancode table any more. :-)
Pate
_________________
#172469 - bob_fossil - Mon Feb 08, 2010 7:45 pm
http://magnetic-inc.myzen.co.uk/dsx86config-002.zip
I've added support for the additional DS keys. My web space is just a file dump - there's no page there, so maybe you want to put it with the other dsx86 files for the time being?
#172476 - lilalurl - Tue Feb 09, 2010 7:04 am
1) Thanks for dsx86config bob_fossil. I used it to configure the keys for Gauntlet II and have not seen any problem so far. My only potential complaint would be about the lack of linefeed between entries written in the .ini, which although not needed improves readability.
2) While on the topic of Gauntlet II, now that I have configured the keys correctly, I gave it a longer try, finishing two levels and it worked fine. The only problem is the lack of sound but I don't get sound either in Dosbox so I will have to investigate on how to solve this.
Interesting thing (I believe), the game returns correctly to DOS when you press the key combination supposed to do this (CTRL+C).
3) I have tested Street fighter 2 on Dosbox. The behaviour about random music happens in Dosbox too, so there is no issue with DSx86. On the other hand, the graphics are displayed normally in Dosbox therefore there is a confirmed issue with dsx86 on this point (it is not a corrupted file or whatever).
4) Now, I have two new candidates for potential fully compatible status: Advanced Destroyer Simulator and Sherman M4. Both are made by Loriciel (or its sub-brand Futura) and more than likely share a lot of line of codes for their engines. Both seem to run perfectly from what I have tested.
However, both do not have sound. Sherman M4 does not offer any option on this point. But ADS offers at the time of launch, besides the graphic mode choice, to choose between No Sound, IBM sound (I suppose it means the internal beeper) and Adlib sound.
I tried first with Adlib but got no sound. Then IBM and I expected some beeper sound but did not hear anything Or to be more precise, I believe there is a sort of background humming that you can hear when turning the DS volume to the max. But anyway it is not the actual sound, although it could be the result of a badly produced sound of the ship engine that you can normally hear in the game.
5) Debug log:
http://tarantola.alexandre.free.fr/dsx86/dsx86dbg-09-feb.log
[4D_PRIN]: 4D Prince of Persia (a version of PoP with hacked levels) : was unlikely to run since Pop does not
[ALIEN] : Alien Syndrome : the game starts but once in-game the graphics are all garbled (see screenshot)
[SWORD] : Sword of Aragon
[BLITZ] : Blitzkrieg Battle at The Ardennes: the game starts correctly and you access the main menu. However, it seems the game needs a mouse to operate because you after typing a file name with the keyboard (works), you need to press a OK button and nothing works (Tab inserts a character and does not navigate between buttons).
[ALITZ] : Austerlitz : Unsupported graphics mode 640x200x16 (EGA). I thought I had read it supported CGA but apparently not. I don't see anything to configure it.
[DRILLC] : Driller, CGA executable I suppose, given that there is also a DRILLE (EGA?), H (Hercules?) and T (Tandy?)
[FB] : Fire Brigade : Unsupported graphics mode 640x350x16 (EGA) requested! : I will need to go through Dosbox to configure as it seems possible to have CGA.
[BRAIN] and [START] : MechBrigade
[WAR] : Modem Wars
[CRAZY] and [MAIN]: Nobunaga's ambition 1 : I wonder if Crazy is not a sort of cracktro (I tried out of curiosity when seeing the name).
[DUP] : Patton : I think I need to go through Dosbox to configure some things so maybe ignore this one
[DRVKEY] and [CGARISK] : Risk : At launch, after asking which graphics mode you want, the game asks if you have a keyboard, a joystick or a mouse. I tried the three options. Selecting keyboard, the game announces it is installing a keyboard driver (???) and crashes (see DRVKEY). Selecting joystick, the game asks to calibrate the joystick and press fire and of course nothing happens whatever you do. If you select mouse the game says it assumes you have a MS mouse, launches (you can see the title screen IIRC) and then crashes.
[START] : Roadwar Europa
[SOR_LOR] x3 : Sorceror Lord : The game runs but the graphics are all garbled. I tried selecting CGA (in order of error reports)(with and without sound) and CGA monochrome.
[STRATEGO] : Stratego
[VIPER] : Day of the Viper
[WATERLOO] : Unsupported graphics mode 640x350x16 (EGA) requested. Probably like Sim City, I need to go through Dosbox to configure (the game is probably set on EGA and needs to be changed internally to CGA, given that there is a WATER.CGA file).
[ADS] : Advanced Destroyer Simulator : Out of curiosity I tried in EGA mode, so you may ignore this.
[BATII] : B.A.T. : The Koshan Conspiracy Conspiracy: Was unlikely to work since the first game in the series does not.
[MAIN] and [OPEN] : L'empereur (Koei game). Perhaps I need to try to launch it through dosbox since there is a bat file that refers to another executable (KOEI.exe) although I would think Main;exe would launch the game too.
[IRUN] : Hostages
[MAIN] : Genghis Khan, apparently it is an EGA game although I read it supported CGA.
[START] : Napoleon
[NEBEGA] : Ignore this one. It is Nebulus/Tower Toppler. It is supposed to support CGA but apparently the archive I got only contained the EGA executable
[NM] : NeverMind
[NUKEWAR] : Nuclear War
[PALADIN] : Paladin.
[PHARAOH] : Pharaoh/Nil dieu vivant
[QUAD] : Quadralien : the game starts, you get into the main menu. But when you press F1 to start the actual game, you get an error. Also, it might be interesting to note that after the crash, I kept getting a continuous beep even after dsx86 reset DOS.
[SHERMAN] : Sherman M4 (user requested breakpoint)
[START] : Shiloh: Grant's Trial in the West
[CDRUN] : Titan
#172478 - Pate - Tue Feb 09, 2010 11:16 am
bob_fossil: Thanks for the new version, I'll put it on my DSx86 download page, hopefully later today.
lilalurl: Thanks for extensive testing again!
I guess I should put a new "reported working" section on my download page as well, for games that I haven't tested myself but are reported to work by others.
Quote: |
[ALIEN] : Alien Syndrome : the game starts but once in-game the graphics are all garbled (see screenshot)
|
Did you attach the screenshot somewhere?
DRVKEY seems to be a TSR (terminate-and-stay-resident) program. Version 0.04 does not support TSR programs, but I'll add support for them to 0.05. I actually coded the support already, but I haven't yet tested it at all.
I'll take a better look at the log file when I get home from the office.
Thanks again, I'll be busy working on the issues in your logs for a couple of weeks easily. :-)
EDIT: dsx86config.zip v0.02 is now up on DSx86 download page.
Pate
_________________
#172482 - lilalurl - Tue Feb 09, 2010 5:16 pm
Pate wrote: |
Did you attach the screenshot somewhere? |
Ooops, I knew I would forget something. Here is the screenshot (or a modern art experiment, you choose ;-)):
http://tarantola.alexandre.free.fr/dsx86/aliensyn.png
[/quote]
Pate wrote: |
DRVKEY seems to be a TSR (terminate-and-stay-resident) program. Version 0.04 does not support TSR programs, but I'll add support for them to 0.05. I actually coded the support already, but I haven't yet tested it at all.
|
Another of the things I'll try to test first in the next release then, to confirm if it works or not.
Pate wrote: |
Thanks again, I'll be busy working on the issues in your logs for a couple of weeks easily. :-)
|
My pleasure ;-).
#172484 - Drovor - Tue Feb 09, 2010 5:57 pm
Has anyone tried running SimAnt?
I attempted but am doing something wrong (I couldn't run LineWars II either).
#172497 - usotsuki - Tue Feb 09, 2010 10:47 pm
My main test programs are, again, Commander Keen 4 CGA and EGA (shareware, should be both legal to distro), GWBASIC from MS-DOS 3.3/4 (prolly 4 but it shouldn't matter) and QBASIC from DOS 5.
QBASIC is still really choking. GWBASIC seems to have a bunch of issues with INT10, mainly function 9 ("write char and attribute at cursor position" RBIL, http://www.ctyme.com/intr/rb-0099.htm), and I think it relies on screen reading to tell what was typed. So it loads, chokes, and can't actually do anything. :/
#172498 - bob_fossil - Tue Feb 09, 2010 11:47 pm
Something I noticed here in 0.04 typing in 4DOS, if I press the shift key on the touch screen and then press S, I get the ^ character displayed rather then S. Other combinations, shift then A or shift then D produce A and D.
#172502 - Pate - Wed Feb 10, 2010 6:11 am
Drovor: Sorry, I can't figure out what could be wrong.
usotsuki: I'll try to have time to test Commander Keen at some point. I'll also take a look at the BASIC programs if I happen to find them somewhere. I have already improved the screen output INT 10h features in 0.05, so they might work better.
bob_fossil: I found the problem with shift-S. It was a problem in the translation table, actually the problem exists in the source I used, http://www1.arl.wustl.edu/~lockwood/class/cs306/books/artofasm/Chapter_20/CH20-4.html (ScanXlat table has 1F5E (5E=^) for shift-S while it should be 1F53). I think I've received this report before, but just forgot to look into it. Anyways, this is fixed in 0.05, thanks for reminding me!
Actually, I think I'll use that example INT9 program to test the new TSR support in 0.05, I can then see if it works by checking that shift-S gives '^' character again! :-)
Pate
_________________
#172503 - usotsuki - Wed Feb 10, 2010 7:16 am
The "olddos.exe" which might be floating around the Internet and which originated from M$' website has a qbasic.exe in it. While not the same version I use, it should be close enough. (I am using the version from MS-DOS 5. The common version is from MS-DOS 6. There are no significant differences.)
The GW-BASIC I use is from MS-DOS 4.01; a version from 3.2, 3.21 or 3.3 should be close enough for the same results.
The 4 programs I test (keen4c, keen4e, gwbasic and qbasic) are the programs that either interest me most, or which I use most.
#172507 - jam_888 - Wed Feb 10, 2010 10:08 am
yyyeeeehhhhh im confused so you keep talking bout that uuummmmm yeh
_________________
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#172513 - Lazy1 - Wed Feb 10, 2010 4:17 pm
Commander Keen 1 hangs after this message:
"Hey, I don't see an EGA or VGA card here!
anyway (Y = go ahead, N = quit to dos) ?"
#172514 - sverx - Wed Feb 10, 2010 4:22 pm
Eye of the Beholder just quits to DOS with no message after the graphic card / sound source selection screen (where it shows that VGA and CGA cards are detected). Not enough free memory?
#172516 - Pate - Wed Feb 10, 2010 5:04 pm
I downloaded Commander Keen 4 (EGA) and started debugging it to see why it won't run. I noticed that it behaves quite badly if "Get Display Combination Code" INT 10h call reports an MCGA card (as it still did in DSx86, as I had forgotten to change that after adding the EGA support). It decides to "clear screen" using an uninitialized pointer, which results in it clearing the first 64KB of RAM, which happens to be where the program itself (and quite of bit of other important stuff) is. The result is not very nice. :-)
I changed the INT 10h call to return "VGA with color monitor", which is not yet quite supported, but at least that made Commander Keen 4 to progress up to an unsupported EGA screen write opcode (which is easy to add).
Btw, the web store where I ordered the parts for my new PC today sent the parts! I'll most likely get the parts before the weekend, so this weekend will be a "new PC building weekend" instead of a "DSx86 coding weekend". :-)
Pate
_________________
#172531 - jam_888 - Thu Feb 11, 2010 10:06 am
cool hope the parts arrive soon
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#172563 - jam_888 - Mon Feb 15, 2010 5:44 am
well hope you can finish building your pc
_________________
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#172564 - elwing - Mon Feb 15, 2010 7:37 am
jam_888 wrote: |
well hope you can finish building your pc |
probably, but it's after that part that the problems arise :)
#172565 - jam_888 - Mon Feb 15, 2010 9:29 am
lol i know i have built a few pc before also pate i relised in one of your older blog post you said that wing commander 2 was programmed in borland c++ so im confused is that just a compiler or you just hate c++ cause i thiink it rocks
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Last edited by jam_888 on Tue Feb 16, 2010 6:36 am; edited 1 time in total
#172566 - Pate - Mon Feb 15, 2010 11:20 am
Yeah, the actual hardware installation went rather painlessly (except that the passive cooling system I wanted to use was for Socket 479 instead of Socket P and had holes in the wrong locations, so I had to drill some new holes to the plastic attachment bracket).
My plan was to use this new PC as my HTPC, and take my old HTPC to be my development machine, so I concentrated on the HTPC features when installing stuff to the new PC. However, I don't think I've ever had this much problems with the OS and driver installation!
Display drivers for the Intel graphics adapters do not support Blu-Ray playing on XP at all, which I noticed only after I had installed pretty much everything else, so I had to switch to Windows 7 (when I originally planned to just transfer my XP license to the new PC) and reinstall everything from scratch. But then I noticed the manufacturer of my satellite TV tuner had gone bankrupt and hadn't released official Windows 7 drivers, my old Panasonic Blu-Ray drive was somehow incompatible and caused the whole system not to boot at all, when I connected the PC to my projector it again failed to boot, etc etc.
Currently I still need to figure out a couple of issues, but there seems to be light at the end of the tunnel finally.
Pate
_________________
#172567 - AtH - Mon Feb 15, 2010 8:57 pm
sverx wrote: |
Eye of the Beholder just quits to DOS with no message after the graphic card / sound source selection screen (where it shows that VGA and CGA cards are detected). |
Oh, yes!
This is definitely the CRPG, that must be able to run on DS. And all Gold Box series from SSI, since they all share the same engine? the brilliants of their time, endless pleasure.
sverx wrote: |
Not enough free memory? |
BTW, QBasic writes message about memory error before exiting.
#172575 - AtH - Tue Feb 16, 2010 7:31 am
AtH wrote: |
And all Gold Box series from SSI, since they all share the same engine? |
The first Gold Box game, Pool of Radiance (1988) just exits to command prompt without any message.
AtH wrote: |
BTW, QBasic writes message about memory error before exiting. |
"DOS memory-arena error"
#172576 - usotsuki - Tue Feb 16, 2010 11:41 am
jam_888 wrote: |
lol i know i have built a few pc before also pate i relised in one of your older blog post you said that wing commander 2 was programmed in borland c++ so im confused is that just a compiler or you just hate c++ cause i thiink it rocks |
It's a compiler. I did a lot of my work with Borland C++ 3.1. Wolfenstein 3D is also built in Borland C++ (3.0, I think; my rebuilds use 3.1). (I don't use C++. Wolf3D is also C, and not C++.)
#172577 - Pate - Tue Feb 16, 2010 12:28 pm
Ath: I'll try to study the problem with the Gold Box series games when I get back to working on DSx86.
usotsuki & jam_888: The comment about Borland C++ in my old blog post was just a statement regarding the difficulty of debugging code that uses an overlay manager (in this case created by Borland), it had nothing to do with the language itself. Though, I prefer C over C++, pretty much like I prefer ASM over C. :-)
However, different things are best handled using different programming languages, so ASM is certainly not the best option for everything!
Pate
_________________
#172583 - usotsuki - Wed Feb 17, 2010 12:16 am
I should really get cracking on the IBM 5150 emu I been wanting to write for nearly a decade. :/
#172587 - Zandro - Wed Feb 17, 2010 3:30 am
Hi Pate, kinda bleak start of my debug offerings, but I promised I'd try!
http://pastebin.ca/1799341
I figured each graphics method within this game would have a different dump, but apparently not. One key to open all doors... may not be from the graphics. But don't put stock in me.
Dwedit, my bro Weregoose and I say "Hi" to you, you flashy TI nutcake. ;)
#172590 - Pate - Wed Feb 17, 2010 3:08 pm
Thanks for the log Zandro!
Looks like I need to add support for the debugger interrupt INT 03, it seems like the game uses it for it's own purposes, instead of as a debugger breakpoint.
Pate
_________________
#172593 - jam_888 - Thu Feb 18, 2010 7:47 am
what is ASM anyway everyone tells me it's better but how is it better
_________________
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#172594 - Zandro - Thu Feb 18, 2010 1:05 pm
ASM, as in assembly? I think it's the lowest level programming language, simplifying the act of communicating instructions directly to hardware. I think. Better read the Wikipedia article.
Pacmania: http://pastebin.ca/1801441
http://www.abandonia.com/games/940/download/Pacmania.htm
Expect more... whenever.
#172598 - jam_888 - Thu Feb 18, 2010 10:29 pm
so it's an easier language and more efficient but part specific good for consoles since there hardware dont change i get it
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#172607 - elwing - Fri Feb 19, 2010 8:15 am
jam_888 wrote: |
so it's an easier language and more efficient |
depend how you define easier and efficient...
if more efficient mean "potentialy faster if WELL codded" and if easier means with almost "no abstraction" then yes of course...
for my point of view higher level language are generally easier, faster to write and more efficient (and there's no point in optimizing your whole program, only the 5% of the code that takes 95% of your cpu time...). you also should not underestimate the compiler, he is sometime quite cleaver.
#172608 - jam_888 - Fri Feb 19, 2010 8:48 am
oh ok thanks :)
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#172628 - jam_888 - Sun Feb 21, 2010 1:24 pm
well hope you get hose issues resolved with the ega support
_________________
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#172633 - usotsuki - Mon Feb 22, 2010 4:37 am
Indeed. EGA is a beeyatch.
#172634 - jam_888 - Mon Feb 22, 2010 5:47 am
lol who even designed it
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#172636 - usotsuki - Mon Feb 22, 2010 6:21 am
IBM?
#172637 - jam_888 - Mon Feb 22, 2010 6:28 am
Damn you IBM just cause you make computers doesn't mean you can make ega nnnnnooooo!!!
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#172641 - Lazy1 - Mon Feb 22, 2010 5:14 pm
Great work getting keen working, though in your screenshot it appears the colors are incorrect.
The dirt/trees are brown on real x86 hardware :)
#172655 - Pate - Tue Feb 23, 2010 6:09 am
Thanks! Yeah, I'm constantly having trouble with the EGA palette handling. Duke Nukem 1 displayed wrong colors when I used the standard EGA palette, so I switched to the CGA-compatible RGBI palette handling. Seems that Keen would need the full EGA rgbRGB palette.
I haven't been able to figure out yet how DOSBox handles this difference, but if/when I do, I'll fix this palette issue. :-)
I got the other EGA games to work yesterday, but I still got some other issues I want to debug, and then I want to go through the log files and see how many of those issues I can handle in 0.05.
Pate
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#172657 - lilalurl - Tue Feb 23, 2010 8:25 am
Speaking of EGA, here is a small debug log of two games, one of them running but having a weird issue.
http://tarantola.alexandre.free.fr/dsx86/dsx86dbg-23-fev.log
[EMPIRE]: Empire: Wargame of the Century
[SWAP]: Swap : the game gives an error when launched from the main executable (not sure what graphic mode it is supposed to be), but when using the EGA batch file (adding the e parameter apparently), the game runs.
However, there is a strange issue. The cursor (movable through the arrow keys) leaves a trail of garble. See the screenshot. Usually the trail is fully garbled but as you can see here, some part remained normal despite the cursor having moved over it).
Screenshot:
http://tarantola.alexandre.free.fr/dsx86/swap.png
#172660 - usotsuki - Tue Feb 23, 2010 2:01 pm
I've got the files for CGA Keen4, if that helps?
#172669 - Pate - Tue Feb 23, 2010 8:22 pm
Thanks for the log and screen copy, lilalurl! There is a chance that that Swap game might run properly in the next version, as it will have improved EGA support. Is that game downloadable somewhere? I could then take a look to make sure.
usotsuki, I don't think the CGA version of Keen 4 is of much use. The palette problem is not the highest priority anyways, as long as the game works otherwise. :-)
I just found a nasty memory leak problem in the code that had been there since the beginning. I've had several games behave strangely after a longer test run, so hopefully fixing that leak helps those. I still have a problem in the new EGA code with Duke Nukem 2, which I also need to fix before releasing 0.05.
Pate
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#172676 - jam_888 - Wed Feb 24, 2010 7:49 am
cool cant wait till next monday
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#172714 - jam_888 - Fri Feb 26, 2010 7:13 am
hay i know i have been here for a while but i don't know if i said how awesome you are pate in fact the only reason i sighned up for the gba dev forum was for this project better than any ds game and all 40 of my posts are on this forum
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#172720 - sonny_jim - Fri Feb 26, 2010 4:34 pm
40 posts and you still haven't found the punctuation keys?
But anyway, nice to see someone still dev'ing for the DS.
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Quote: |
Would that be the internet driver for the program?
|
#172729 - jam_888 - Fri Feb 26, 2010 11:42 pm
yeah i am pretty bad at punctuation like Ralph said "me fail English that's umpossible"
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#172730 - jam_888 - Sat Feb 27, 2010 12:33 am
hay i actually for once came up with a good idea record it and put it on youtube then put the link to your blog people will come
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#172738 - Pate - Sun Feb 28, 2010 8:38 am
Version 0.05 released!
The biggest changes are the support for Commander Keen 4 (with the improved EGA mode handling), and now you can use blitted screen update mode also in the CGA graphics mode, so you shouldn't get "Unsupported Opcode" errors in CGA games any more.
I'm looking forward to your log files and other test reports again!
jam_888: I got an offer from someone who said he'd like to create a YouTube video of DSx86 playing, so I don't need to do that myself. Haven't heard from him for a while, though...
Pate
_________________
#172739 - jam_888 - Sun Feb 28, 2010 9:37 am
cool
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#172740 - midwinter - Sun Feb 28, 2010 11:58 am
Hey Pate - 1st post but have been follwing your app for awhile. Great stuff and looking forward to using it when it is a bit more mature.
For me the main advantages of the DS as far as emulation goes is the capability of the touch screen and virtual keyboard so with that in mind I have messed with a couple of old titles that you need the keyboard to play. TBH I really want to play UltimaV on a portable which is why I was interested in your project so good luck and keep up the great work.
Log:- http://pastebin.ca/1815472
ULTIMAI - Unsupported INT Call
ULTIMAII - Flicks through a couple of screens really quick and then says Wrong Disk ??
ULTIMAIII - Blank screen ??
UltimaIV - Unsupported OP Code
UltimaV - Unsupported OP Code
POLICEQ (Police Quest) - Unsupported INT Call
LL (Leisure Suit Larry) - Unsupported INT Call
ROGUE - Unsupported OP Code
BARD (Bards Tale) - Loads then gives Op Code Error
DK (Bards Tale II) - Loads then gives Op Code Error
DRAGON (Dragon Wars) - Loads then gives a string error when selecting Party
Anyway 005 seems to have made a lot more progress than 004 as far as the games I am looking at you are going in the right direction. Thanks and hope the attached log helps.
#172741 - Pate - Sun Feb 28, 2010 12:39 pm
Thanks for the log midwinter, and welcome to the forum!
Those opcode errors look easy to fix, same as the INT problems in the Sierra games. A good thing I added the Mode info to the log, now I can immediately see which code I need to fix. :-)
Thanks for the encouragement, I trust 0.06 will again run those games much further than what you get in 0.05. Your log file will help me a lot in achieving that.
Pate
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#172742 - Sektor - Sun Feb 28, 2010 1:18 pm
Thank you for the updates.
Arcade Volleyball log.
download.
It displays the game if I push B but then I'm in debugger mode and don't know how to get the keyboard back.
_________________
GTAMP.com/DS
#172744 - Pate - Sun Feb 28, 2010 3:41 pm
Thanks for the log Sektor! Looks like the game uses a BIOS call to simply clear the screen (which I haven't yet coded for the CGA mode, as most games clear the screen themselves instead of letting the BIOS do that for them).
You can get the keyboard back by using the debugger 'G' followed by the 'v' (as in Enter) symbol, instead of pressing the B button.
Pate
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#172745 - Sektor - Sun Feb 28, 2010 3:55 pm
I don't think I can select the G on my DS fat since it's not very good at reading the corners of the touchscreen. I was able to control the game blindly. I can't say that I would actually play such a simple game on DS anyway.
_________________
GTAMP.com/DS
#172746 - bob_fossil - Sun Feb 28, 2010 4:45 pm
There's some definite progress in this version.
Arkanoid - appears to work OK.
Prince Of Persia - skipped over unsupported INT - titles now show / game starts up and appears to be playable.
Pipe Mania - F2 config screen now works. Game doesn't display graphics properly unless run in MCGA mode.
Altered Beast - unsupported opcode - After restarting from the debugger, the last sound from the PC Speaker was still being played in 4DOS in a loop.
Pushover - config screen now works - animation / titles display - game appears to hang after titles, ie. switches back to DOS mode screen and displays a message but the bottom left corner of the DOS message box is not drawn correctly.
Rampage - Unsupported INT / opcode.
Tapper - Unsupported opcode.
http://magnetic-inc.myzen.co.uk/dsx86dbg-005.zip
#172748 - usotsuki - Sun Feb 28, 2010 11:47 pm
A friend of mine reports that Commander Keen 5 also works, but that 6 doesn't (said it choked at a "mov es:[bx+di], ax", told me nothing further).
6 has a free demo with a couple levels. I haven't tested 5 or 6 myself, though 4 works great. \,,/
EDIT: he said that particular issue had to do with a "no manual lookup crack", but that a different version borked on "mov ax,es:[di]" EDIT2: after you select the difficulty when you start a new game.
#172752 - Pate - Mon Mar 01, 2010 6:41 am
Sektor: Oh, I hadn't realized the touchscreen might have trouble reading corners. I guess I could switch the meaning of the G in the debugger and the B button, as staying in the debugger is just for my own debugging purposes.
bob_fossil: Thanks for the log and info! That Prince of Persia issue is weird, I tried to do something about it already in 0.04, but the RBIL http://www.ctyme.com/intr/int-10.htm does not recognize the INT10/AH=12/BL=00 which the game uses at all, so I'm not sure what it tries to do! I'll try to look that up from other resources, in case the RBIL is wrong. Tapper uses the parity flag, so I'll need to add special handling for that game.
usotsuki: Thanks for the info! Log file would be useful, but I can at least add those opcodes you mentioned for 0.06.
Pate
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#172757 - sverx - Mon Mar 01, 2010 2:52 pm
Hi
I've been trying the latest version yesterday. Funny it stopped twice with "Unsupported INT Call" where there was NO INT call (!?!?!) and later stopped to "Unsupported opcode" on mov es:[di-00A2],bl ... and I guess it's because it's using es segment in text mode (which you wrote is only 'direct' actually, so it shouldn't use this opcode...). Here the log: http://pastebin.ca/1817103
DuneII and EOTB also unchanged. They don't start :|
Keep up the good work! :D
#172758 - sverx - Mon Mar 01, 2010 2:56 pm
#172759 - Zandro - Mon Mar 01, 2010 3:43 pm
Keen4e is a busload of memories, let me tell ya... I'm so appreciative.
Some notetaking I took tonight.. Didn't know what to look for really, I hope it is somewhat useful. http://sites.google.com/site/zandro/Debugs-Zandro.rar
-gradient +dithering
Last edited by Zandro on Tue Mar 02, 2010 3:01 pm; edited 1 time in total
#172760 - Pate - Mon Mar 01, 2010 4:30 pm
sverx: Thanks for the log! Those INT call errors really are weird, there does not seem to be anything relating to INT calls near the debugger jump in the logs, so I don't know what has happened there!
I also thought about the Tandy theory, but it does that weird INT10 call right AFTER it has gone to mode 13h (the 256-color MCGA-mode), so I doubt it is trying to detect a Tandy at that point! I checked DOSBox sources, and it just silently ignores that call, so I'll do the same in 0.06. Must be a bug in the game code, it tries to call some other BIOS function but gives the wrong function number.
Zandro: Glad to be appreciated! :-) Thanks for extensive testing and log files, sorry I didn't have time to handle the INT 03 problem in 0.05, I'll try to fix that in 0.06. I'll see what else I can do about your log issues as well.
Thanks again for your testing!
Pate
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#172764 - daithi81 - Mon Mar 01, 2010 11:37 pm
[ELITES] Frontier Elite II - "Unable to run Frontier - this program requires at least an 80386 processor to run."
Does that mean it's dead?
[CIV] Civilisation got to graphics/sound menu and then crashed
[DD] Double Dragon got to title screen and crashed
[CARRIER] Carrier Command, just displayed a multi coloured screen
[S] Sim City just didn't load
http://pastebin.ca/1817984
#172765 - lincruste - Tue Mar 02, 2010 12:33 am
Hello,
Thanks for this great piece of homebrew!
Tested:
- Civilization (MPS) (I tried this one yesterday, didn't knew daithi81 would try it too, but now it's in the log)
- A Mind Forever Voyaging (Infocom)
- Silent Service II (MPS)
http://pastebin.com/gz3jhYvq
#172766 - Pate - Tue Mar 02, 2010 6:23 am
Thanks for your logs!
daithi81: Sorry, DSx86 won't support 386 opcodes, so Frontier Elite II won't be supported. Civilization looks for a file using the old (DOS 1.0) FCB commands which I haven't yet supported. The other games need me to improve the EGA support still further.
lincruste: You are welcome! However, I can't easily figure out from the log file what goes wrong with those two games, I would probably need to test them myself. Are they freeware or shareware, and downloadable from somewhere?
Thanks again!
Pate
_________________
#172768 - sverx - Tue Mar 02, 2010 11:24 am
Pate wrote: |
Those INT call errors really are weird, there does not seem to be anything relating to INT calls near the debugger jump in the logs, so I don't know what has happened there! |
I see you're sharing my surprise ;)
Pate wrote: |
I also thought about the Tandy theory, but it does that weird INT10 call right AFTER it has gone to mode 13h (the 256-color MCGA-mode), so I doubt it is trying to detect a Tandy at that point! I checked DOSBox sources, and it just silently ignores that call, so I'll do the same in 0.06. |
Yeah, I would also simply ignore it. Also because if the game is really using that call to detect a Tandy, it should fail at this point, right? :)
Ok, I'm waiting the next version ;p
#172773 - lincruste - Tue Mar 02, 2010 3:27 pm
Quote: |
[...]Are they freeware or shareware, and downloadable from somewhere? |
I didn't tought about it. Sorry, Silent Service and Infocom text based adventures are not free even if they're not sold anymore... I'll stick to true freeware or abandonware for further testing.
#172775 - Lazy1 - Tue Mar 02, 2010 5:50 pm
[NOID] : Avoid the Noid
Avoid the Noid is actually very playable if you skip the unsupported parts, the only problem is the sound effects like the noid laughing are missing.
How are you doing the jitter mode?
It seems a bit too blurry, are you moving the background by one whole pixel?
OHHHHHHH, I forgot!
Microsoft Decathlon displays garbled/junk text, the graphics seem to work well enough for the intro but you can't read the text to get further than that.
Last edited by Lazy1 on Tue Mar 02, 2010 10:50 pm; edited 1 time in total
#172778 - vinc_e - Tue Mar 02, 2010 9:40 pm
Hi,
I'm follow this thread from the beginning and I'm very interested in this project. First of all, thank you so much Pate for your work, every times I test a new version and I see a little more pixels, I've a little tears rolling from my eyes.
Actually, I always test the same games from the beginning to see the evolutions and this v.0.05 is really impressive (perhaps also because I finally understood the semantics of the B button and the G in the debugger mode). I decide to report the faults I found and the games which seems to work. Unfortunately, I haven't my DS here, so, I only report informally the fault I've found, I'll upload the logs later.
Mario: An "I/O not supported" is report when I start the game. Then, the display is really strange, the buttons seem to do something, but what ?
Maupiti Island: It doesn't run, but, I can't remember why.
Where Is Carmen San Diego (fr version): Only a int call in the beginning but works perfectly after (sound works great and display too). The only drawback is the mouse which doesn't work. So, I only can enjoy the presentation/animations and the music and I can't start missions.
Battle Chess: Works perfectly, no reported problems (juste one when I was switching from 30fps to direct screen, else no problems). However, there is no sound and I can't remember if the game was sound free (I was too young the last time I played to it)
Jazz JackRabbit: Do nothing, it doesn't run (I think its a VGA games). It had been released in 94, I hope it can run and doesn't require 386 opcodes.
By the way, the setup run, had some problems but seems to finish correctly.
Hocus Pocus: Requires to lauch the setup first, but the setup doesn't run. (one again, nothing happened). Require probably 386 opcodes ?
Gobliins: The games start on the video detection then ... Opcode don't supported.
I promise, I upload the logs when I can, but I was excited to see that Battle Chess works and that Carmen San Diego almost worked too, I can't wait to report it.
PS: Sorry for my shitty English, I'm not very comfortable with this language.
#172782 - jam_888 - Wed Mar 03, 2010 6:01 am
awesome always great to see people join this forum just for dsx86 like i did oh and with the setups you can use dos box pc to install the games then get the installed files and copy them to the ds works great :)
_________________
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#172783 - Pate - Wed Mar 03, 2010 6:09 am
lincruste: It's quite OK to test commercial games, it's only a problem when the games do something weird and I can't figure out from the logs what causes this. The games will probably not work any better in the next version, unless some other game I can test happens to have the same symptoms.
Lazy1: Thanks for the info! Interesting that the sound effects don't work, the game looks to do something special with the timers/interupts. I'll see if I have time to look into this further.
The Jitter code is here:
Code: |
//-------------------------------------------------------------
// Jitter the scaled screen (only if we are in a graphics mode)
//-------------------------------------------------------------
if ( BIOSData[0x49] > 0x03 && ZM_JITTER == CurrentConfig.zoom_mode )
{
if ( VSyncCounter & 1 )
{
REG_BG3X = 0x40; /* 0.25 */
REG_BG3Y = 0xC0; /* 0.75 */
}
else
{
REG_BG3X = 0xC0; /* 0.75 */
REG_BG3Y = 0x40; /* 0.25 */
}
}
|
I am open to suggestions for a better jittering method! :-)
vinc_e: Welcome to the forum, and thanks for the info! Looking forward to your log file. As jam_888 said, it is often better to setup the game in DOSBox and only then copy the files to DS.
Oh, and your English is quite fine, no problems in understanding it!
Thanks again for your testing!
Pate
_________________
#172786 - jam_888 - Wed Mar 03, 2010 10:32 am
i wish i was really good att programming but im just aveadge
_________________
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#172793 - drdim - Wed Mar 03, 2010 5:38 pm
I testet my games again in 0.05:
Akalabeth [AKLABETH]: I just get a black screen (nothing else)
Battle Chess: Works fine, as already reported! (btw, this game has very very limited sound effects and no music. So no sound in DSx86 is quite tolerable/unnoticable)
Bio Menace [BMENACE1]: unsupported opcode
Castle Wolfenstein: "cannot open control file" (return message)
Falcon [FALCON]: broken text, unsupported opcode when starting mission
Gunship (EGA, no intro) [START]: white screen, black screen, unsupported opcode
Gunship (EGA with intro) [TITLE]: unsupported I/O
Gunship (CGA, no intro): Seems to work fine!!
Mechwarrior 1 (EGA, Adlib) [MW_MAIN]: Pink screen, unsupported opcode
Mechwarrior 1 (CGA, PC Spkr) [MW_Main]: same as above
Battletech (2) - Crescent Hawks Revenge [REVENGE]: unsupported soundblaster DSP command
Risk (EGA) [EGARISK]: Glimpse of title screen, unsupported opcode
Risk (CGA) [CGARISK]: broken text, no mouse cursor
Tetris (Original Version): Works, but broken graphics (& not possible to switch scale/zoom etc.)
Word 5.5 [WORD]: unsupported INT call
Xenomorph (EGA) [XENO]: turquoise screen & unsupported opcode
Xenomorph (CGA): Seems to work fine!
Logfile: http://www.mediafire.com/file/mxdjkhndmjj/dsx86dbg.log
Nice that a simulation finally works with DSx86!! It's so great to see improvements with every version! Also, it's really great that you are considerung mode x support!
EDIT: I get an unsupported opcode when leaving the Keen 4 menu to start the game: http://www.mediafire.com/file/ohmjyyzyzvw/dsx86dbg.log
#172798 - vinc_e - Wed Mar 03, 2010 10:22 pm
jam_888> Thanks for the tip. I try Hocus Pocus like that, now it run but directly exit saying "Divide by zero" and nothing were reported to the log file. Perhaps the exceptions are quite well managed, but It surprises me.
By the way, here is my log file :
http://pastebin.com/7nqCL3VM
I probably missed something because nothing about Jazz JackRabbit on the log. I'll try later on other games if I can.
#172800 - usotsuki - Thu Mar 04, 2010 3:36 am
For Infocom games have you tried Frotz? There's at least one version that I know works on 8088. There's prolly a port to the DS, but I haven't checked.
#172801 - JLsoft - Thu Mar 04, 2010 4:17 am
#172803 - Pate - Thu Mar 04, 2010 5:53 am
drdim: Thanks for the log and info! I've had several reports of Keen 4 crashing when starting the game. Starting a game worked fine when I tested it, but I did some cleanup of the EGA code after I tested that, and then only let Keen 4 run the demo after that cleanup. Perhaps I broke that opcode during the cleanup. Sorry about that, I'll try to test things better next time.
vinc_e: Thanks for the log! Division by zero can sometimes happen when running an old game on a sufficiently fast machine so that some delay loop runs so fast it exceeds the division range. This can of course also be a bug in DSx86, or even a bug in the game itself.
Pate
_________________
#172805 - lilalurl - Thu Mar 04, 2010 9:29 am
First, I don't have access to my DS right now (and very likely for a few days) so this was written from logs and paper notes so I may have made mistakes (although it should be fine).
0) drdim, can you give me your opinion regarding what I mention for Gunship? (I put your nickname in bold so that you can find that part easily)
Also, reading your report for Risk, I wonder if we have the same version of Risk. Does yours offer the choice of input device?
0.5) Anyone cares to test Battle Chess 2: Chinese Chess? Given that the 1st works as reported by drdim, there is a chance it works too.
If not, I will test it when I test the remaining games not tested here that I tested previously.
1) Possible candidates for working status in the near future: birds of prey and Defender of the crown.
2) Broken: Gauntlet.
3) I have an issue regarding the beeper/PC speaker emulation. In Alley Cat, when you fall from the clothe lines to the ground there is normally a crashing sound. However, it is not heard in dsx86
4) Might and Magic 3 was also tested. Perhaps there were some improvements for some disk accesses, however at least for the majority it remains rather slow (supposing of course that the long delays when switching areas are because of disk access).
5) debug logs:
http://tarantola.alexandre.free.fr/dsx86/dsx86dbg-03-mar1.log
http://tarantola.alexandre.free.fr/dsx86/dsx86dbg-03-mar2.log
I have put some * in front of the games in the list that require specific attention in my opinion (for sure, at least something has changed).
[SF2] : : Street Figther 2, same in-game graphics issue as before
*[SWAP] : Swap : Same graphic issue as previously (cursor leaving a black trail). However, there is change with the non-EGA executable: it now works. However, the graphics are displayed with a series of strips (similar to the ones left by the cursor black trail in EGA mode)
[EMPIRE] : Empire: Wargame of the Century : Unsupported INT call, however it is quite strange because when this happens there is an in-game/DOS message on the top screen stating something about an error opening a .MAP file. I guess I should try it in Dosbox.
**[ARCHON] : Archon: Some progress : Now the game launches, the board is getting filled in (consider it as an intro.) but after pressing F1 to start a single player game, I get an unsupported opcode.
[AT] : A-train: Some improvements I think. I know get an Invalid path error (?). Guess it is time to go for Dosbox.
[START] : Barbarian, starts but does nothing (same as before I think).
*[BAT] : The game no longer crashes (intro screen) but it now waits for mouse input and apparently it has no keyboard shortcuts, so I guess it will have to wait until some mouse emulation is implemented.
*[BIRDS] : Birds of prey: the game now runs, the 3D graphics are displayed. I did not do much however since I don't know the keys (need to learn those) but I suspect it is a candidate for working status.
*[] : I suppose (from the order in the log) it is Bumpy Arcade Fantasy. Strange that there is no name for the executable.
[CENTURIO] : Centurion defender of Rome: still working fine
[CIV] : Civilization : Well, now you have error logs from 3 users for this :-)
**[DGEN] x2 : D-Generation: Sorry, my memories are really mixed about the log and I don't have access to my DS right now to test again.
However, I remember correctly that first I tried the CGA version: The game now starts and you can play on the first screen. However, when you go to the exit to go to the second screen, you get an in-game/DOS message saying that the hardware/configuration has changed and ask me to reinstall. I guess I'll try it in Dosbox too... although I am pretty sure it is was caused the first unsupported opcode.
Second one is for the EGA version. It launches but then dsx86 GUI disappear and does not display anything (no error report) although I believe it is what cause the second reported unsupported opcode.
* [DOC] : Defender of the Crown : The game seems to work almost fine now. There is an in-game issue I believe (based on the other versions of the game I played): there is a jousting tournament event in which you can take part. On dsx86 it plays very fast, I don't think this is normal (slower in Amiga, Amstrad CPC and GBA versions). Need to Dosbox test I guess.
** [DUNEPRG] x2 : Dune (Cryo) : I think you can now see a few more intro screen if you wait but then get Unsupported opcode.
But, if you skip the intro (escape), you can enter in the game and everything seem to diplay fine. However, although I am not 100% certain (more like 99%), the game has probably has a hotspot interface (i.e. you press a key to access some menus/actions) which move the cursor to desired actions for people who don't have a mouse. But although the cursor moves to the menu/action it automatically goes back to the top left corner.
[DUNE2] : Dune 2: Get stuck at some point when starting (no dsx86 error message).
*[F]: The fool's errand : you can see the first screen but then get an unsupported opcode.
*****: [GAUNTLET] x2: Gauntlet : it no longer starts! (unless I changed something in the config. but I believe I did not)
*[START], [EGAME], [TITLE]: Gunship. As reported by drdim, when launching with the CGA executable, it seems to work fine. However, after waiting a few seconds, I get a mission summary stating something like mission over and then it goes back to 4Dos. Not sure if this is normal and if drdim gets the same thing.
[KOEI], [MAIN] and [OE]: Nobunaga's ambition 2. I have not yet tested it in dosbox so you can ignore this.
[POCUS]: Ports of call, same issue as before (works until the end of a world globe drawing, then Unsupported INT call!)
*[PRINCE] : Prince of Persia. Strange that I cannot get as far bob_fossil.
[4D_PRIN] : 4D Prince of Persia
[POPCORN] : Pop Corn
[RICK2] : Rick Dangerous 2
* [SH] & [SHINOBI] : unsupported opcode when you reach the screen mode selection screen
[SIMCITY] : Sim City : same as before (access the main menu but when selecting start a new game Unsupported opcode
[SKWEEK] : Skweek
[STARCON] Star Control
[SPACEWAR]: Star Control
*[ALIEN] : Alien Syndrome: Some improvements (?) Graphics are still garbled but less than before. See screenshot (I'll let you guess if I vertically flipped it or not ;-))
http://tarantola.alexandre.free.fr/dsx86/aliensynnew.png
Previous screen. was: http://tarantola.alexandre.free.fr/dsx86/aliensyn.png
*[SWORD] : Sword of Aragon : I get a DOS illegal function call. Need to check with Dosbox to see if it is an issue with dsx86 (or perhaps 4DOS).
[BLITZ] : Blitzkrieg Battle at The Ardennes : same as before (need mouse input probably).
*[DRILLC] : Driller: Improvements I think. Now you can reach the main game menu, asking to select keyboard or joystick. But when you press space to begin a mission, you get Unsupported string op seg/dir!
*[START] and [WAR] : Roadwar Europa :The game seems to work now (?). In some game screens the text is really hard to read, I don't think this is normal (even in zoomed mode and on some other screens it is prefectly readable). After a while, the game asks for the game diskette??? I guess I will go through Dosbox. And if I remember, next time I test it with dsx86, I will take a screenshot of the hard to read text.
**[CGARISK] : Risk : the TSR keyboard driver installs fine and the game starts. On the game screen however, although I can move the cursor via the keyboard, I can't seem to get any interaction. Need to test in Dosbox I guess to report whether this is a dsx86 issue.
*[SOR_LOR] : Sorcer Lord: the game runs, but after a short while Unsupported opcode (I think it was right after seeing the enemy moves, i.e. when it was my turn to play).
[STRATEGO] : Stratego
[ADS] x3 : Advanced Destroyer Simulator : Unsupported opcode! comes from the EGA executable. The sound issue remains.
[BATII] : B.A.T. : The Koshan Conspiracy Conspiracy
[KOEI] : L'empereur (Koei game) I think (I still need to dosbox test it...)
#172807 - drdim - Thu Mar 04, 2010 5:11 pm
lilalurl wrote: |
0) drdim, can you give me your opinion regarding what I mention for Gunship? (I put your nickname in bold so that you can find that part easily)
Also, reading your report for Risk, I wonder if we have the same version of Risk. Does yours offer the choice of input device?
*[START], [EGAME], [TITLE]: Gunship. As reported by drdim, when launching with the CGA executable, it seems to work fine. However, after waiting a few seconds, I get a mission summary stating something like mission over and then it goes back to 4Dos. Not sure if this is normal and if drdim gets the same thing.
**[CGARISK] : Risk : the TSR keyboard driver installs fine and the game starts. On the game screen however, although I can move the cursor via the keyboard, I can't seem to get any interaction. Need to test in Dosbox I guess to report whether this is a dsx86 issue.
|
1) Gunship: I don't run "cgame" directly but start "gs.com" in the gunship folder. With that, I can select "no joystick", "no intro" and cga.
If I run it with intro I get an I/O error (possibly because this is one of those games which "hacks" the pcspeaker - even dosbox doesn't emulate that correctly)
btw - I have so much fun playing Gunship on the NDS! The DOS version has a very crappy control layout but mapped on the DS buttons it's a great experience! PC speaker also sounds great in this game (you almost think it's a tandy!)
2) Risk: We possibly have the same version ( http://www.mobygames.com/game/computer-edition-of-risk-the-world-conquest-game ). It works in Dosbox. If there will be mouse support in future DSx86 versions, it'll probalby run better because then, there is no need of this mouse emulator.
#172813 - lilalurl - Fri Mar 05, 2010 2:38 am
Ok, thanks for the info.
Care to share the section of your config. file for the mapping of Gunship?
Would save me (and anyone who wants to play it) a bit of time? :-)
#172815 - Pate - Fri Mar 05, 2010 5:51 am
Thanks for extensive testing again lilalurl!
drdim, it's interesting to hear you enjoying a game running in DSx86! For me DSx86 is still just a proof-of-concept project, so it continues to amaze me when people are actually using it to play a game. :-)
I'll see about adding a simple mouse emulation in the next version. Originally DSx86 only had mouse emulation and no keyboard emulation, so I have some code for that ready to use.
Pate
_________________
#172816 - jam_888 - Fri Mar 05, 2010 6:03 am
i just recently wrote a program in c++ called cheats calculator just select maths problem enter the numbers to it and it gives you the answer and the working out to write in your book makes it look like you did it but it only uses the console so i was wondering i think it's 32bit is there anyway to run it without 32bit processor practically is there anyway to make it work in dsx86
edit: oh just tried to run in dos box said cannot run in dos mode still is there some way to run it in dsx86 i did make it so i do have source code
edit: another edit i got it working so it runs using an old borland compiler but one big problem it rapidly does the program thousands of times over without input though when on dosbox it work fine might be bug in code but possibly dsx86
edit: one last final edit now i worked on it a little to put in a menu but now it has an if statment if (x == 1) something like that and it works on dosbox but when i put one in on dsx86 it says unknown command 1 oh and withe the menu it does not rapidly do it anymore wierd ha
edit: figured it out it starts it then exits it fast straight away still works in dos box though? and it does not go in log file http://www.mediafire.com/?gjnkwzjim4m that the link to it you can use it to test why it does not work or for other reasons if you want i can send you source code
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#172818 - drdim - Fri Mar 05, 2010 10:34 am
lilalurl wrote: |
Ok, thanks for the info.
Care to share the section of your config. file for the mapping of Gunship?
Would save me (and anyone who wants to play it) a bit of time? :-) |
of course :D
Code: |
[cgame]
ScreenScale=Scale
ScreenUpdate=30FPS
KEY_UP=48
KEY_DOWN=50
KEY_LEFT=4B
KEY_RIGHT=4D
KEY_A=44
KEY_B=3D
KEY_X=3C
KEY_Y=42
KEY_L=1C
KEY_R=0E
KEY_START=09
KEY_SELECT=0C |
up/down/left/right is like the joystick
B/X: collective up/down (it's not a trigger, so you need to press it a lot (especially when starting)
A/Y: turning left/right (only when hovering)
R: select target
L: fire weapon
start/select: chaffs/flares
You still need the keyboard for engines (1,2,3), weapon selection (4,5,6,7), radar jamming (9,0), map/status (M,D,S), views (F5,F6,F7) and radio (space). Also, you can raise/lower the collective faster with F1/F4.
#172819 - Pate - Fri Mar 05, 2010 11:39 am
Thanks for the program jam_888! Such small programs that don't work correctly are very useful for my testing DSx86. It is much more difficult to find the problems in multi-megabyte software.
Pate
_________________
#172820 - jam_888 - Fri Mar 05, 2010 11:52 am
cool i can make more but there all similar code and i know a little opengl but i don't know if it will work with 286 since i have the 32bit vr
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#172837 - lilalurl - Sun Mar 07, 2010 9:34 am
drdim wrote: |
of course :D |
Thank you very much :-).
Pate wrote: |
I'll see about adding a simple mouse emulation in the next version. |
That would be great.
While on the subject of mouse emulation, if you think of improving it (after implementing a basic one), may I suggest as much flexibility as possible, notably regarding the buttons behaviour.
What I mean is it would be nice to have possibilities such as (supposing the mouse emulation will work like a touchpad, a bit like in scummvm DS):
a) using some of the DS buttons (configurable per game via the .ini) as mouse buttons
b) having some DS buttons switching the mouse buttons behaviour from "normal" to toggle.
In some games, when you want to move something around you have to hold a mouse button down, which can be tedious. What I would like, is the ability to simply move the cursor above something, press a button which will simulate a holding mouse button behaviour, then move and press the button again to end the holding mouse button behaviour.
c) a bit similar, having the possibility with one DS button to switch the default mouse button bound to a mouse tap, either in a holding way or a toggling way. In other words, while by default it would be left click, you should, depending on your config., be able to:
a) hold a button (trigger probably) while tapping to get a mouse right click
b) or press a button and have every tap give a right click until the button is pressed again.
Just mentioning all of this so that you get an idea of the different ways of having the mouse clicks working that could be requested (at least by me) so that you can have them at hand if/when you decide to implement full mouse emulation.
#172838 - jam_888 - Sun Mar 07, 2010 10:20 am
yes im curious to know how will the mouse work exactly when the keyboard uses the touchscreen will the mouse use a small portion will there be a button to switch between mouse and keyboard or will the mouse use d-pad???
oh and by the way with my cheats calculator the normal calculator does not work probably anyway yet so it probably wont work when you test it
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#172840 - jam_888 - Mon Mar 08, 2010 2:14 am
how sad shoveling snow i don't get much snow cause i live in Australia but it's not a desert like everyone thinks
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#172844 - Fancypants - Mon Mar 08, 2010 12:32 pm
Hey guys, sorry I haven't been on in aaages, I haven't been able to get the new files onto my microSD card because my reader was broken. Anywho, I have been following this to see any major developments and, now that I have been able to connect my microSD, am very pleased to see that Commander Keen 4 is now supported! (at least partially)
Thanks Pate for all your hard work! I will post some log files A.S.A.P. (although my logs will be considerably smaller than other peoples :$) to help you on your way to get across the board support for all 286 games. :)
EDIT: I seem to be encountering problems straight away with Commander Keen, it seems the button configuration is wrong. I suppose I will have to change it manually then.
EDIT2: I have manually changed the configuration file, although I was wondering if there was a button that I could set as L and R to scroll the screen as I like to play in zoom. Thanks in advance. :)
EDIT3: Sorry about spamming this, http://www.filefactory.com/file/b08agg5/n/dsx86dbg.log , this is a link to my log, enjoy! I had an error in 4DOS trying to scroll up the page using page up. I was searching the directories using "dir b" for example. Just thought you would like to know. :)
#172849 - usotsuki - Mon Mar 08, 2010 1:54 pm
I just manually reconfigured the keys in CK4 itself, same as if I were using real metal.
Y for pogo, X for fire, B for jump works nicely.
#172874 - Pate - Tue Mar 09, 2010 7:04 am
lilalurl: Thanks for the mouse ideas! The first version will only use the D-pad and A and B buttons for mouse, with a toggle to switch them between mouse and keyboard mode, but I'll keep your ideas in mind for future versions.
Fancypants: Thanks for the log! I plan to add L and R key scrolling option, which will work when you haven't overriden those keys using the ini file.
Ps: I can't seem to make any progress with the INT 03 anti-debugging code handling in games like Castle Master, so those won't be handled in the next version. I haven't found proper information about the system either. I found a change log entry about this issue in DOSBox 0.62 version, but haven't been able to locate the changes in question from the sources, so I don't know what is required to make this work. If you have ideas let me know. :-)
Pate
_________________
#172884 - AtH - Tue Mar 09, 2010 5:06 pm
Quote: |
However, I'll need to rethink my whole approach to graphics memory handling in the future, as there will surely be many more cases where the DS segment is used with various opcodes to access the graphics memory. |
Its possible to have two opcode tables. One for slow "memory could be VRAM" operations and the second "just regular DOS memory". Most opcode handlers (that doesn't touch memory) are the same.
When someone loads b800/a000/etc into segment register, you switch to the slower opcode table. When, after segment register changes, all segment registers are "clear from graphics", you switch back to the faster opcode table.
#172888 - Pate - Wed Mar 10, 2010 5:51 am
Yes, perhaps I will at some point need to move to separate opcode tables. I've been trying to avoid this as it will make the code both slower (I would need to move the opcode tables away from DTCM) and larger (as each opcode table is 1KB, and in the optimum solution I would like to have opcode tables for IRQ handling, normal RAM with direction flag clear, normal RAM with direction flag set, and similar pairs for each supported graphics mode). I would also like to have one more pair for handling EMS memory better.
I have a one-week Easter vacation coming up in a few weeks, perhaps at that time I'll have time to experiment with several opcode tables.
Pate
_________________
#172889 - Fancypants - Wed Mar 10, 2010 7:31 am
This might be helpful to some people or not...but in Commander Keen 4 the audio sounds much better if you change the settings from "adlib/soundblaster" to PC Speaker. Maybe it was only me, but the default was "adlib/soundblaster" even though DOS detected I had PC Speakers. *shrugs*
#172890 - jam_888 - Wed Mar 10, 2010 9:25 am
but if you changed to pc speaker wouldn't you only hear beeps
_________________
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#172891 - AtH - Wed Mar 10, 2010 9:27 am
Pate wrote: |
in the optimum solution I would like to have opcode tables for IRQ handling, |
Why? Whats special about them?
If we assume interrupt handler is independent of segment registers, even if they were loaded with 0b800 by user, it still could be handled by primary non-graphical table.
Pate wrote: |
normal RAM with direction flag clear, normal RAM with direction flag set, |
DF affects only a few rare opcodes like STOSB/MOVSW. You can patch all opcode tables on CLD/STD/POPF occasions, that changes DF and this will not harm performance.
Pate wrote: |
and similar pairs for each supported graphics mode). |
I agree here. This could really boost emulator.
#172894 - usotsuki - Wed Mar 10, 2010 1:45 pm
Fancypants wrote: |
This might be helpful to some people or not...but in Commander Keen 4 the audio sounds much better if you change the settings from "adlib/soundblaster" to PC Speaker. Maybe it was only me, but the default was "adlib/soundblaster" even though DOS detected I had PC Speakers. *shrugs* |
It's supposed to do that.
#172899 - Pate - Wed Mar 10, 2010 8:20 pm
AtH wrote: |
Pate wrote: | in the optimum solution I would like to have opcode tables for IRQ handling, |
Why? Whats special about them? |
Nothing, but I was thinking of an *optimal* solution. If I had an opcode table dedicated to IRQ handling, I could just switch to use that table (where every opcode points to IRQ start routine), so I could take the IRQ check away from the actual opcode loop. That might save several CPU cycles for the price of 1 KB of RAM.
Quote: |
Pate wrote: | normal RAM with direction flag clear, normal RAM with direction flag set, |
DF affects only a few rare opcodes like STOSB/MOVSW. You can patch all opcode tables on CLD/STD/POPF occasions, that changes DF and this will not harm performance.
|
Yes, but even faster would be just to swap a single pointer. :-)
Anyways, I'll seriously consider having several opcode tables when I have time to make larger changes to DSx86.
Pate
_________________
#172907 - jchadwell - Thu Mar 11, 2010 2:16 am
First of all, great job on DSx86! I've really enjoyed the 0.04 version and I'm excited about the new features coming up.
Now to my issue. I have an M3 Lite and was able to successfully DLDI patch and run the 0.03 and 0.04 versions. Every now and then, I would get a libfat error...but at least I could run the program and play some games. After patching the 0.05 version with DLDI, I always get a libfat error no matter what I do (I've reformatted the card, tried an alternate DLDI patch for the M3, etc.)
Could my issue be due to the new devkitARM with the newer version of libfat? Is it something on my end?
#172908 - jam_888 - Thu Mar 11, 2010 5:40 am
yay someone else who joined the fourm just for dsx86 like me
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#172912 - Fancypants - Thu Mar 11, 2010 11:31 am
About the PC Speaker setting, no it doesn't play the bleeps, the Adlib/Soundblaster plays the BG music and all the sounds like jumping picking up items etc play how they should originally sound with the PC Speaker setting, much better than if it were on the Adlib/Soundblaster setting.
#172940 - jam_888 - Fri Mar 12, 2010 7:07 am
oh here is the 32 bit version of cheats vr just for fun or maths not to do with dsx86 but oh well http://www.mediafire.com/?noymnnmtwmm
_________________
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#172941 - Pate - Fri Mar 12, 2010 7:50 am
jchadwell wrote: |
First of all, great job on DSx86! I've really enjoyed the 0.04 version and I'm excited about the new features coming up.
|
Thanks, glad to hear that! Welcome to the forum!
Quote: |
Now to my issue. I have an M3 Lite and was able to successfully DLDI patch and run the 0.03 and 0.04 versions. Every now and then, I would get a libfat error...but at least I could run the program and play some games. After patching the 0.05 version with DLDI, I always get a libfat error no matter what I do (I've reformatted the card, tried an alternate DLDI patch for the M3, etc.)
Could my issue be due to the new devkitARM with the newer version of libfat? Is it something on my end? |
Sorry, I know next to nothing about DLDI patching, I only have a DSTT card that does the patching automatically. I hope someone else with the M3 Lite can offer some help about this issue. Or, if there is something I need to change in the DSx86 code to make it more compatible, let me know.
Pate
_________________
#172943 - AtH - Fri Mar 12, 2010 9:39 am
Pate wrote: |
If I had an opcode table dedicated to IRQ handling, I could just switch to use that table (where every opcode points to IRQ start routine), so I could take the IRQ check away from the actual opcode loop. That might save several CPU cycles for the price of 1 KB of RAM.
|
Oh! Now I do understand. By the way, if its possible to write self-modifying code, you can just overwrite opcode loop with IRQ jump.
Pate wrote: |
Anyways, I'll seriously consider having several opcode tables when I have time to make larger changes to DSx86.
|
A good news! This could solve many problems with graphic support.
#172966 - usotsuki - Sat Mar 13, 2010 12:18 am
Pate wrote: |
Sorry, I know next to nothing about DLDI patching, I only have a DSTT card that does the patching automatically. |
My R4 does the same thing, as did my old G6.
#172967 - jam_888 - Sat Mar 13, 2010 1:24 am
my r4 works fine
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#172978 - jam_888 - Sat Mar 13, 2010 11:30 pm
when you get to v0.10 will your update go 0.1 , 0.2 , 0.3 , 0.4 or will they go 0.11 , 0.12 , 0.13 , 0.14 etc
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#172980 - Pate - Sun Mar 14, 2010 9:29 am
Okay, version 0.06 has been released!
It has much improved EGA graphics handling, including over 40 new EGA opcodes supported, based on the debug logs I have received. Thanks again for those!
This version also has various UI changes and improvements, see the release notes or my blog post for details on those.
The "Unsupported INT call" problems have not improved in this version, I plan to work on those in the next version. Also, I didn't have time to add mouse support yet into this version, sorry about that.
Please keep sending me the debug logs, and thanks for your interest in DSx86!
jam_888: I don't know yet. I actually thought about versioning this version 0.10 instead of 0.06 as it has quite a bit of changes, but then decided to continue with the old numbering scheme. If I had had time to add mouse support, then I might have numbered this 0.10. :-)
Pate
_________________
#172981 - jam_888 - Sun Mar 14, 2010 10:41 am
awsome new hudd oh i know you probably didnt try it but my cheats calc still dont work
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#172988 - midwinter - Sun Mar 14, 2010 2:59 pm
Great stuff on a new version Pate
Just quickly tested the same games as last last time and here is my log:-
http://pastebin.com/mtv3UFer
ULTIMA - Works this time round (Unsupported INT call 0.05) but the main graphic takes an age to draw (dot by dot). Then just loops and doesn't accept keyboard command to progress.
UlTIMAII - Same issue as 0.05 Wrong disk
ULTIMAIII - Now get an Unsupported OP Code (blank previously)
ULTIMAIV - Damn yo got me with this one. Looks like all was OK (menu etc. load up real nice) then on key command get Unsupported OP Code (menu didn't load previously)
ULTIMAV - Same - unsupported OP Code
Both LSL (Lesuire Suit Larry) and POLICEQ give unsupported INT error that can be enter through. The games now load and look great (graphics on 0.05 were horribile so something has changed) however none of the onscreen text displays (blank bubbles). Both of these games ehen exited cause issues to the debugger (text not displaying on bottom screen) and these issues need a hard reset to disappear. Could be something to look at maybe.
BARD - Bards Tale OP Code error as before
DK - Bards Tale II - Now a string error (was OP Code previously)
DRAGON - appears to work in CGA mode (gave a string error when selecting party previously) however EGA mode gives OP code error
ROGUE - OP Code error
SENTINEL - didn't show this last time (works on other EMUs etc.) however thought I would add as EGA give Op code however CGA works however the entire screen is not fixed - i/e when you move it moves to the edge of the screen and then the whole screen moves so it comes in from the other side. Wierd behaviour which is why I thought I would mention it (did it in 0.05 as well)
Anyway great to see the updates comming and as per above some definate progress in the games I was checking so still moving in the right direction :)
You got my hopes up with UIV fired up and the menu started playing (what can you do with UV ;) ). Hope the LOG helps and good luck with it all :)
Cheers
#172997 - Pate - Mon Mar 15, 2010 6:14 am
jam_888: Yeah, I didn't have to test your program yet, sorry.
midwinter: Thanks for the log! Looks like the Ultima unknown opcode problems (same as with Rogue) are caused by it trying to execute data instead of code. I'll need to test the games myself to see what is wrong.
The EGA opcode errors seem to be new, they should be fixed in the next version.
Pate
_________________
#172998 - Fancypants - Mon Mar 15, 2010 7:44 am
Hi again, I've just tested the new release and some things seem to work more nicely. :)
This is my log here
Just some notes:
Biomenace (1, 2 and 3): All have unsupported opcodes when you wait on the boot screen for too long.
Jill of the Jungle: Has an unsupported INT call when you pass the boot screen.
Monster Bash: Produces a black screen on top which does nothing, the keyboard is functioning (lighting up) but doesn't do anything.
Wolfenstein 3D: When booted, has a long strip along the top with what seems to be the main menu but nothing can be done from this point.
That seems to be all! Thanks for your continued work on this project you should consider trying some other things (such as snes as an example) as most people have said "emulating DOS is impossible" which you have proven them wrong. :P Even if you aren't emulating DOS in it's entirety.
One more note, when playing I noticed that there are some "buttons" along the bottom of the DS touch screen just under the keyboard. Is this a mistake or do they do something?
P.S. I like the new keyboard!
EDIT: Also just wondering, is there a way to assign multiple keys to buttons on my DS?
#173000 - jam_888 - Mon Mar 15, 2010 8:41 am
pate: thanks for even considering my small program to test
fancypants: wolfenstine 3d has been doing this since vr 0.03 because a int call has not been added or some thing like that
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#173005 - sverx - Mon Mar 15, 2010 11:28 am
Three with 0.06 goes a little bit further, now I can see the text background pattern of the selection menu. There are still two unexpected warnings (int calls where there are no int at all...) and finally meet another unsupported opcode. Here's the log
Now waiting for 0.07 ;)
#173006 - narcissu - Mon Mar 15, 2010 11:34 am
here is my log:
http://pastebin.com/r2CYkxC8
Hope the LOG helps.
Thanks for your great work.
#173007 - jam_888 - Mon Mar 15, 2010 11:35 am
hay i am attempting to run windows 3.0 and i have all the ima files but i dont know how to install them i have with windows 3.1 but that was by floppies so yeh so can someone please help me i want to see if it runs at the moment even without mouse and stuff just to work great if i had help or if pate you could just ell me straight out will it work only 2886 processor
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#173008 - drdim - Mon Mar 15, 2010 12:41 pm
I really like the progress with 0.06! From my perspective, it seems it's getting into positive territory considering general compatibility!
Debug Log: http://www.mediafire.com/file/rz5wzjwmfq2/dsx86dbg.log
Biomenace [BMENACE1]: Unsupported INT call when killing enemy or getting more than one item.
Falcon [FALCON]: Works! broken text. unsupported opcode when quitting to dos.
Gran Prix Circuit: Works perfectly!
Gunship! (EGA): Freezes DSx86. (CGA still works)
Keen 4: Got a "rare" opcode error yesterday, but it's not repeatable (getting 1up before slug village?). Very playable though!
Mechwarrior (CGA, PC Speaker) [MW_MAIN]: unsupported opcode. 4DOS ([4DOS]) broken after reset (pressing X) from error screen.
Battletech: Crecent Hawks Revenge (MCGA, PC Speaker): Works this time! (Had wrong configuration in previous debug logs)
#173016 - usotsuki - Mon Mar 15, 2010 4:12 pm
Windows 3.0 only needs an 8088, and I think only 624K (it ran on one of my Tandys). IMAs are just disk images, you can use WinImage or other software to pull the files out. All in one folder is enough for the installer. (I doubt it'll run on dsx86, though!)
#173019 - Pate - Mon Mar 15, 2010 5:59 pm
Thanks for the log files all!
Looks like I still have work to do with the EGA opcodes. At least the number of missing opcodes gets lower and lower by every release. :-)
narcissu: Welcome to the forum! Very useful log you had, it had some interesting obscure opcodes (like "move code segment to stack pointer" which I had thought nobody would ever use! :-)
Fancypants: Thanks for pointing out the keyboard glitch, that is fixed in the next version. Multiple keys are not yet supported (mostly as I haven't had requests for that), I'll see if I could add such a feature. Oh, and about emulating some other hardware: Sorry, I only know x86, so I don't think I am qualified to try to emulate anything else. :-)
Wolfenstein 3D uses VGA ModeX which I am not yet supporting. It will come eventually...
Quite a few games seem to attempt to run data (that is, the instruction pointer goes to area where there is no executable code), so this is beginning to be the most critical problem that I need to fix. Obviously, that is also quite a difficult problem to debug.
Thanks again for your interest in DSx86, and sorry for making you test the same games again and again and still they don't run properly!
Pate
_________________
#173021 - elhobbs - Mon Mar 15, 2010 6:18 pm
Pate wrote: |
Thanks again for your interest in DSx86, and sorry for making you test the same games again and again and still they don't run properly!
Pate |
well... then stop apologizing and make it work ;)
#173032 - jam_888 - Tue Mar 16, 2010 5:40 am
usotsuki wrote: |
Windows 3.0 only needs an 8088, and I think only 624K (it ran on one of my Tandys). IMAs are just disk images, you can use WinImage or other software to pull the files out. All in one folder is enough for the installer. (I doubt it'll run on dsx86, though!) |
yeh i kmew they were disk images but what i wan to sya is 286 is bacwards compatible with 8088 plus it says requirments 286 or 386 so there might be a very very slim chance it could work and not for fun but for bragging rights and i agree thoogh doubt it will actully run but it would be nice if someone who knew more about dos could try it i would but i was born after the dos seen
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173037 - jinjin - Tue Mar 16, 2010 1:59 pm
Here's my result of testing some games.
Zeliard : It works perfectly.
Spread(Segyunjeon) : At first it has unsupported int call error, but after ignoring the error by pressing B button, it works fine.
Tetris(Original) : It works well, but when quits the game by pressing esc key, it has an error.
Tetris(Spectrum Holobyte) : Seems to work well.
Korea tetris : Seems to work well. It requires custom key mapping.
Double dragon : Seems to work well. It requires custom key mapping.
Dangerous dave: Seems to work well.
4D boxing : At first it has unsupported int call error, but after ignoring the error by pressing B button a few times, it works fine.
Prehistorik man : Unplayable due to the graphic glitches.
Blues brothers : Freezes after map screen.
Sango fighter : It has Unsupported SB DSP command error at menu screen.
Fox ranger : Screen displays very small.
Avoid the noids : At first it has unsupported int call error, but after ignoring the error by pressing B button a few times, it works fine.
Karateka : Seems to work well. It requires custom key mapping.
#173039 - Pate - Tue Mar 16, 2010 8:38 pm
elhobbs: LOL! I'm trying, it's not that easy! :-)
jam_888: I think Windows wants to use the higher resolution modes which are not yet supported.
jinjin: Welcome to the forum! Nice to get such positive report of games that mostly work! The log file for the INT calls would be interesting, just in case they are something different than the couple of dozen INT calls I already have in my TODO list...
Pate
_________________
#173042 - another world - Tue Mar 16, 2010 10:12 pm
is there a guide to custom key mapping when manually setting up the ini file? i'm a bit confused on what syntax is required to map something.
any thought to adding in a gui for mapping keys while inside the emu?
i haven't been playing around with your emu for that long so forgive me if this has been said before. if i set a folders attribute to "hidden" from within my o/s, dsx86 can not see the folder. so trying to clean up my firmware?s view results in folders that may contain dos games to not be available when running the emu.
when using the keyboard to jump/shoot in duke nukem 1 i notice that the keyboard is"sticking." if i hit ALT, then that key remains pressed. i have to press it twice after that, once to bring it back up and once to press it again. the same goes for ctrl. i have verified my dos files by crc against a known good and uncorrupted copy.
finally, it would be nice to see a path in the ini that mounts our virtual c drive. so i can mount to c:/data/dsx86/roms or something. all the change directory inputs can be tedious on the small keyboard.
thanks,
-another world
#173044 - midwinter - Wed Mar 17, 2010 1:24 am
Hey another world - back on page 23 (I think) drdim pasted the following which should answer your question about custom key mapping. Quick link I could find with the hex keycodes was:-
http://homepage.mac.com/randyhyde/webster.cs.ucr.edu/www.artofasm.com/DOS/pdf/apndxc.pdf
but from that and drdrim's quote below (which shows the syntax for all the buttons on the DS - i.e. KEY_A etc.) you should be able to figure it out :) (drdims being specific to gunship but just lookup the hex codes for your keys in the link above)
Have Fun
drdim wrote: |
lilalurl wrote: | Ok, thanks for the info.
Care to share the section of your config. file for the mapping of Gunship?
Would save me (and anyone who wants to play it) a bit of time? :-) |
of course :D
Code: | [cgame]
ScreenScale=Scale
ScreenUpdate=30FPS
KEY_UP=48
KEY_DOWN=50
KEY_LEFT=4B
KEY_RIGHT=4D
KEY_A=44
KEY_B=3D
KEY_X=3C
KEY_Y=42
KEY_L=1C
KEY_R=0E
KEY_START=09
KEY_SELECT=0C |
up/down/left/right is like the joystick
B/X: collective up/down (it's not a trigger, so you need to press it a lot (especially when starting)
A/Y: turning left/right (only when hovering)
R: select target
L: fire weapon
start/select: chaffs/flares
You still need the keyboard for engines (1,2,3), weapon selection (4,5,6,7), radar jamming (9,0), map/status (M,D,S), views (F5,F6,F7) and radio (space). Also, you can raise/lower the collective faster with F1/F4. |
#173046 - Sektor - Wed Mar 17, 2010 4:00 am
another world wrote: |
is there a guide to custom key mapping when manually setting up the ini file? i'm a bit confused on what syntax is required to map something. |
There's a PC program for creating the .ini file.
http://magnetic-inc.myzen.co.uk/dsx86config-002.zip
another world wrote: |
finally, it would be nice to see a path in the ini that mounts our virtual c drive. so i can mount to c:/data/dsx86/roms or something. all the change directory inputs can be tedious on the small keyboard.
|
4DOS startup file
Pate wrote: |
4DOS uses a startup file called 4start.btm (or 4start.bat). Create such a file into the 4dos directory, and put
cd \data\dsx86\whatever
into it, so you go to the correct directory when you start.
You can put whatever other initialization commands as well to that batch file (or create a menu of your favorite games or whatever). |
With 4DOS it is possible to change directories by typing FOLDER\ (trailing backslash). It has tab completion, so you can just type part of file/folder and then push tab to complete it.
_________________
GTAMP.com/DS
#173047 - jam_888 - Wed Mar 17, 2010 10:21 am
yay when i used to try to run arena(the elder scrolls arena 386 required) it used to say just unsupported opcode now it say unsupported 386 opcode it means progress
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173048 - jinjin - Wed Mar 17, 2010 1:39 pm
This messages are from my log file.
Quote: |
-Tetris(Original)-
------------------- [TETRIS] --------------------
[41;1mUnsupported string op seg/dir![39;1m
Graph Mode=03, EGA Mode=00
AX=0003 BX=354C CX=1F40 DX=07F6 SP=FFF1 BP=FFF3 SI=065C DI=0000
DS=07F6 ES=B800 SS=8FFF CS=01FB NV UP EI PL NZ ?? ?? NC
01FB:0F2B F3A4 repe movsb
Disassembly of code around the location:
01FB:0F0B 06 push es
01FB:0F0C 1F pop ds
01FB:0F0D C60500 mov byte [di],00
01FB:0F10 03E2 add sp,dx
01FB:0F12 FFE0 jmp near ax
01FB:0F14 B42C mov ah,2C
01FB:0F16 E83EFA call 0957 ($-5c2)
01FB:0F19 890EFE01 mov [01FE],cx
01FB:0F1D 8916FC01 mov [01FC],dx
01FB:0F21 C3 ret
01FB:0F22 5B pop bx
01FB:0F23 8CDA mov dx,ds
01FB:0F25 8BF7 mov si,di
01FB:0F27 1F pop ds
01FB:0F28 5F pop di
01FB:0F29 07 pop es
01FB:0F2A FC cld
01FB:0F2B F3A4 repe movsb
01FB:0F2D 8EDA mov ds,dx
01FB:0F2F FFE3 jmp near bx
01FB:0F31 5B pop bx
01FB:0F32 8CDA mov dx,ds
01FB:0F34 8BF7 mov si,di
01FB:0F36 1F pop ds
01FB:0F37 2BE1 sub sp,cx
01FB:0F39 8BFC mov di,sp
01FB:0F3B 16 push ss
01FB:0F3C 07 pop es
01FB:0F3D FC cld
01FB:0F3E F3A4 repe movsb
-Lost dutchman's mine-
------------------- [LDM] --------------------
[43;1mUnsupported INT call![39;1m
Graph Mode=0D, EGA Mode=00
AX=0DC7 BX=004D CX=0010 DX=0080 SP=716C BP=013B SI=0005 DI=A010
DS=2D20 ES=45C7 SS=84C9 CS=2471 NV UP EI PL NZ ?? ?? NC
2471:0578 FF068DFB inc word [FB8D]
Disassembly of code around the location:
2471:0558 33FB xor di,bx
2471:055A 8EC0 mov es,ax
2471:055C BD4001 mov bp,0140
2471:055F 2BE9 sub bp,cx
2471:0561 8BF1 mov si,cx
2471:0563 8A3E41FA mov bh,[FA41]
2471:0567 FF368DFB push word [FB8D]
2471:056B 51 push cx
2471:056C 8B168FFB mov dx,[FB8F]
2471:0570 8B0E8DFB mov cx,[FB8D]
2471:0574 B40D mov ah,0D
2471:0576 CD10 int 10
2471:0578 FF068DFB inc word [FB8D]
2471:057C 268A25 mov ah,es:[di]
2471:057F 80E4F0 and ah,F0
2471:0582 0AC4 or al,ah
2471:0584 AA stosb
2471:0585 59 pop cx
2471:0586 E2E3 loop 056B ($-1d)
2471:0588 8F068DFB pop word [FB8D]
2471:058C FF068FFB inc word [FB8F]
2471:0590 8BCE mov cx,si
2471:0592 03FD add di,bp
2471:0594 FE0E7DFB dec byte [FB7D]
2471:0598 75CD jne 0567 ($-33)
2471:059A C3 ret
2471:059B A131FB mov ax,[FB31]
2471:059E 8EC0 mov es,ax
2471:05A0 BD4001 mov bp,0140
2471:05A3 2BE9 sub bp,cx
-Dr.Who Dalek attack-
------------------- [DRW] --------------------
[43;1mUnsupported port I/O![39;1m
Graph Mode=0D, EGA Mode=00
AX=00FF BX=1B58 CX=0010 DX=0001 SP=92AC BP=091E SI=0082 DI=0008
DS=0FC7 ES=0040 SS=0FC7 CS=025B NV UP EI PL NZ ?? ?? NC
025B:CCB0 A840 test al,40
Disassembly of code around the location:
025B:CC90 03BF0A00 add di,[bx+000A]
025B:CC94 B84000 mov ax,0040
025B:CC97 8EC0 mov es,ax
025B:CC99 268B15 mov dx,es:[di]
025B:CC9C 89160CF2 mov [F20C],dx
025B:CCA0 E8C1FF call CC64 ($-3f)
025B:CCA3 8B160CF2 mov dx,[F20C]
025B:CCA7 B07F mov al,7F
025B:CCA9 EE out dx,al
025B:CCAA FEC2 inc dl
025B:CCAC B91000 mov cx,0010
025B:CCAF EC in al,dx
025B:CCB0 A840 test al,40
025B:CCB2 7507 jne CCBB ($+7)
025B:CCB4 E83C00 call CCF3 ($+3c)
025B:CCB7 E2F6 loop CCAF ($-a)
025B:CCB9 EB28 jmp short CCE3 ($+28)
025B:CCBB B90300 mov cx,0003
025B:CCBE 51 push cx
025B:CCBF B90000 mov cx,0000
025B:CCC2 EC in al,dx
025B:CCC3 A840 test al,40
025B:CCC5 7405 je CCCC ($+5)
025B:CCC7 E2F9 loop CCC2 ($-7)
025B:CCC9 59 pop cx
025B:CCCA EB17 jmp short CCE3 ($+17)
025B:CCCC B90200 mov cx,0002
025B:CCCF E82100 call CCF3 ($+21)
025B:CCD2 EC in al,dx
025B:CCD3 A840 test al,40
-Spread(Segyunjeon)-
------------------- [SPREAD] --------------------
[43;1mUnsupported INT call![39;1m
Graph Mode=13, EGA Mode=40
AX=0009 BX=0000 CX=0000 DX=0F88 SP=0F28 BP=0F42 SI=0000 DI=0000
DS=0000 ES=27C7 SS=27C7 CS=27C7 NV UP EI PL NZ ?? ?? NC
27C7:0F37 5D pop bp
Disassembly of code around the location:
27C7:0F17 0000 add [bx+si],al
27C7:0F19 0000 add [bx+si],al
27C7:0F1B 0000 add [bx+si],al
27C7:0F1D 0000 add [bx+si],al
27C7:0F1F 0000 add [bx+si],al
27C7:0F21 0037 add [bx],dh
27C7:0F23 0F db 0F
27C7:0F24 C7270202 mov word [bx],0202
27C7:0F28 42 inc dx
27C7:0F29 0F87250B ja 1A52 ($+b25)
27C7:0F2D 0225 add ah,[di]
27C7:0F2F 1BC8 sbb cx,ax
27C7:0F31 00800255 add [bx+si+5502],al
27C7:0F35 CD33 int 33
27C7:0F37 5D pop bp
27C7:0F38 CB retf
27C7:0F39 0000 add [bx+si],al
27C7:0F3B 0000 add [bx+si],al
27C7:0F3D 0034 add [si],dh
27C7:0F3F 0F db 0F
27C7:0F40 C7276E0F mov word [bx],0F6E
27C7:0F44 C60008 mov byte [bx+si],08
27C7:0F47 0A33 or dh,[bp+di]
27C7:0F49 00560F add [bp+0F],dl
27C7:0F4C C727560F mov word [bx],0F56
27C7:0F50 C727660F mov word [bx],0F66
27C7:0F54 C7270900 mov word [bx],0009
27C7:0F58 0000 add [bx+si],al
27C7:0F5A 0000 add [bx+si],al
27C7:0F5C 880F mov [bx],cl
-Blues brothers-
------------------- [BLUS] --------------------
[43;1mUnsupported graphics mode
640x200x16 (EGA) requested![39;1m
Graph Mode=0E, EGA Mode=00
AX=000E BX=0008 CX=0001 DX=3C50 SP=0FB6 BP=0FD8 SI=100D DI=0047
DS=11CB ES=1EA8 SS=1EA8 CS=0C52 NV UP EI PL ZR ?? ?? NC
0C52:03EB B81012 mov ax,1210
Disassembly of code around the location:
0C52:03CB 33B409CD xor si,[si-32F7]
0C52:03CF 21B44CCD and [si-32B4],si
0C52:03D3 215053 and [bx+si+53],dx
0C52:03D6 51 push cx
0C52:03D7 52 push dx
0C52:03D8 57 push di
0C52:03D9 56 push si
0C52:03DA 1E push ds
0C52:03DB 06 push es
0C52:03DC 55 push bp
0C52:03DD B8001A mov ax,1A00
0C52:03E0 CD10 int 10
0C52:03E2 3C1A cmp al,1A
0C52:03E4 7517 jne 03FD ($+17)
0C52:03E6 B80E00 mov ax,000E
0C52:03E9 CD10 int 10
0C52:03EB B81012 mov ax,1210
0C52:03EE CD10 int 10
0C52:03F0 880EC521 mov [21C5],cl
0C52:03F4 B80400 mov ax,0004
0C52:03F7 BB00B8 mov bx,B800
0C52:03FA EB5D jmp short 0459 ($+5d)
0C52:03FC 90 nop
0C52:03FD B412 mov ah,12
0C52:03FF B310 mov bl,10
0C52:0401 CD10 int 10
0C52:0403 80FB10 cmp bl,10
0C52:0406 7417 je 041F ($+17)
0C52:0408 B80D00 mov ax,000D
0C52:040B CD10 int 10
------------------- [BLUS] --------------------
[43;1mUnsupported INT call![39;1m
Graph Mode=0E, EGA Mode=00
AX=1210 BX=0008 CX=0001 DX=3C50 SP=0FB6 BP=0FD8 SI=100D DI=0047
DS=11CB ES=1EA8 SS=1EA8 CS=0C52 NV UP EI PL ZR ?? ?? NC
0C52:03F0 880EC521 mov [21C5],cl
Disassembly of code around the location:
0C52:03D0 B44C mov ah,4C
0C52:03D2 CD21 int 21
0C52:03D4 50 push ax
0C52:03D5 53 push bx
0C52:03D6 51 push cx
0C52:03D7 52 push dx
0C52:03D8 57 push di
0C52:03D9 56 push si
0C52:03DA 1E push ds
0C52:03DB 06 push es
0C52:03DC 55 push bp
0C52:03DD B8001A mov ax,1A00
0C52:03E0 CD10 int 10
0C52:03E2 3C1A cmp al,1A
0C52:03E4 7517 jne 03FD ($+17)
0C52:03E6 B80E00 mov ax,000E
0C52:03E9 CD10 int 10
0C52:03EB B81012 mov ax,1210
0C52:03EE CD10 int 10
0C52:03F0 880EC521 mov [21C5],cl
0C52:03F4 B80400 mov ax,0004
0C52:03F7 BB00B8 mov bx,B800
0C52:03FA EB5D jmp short 0459 ($+5d)
0C52:03FC 90 nop
0C52:03FD B412 mov ah,12
0C52:03FF B310 mov bl,10
0C52:0401 CD10 int 10
0C52:0403 80FB10 cmp bl,10
0C52:0406 7417 je 041F ($+17)
0C52:0408 B80D00 mov ax,000D
-Prehistorik man-
------------------- [PRE1] --------------------
[43;1mUnsupported graphics mode
640x480x16 (VGA) requested![39;1m
Graph Mode=12, EGA Mode=00
AX=0012 BX=0000 CX=0000 DX=0000 SP=21C0 BP=21D6 SI=0000 DI=0000
DS=1FA4 ES=FFFF SS=2974 CS=2974 NV UP EI NG NZ ?? ?? CY
2974:21CF 5D pop bp
Disassembly of code around the location:
2974:21AF FF0E6A52 dec word [526A]
2974:21B3 E9E500 jmp 229B ($+e5)
2974:21B6 81FEC901 cmp si,01C9
2974:21BA CF iret
2974:21BB 217429 and [si+29],si
2974:21BE 8302D6 add word [bp+si],FFD6
2974:21C1 2195002B and [di+2B00],dx
2974:21C5 1F pop ds
2974:21C6 A4 movsb
2974:21C7 1F pop ds
2974:21C8 CC int 03
2974:21C9 217429 and [si+29],si
2974:21CC 55 push bp
2974:21CD CD10 int 10
2974:21CF 5D pop bp
2974:21D0 CB retf
2974:21D1 1F pop ds
2974:21D2 035003 add dx,[bx+si+03]
2974:21D5 50 push ax
2974:21D6 F621 mul byte [bx+di]
2974:21D8 F8 clc
2974:21D9 9C pushf
2974:21DA 1200 adc al,[bx+si]
2974:21DC 2F das
2974:21DD 002B add [bp+di],ch
2974:21DF 1F pop ds
2974:21E0 1000 adc [bx+si],al
2974:21E2 E092 loopne 2176 ($-6e)
2974:21E4 A4 movsb
2974:21E5 1F pop ds
------------------- [PRE1] --------------------
[43;1mUnsupported graphics mode
640x350x16 (EGA) requested![39;1m
Graph Mode=10, EGA Mode=10
AX=0010 BX=0000 CX=0000 DX=0000 SP=21C0 BP=21D6 SI=0000 DI=0000
DS=1FA4 ES=0040 SS=2974 CS=2974 NV UP EI NG NZ ?? ?? CY
2974:21CF 5D pop bp
Disassembly of code around the location:
2974:21AF FF0E6A52 dec word [526A]
2974:21B3 E9E500 jmp 229B ($+e5)
2974:21B6 81FEC901 cmp si,01C9
2974:21BA CF iret
2974:21BB 217429 and [si+29],si
2974:21BE 8302D6 add word [bp+si],FFD6
2974:21C1 2195002B and [di+2B00],dx
2974:21C5 1F pop ds
2974:21C6 A4 movsb
2974:21C7 1F pop ds
2974:21C8 CC int 03
2974:21C9 217429 and [si+29],si
2974:21CC 55 push bp
2974:21CD CD10 int 10
2974:21CF 5D pop bp
2974:21D0 CB retf
2974:21D1 1F pop ds
2974:21D2 035003 add dx,[bx+si+03]
2974:21D5 50 push ax
2974:21D6 F621 mul byte [bx+di]
2974:21D8 F8 clc
2974:21D9 9C pushf
2974:21DA 1000 adc [bx+si],al
2974:21DC 2F das
2974:21DD 002B add [bp+di],ch
2974:21DF 1F pop ds
2974:21E0 1000 adc [bx+si],al
2974:21E2 E092 loopne 2176 ($-6e)
2974:21E4 A4 movsb
2974:21E5 1F pop ds
-Sango fighter-
------------------- [PLAY] --------------------
[43;1mUnsupported SB DSP command![39;1m
Graph Mode=13, EGA Mode=40
AX=0080 BX=153F CX=0064 DX=022C SP=03E0 BP=091E SI=0000 DI=0000
DS=0A19 ES=2A71 SS=13A7 CS=0A19 NV UP EI PL ZR ?? ?? NC
0A19:210F 5A pop dx
Disassembly of code around the location:
0A19:20EF 5A pop dx
0A19:20F0 59 pop cx
0A19:20F1 F8 clc
0A19:20F2 C3 ret
0A19:20F3 51 push cx
0A19:20F4 52 push dx
0A19:20F5 50 push ax
0A19:20F6 BA0C00 mov dx,000C
0A19:20F9 2E0316D91D add dx,cs:[1DD9]
0A19:20FE B96400 mov cx,0064
0A19:2101 EC in al,dx
0A19:2102 A880 test al,80
0A19:2104 7407 je 210D ($+7)
0A19:2106 E2F9 loop 2101 ($-7)
0A19:2108 58 pop ax
0A19:2109 5A pop dx
0A19:210A 59 pop cx
0A19:210B F9 stc
0A19:210C C3 ret
0A19:210D 58 pop ax
0A19:210E EE out dx,al
0A19:210F 5A pop dx
0A19:2110 59 pop cx
0A19:2111 F8 clc
0A19:2112 C3 ret
0A19:2113 51 push cx
0A19:2114 FA cli
0A19:2115 B005 mov al,05
0A19:2117 E60A out 0A,al
0A19:2119 32C0 xor al,al
-North & South-
------------------- [WAR] --------------------
[43;1mUnsupported INT call![39;1m
Graph Mode=02, EGA Mode=00
AX=2691 BX=19CE CX=C000 DX=03A8 SP=1992 BP=0000 SI=01FB DI=038F
DS=01FB ES=01FB SS=01FB CS=01FB NV UP EI PL NZ ?? ?? NC
01FB:0E16 BA8000 mov dx,0080
Disassembly of code around the location:
01FB:0DF6 01A82075 add [bx+si+7520],bp
01FB:0DFA 342E xor al,2E
01FB:0DFC C7065B010001 mov word [015B],0100
01FB:0E02 2E8B165101 mov dx,cs:[0151]
01FB:0E07 2E8306510110 add word cs:[0151],0010
01FB:0E0D 2E8916A701 mov cs:[01A7],dx
01FB:0E12 B426 mov ah,26
01FB:0E14 CD21 int 21
01FB:0E16 BA8000 mov dx,0080
01FB:0E19 2E8E1EA701 mov ds,cs:[01A7]
01FB:0E1E B41A mov ah,1A
01FB:0E20 CD21 int 21
01FB:0E22 8C0E0C00 mov [000C],cs
01FB:0E26 C7060A00090F mov word [000A],0F09
01FB:0E2C F8 clc
01FB:0E2D 5B pop bx
01FB:0E2E C3 ret
01FB:0E2F 33C0 xor ax,ax
01FB:0E31 8ED8 mov ds,ax
01FB:0E33 8D066901 lea ax,[0169]
01FB:0E37 A36C02 mov [026C],ax
01FB:0E3A 8C0E6E02 mov [026E],cs
01FB:0E3E B90A00 mov cx,000A
01FB:0E41 8CC8 mov ax,cs
01FB:0E43 8ED8 mov ds,ax
01FB:0E45 8D366901 lea si,[0169]
01FB:0E49 8B04 mov ax,[si]
01FB:0E4B 0B4402 or ax,[si+02]
01FB:0E4E 7408 je 0E58 ($+8)
01FB:0E50 83C604 add si,0004
-Rambo 3 (Taito)-
------------------- [RAMBO] --------------------
[41;1mUnsupported opcode![39;1m
Graph Mode=03, EGA Mode=00
AX=0902 BX=0106 CX=0020 DX=0126 SP=040B BP=0000 SI=0420 DI=0420
DS=9FBD ES=9FBD SS=9FBD CS=020B NV UP EI PL ZR ?? ?? CY
020B:0314 0000 add [bx+si],al
Disassembly of code around the location:
020B:02F4 54 push sp
020B:02F5 41 inc cx
020B:02F6 43 inc bx
020B:02F7 4B dec bx
020B:02F8 2020 and [bx+si],ah
020B:02FA 205354 and [bp+di+54],dl
020B:02FD 41 inc cx
020B:02FE 43 inc bx
020B:02FF 4B dec bx
020B:0300 2020 and [bx+si],ah
020B:0302 205354 and [bp+di+54],dl
020B:0305 41 inc cx
020B:0306 43 inc bx
020B:0307 0202 add al,[bp+si]
020B:0309 7501 jne 030C ($+1)
020B:030B FB sti
020B:030C 01BD9F00 add [di+009F],di
020B:0310 00FB add bl,bh
020B:0312 0100 add [bx+si],ax
020B:0314 0000 add [bx+si],al
020B:0316 0000 add [bx+si],al
020B:0318 0000 add [bx+si],al
020B:031A 0000 add [bx+si],al
020B:031C 0000 add [bx+si],al
020B:031E 0000 add [bx+si],al
020B:0320 0000 add [bx+si],al
020B:0322 0000 add [bx+si],al
020B:0324 0000 add [bx+si],al
020B:0326 0000 add [bx+si],al
020B:0328 0000 add [bx+si],al
-Avoid the noids-
------------------- [NOID] --------------------
[43;1mUnsupported port I/O![39;1m
Graph Mode=03, EGA Mode=00
AX=00FF BX=0008 CX=0000 DX=0020 SP=0FAA BP=0FCE SI=100D DI=0047
DS=0E26 ES=159A SS=1497 CS=0A4E NV UP DI PL NZ ?? ?? NC
0A4E:00B8 8BF8 mov di,ax
Disassembly of code around the location:
0A4E:0098 CB retf
0A4E:0099 B036 mov al,36
0A4E:009B E643 out 43,al
0A4E:009D EB00 jmp short 009F ($+0)
0A4E:009F B000 mov al,00
0A4E:00A1 E640 out 40,al
0A4E:00A3 EB00 jmp short 00A5 ($+0)
0A4E:00A5 B000 mov al,00
0A4E:00A7 E640 out 40,al
0A4E:00A9 CB retf
0A4E:00AA 56 push si
0A4E:00AB 57 push di
0A4E:00AC FA cli
0A4E:00AD BA2000 mov dx,0020
0A4E:00B0 B00A mov al,0A
0A4E:00B2 EE out dx,al
0A4E:00B3 B000 mov al,00
0A4E:00B5 E643 out 43,al
0A4E:00B7 EC in al,dx
0A4E:00B8 8BF8 mov di,ax
0A4E:00BA E440 in al,40
0A4E:00BC 8AD8 mov bl,al
0A4E:00BE E440 in al,40
0A4E:00C0 8AF8 mov bh,al
0A4E:00C2 F7D3 not bx
0A4E:00C4 E421 in al,21
0A4E:00C6 8BF0 mov si,ax
0A4E:00C8 B0FF mov al,FF
0A4E:00CA E621 out 21,al
0A4E:00CC B84000 mov ax,0040
------------------- [NOID] --------------------
[43;1mUnsupported port I/O![39;1m
Graph Mode=03, EGA Mode=00
AX=3AFF BX=3AE6 CX=0000 DX=0020 SP=0FAA BP=0FCE SI=100D DI=0047
DS=0E26 ES=0040 SS=1497 CS=0A4E NV UP DI PL NZ ?? ?? NC
0A4E:00B8 8BF8 mov di,ax
Disassembly of code around the location:
0A4E:0098 CB retf
0A4E:0099 B036 mov al,36
0A4E:009B E643 out 43,al
0A4E:009D EB00 jmp short 009F ($+0)
0A4E:009F B000 mov al,00
0A4E:00A1 E640 out 40,al
0A4E:00A3 EB00 jmp short 00A5 ($+0)
0A4E:00A5 B000 mov al,00
0A4E:00A7 E640 out 40,al
0A4E:00A9 CB retf
0A4E:00AA 56 push si
0A4E:00AB 57 push di
0A4E:00AC FA cli
0A4E:00AD BA2000 mov dx,0020
0A4E:00B0 B00A mov al,0A
0A4E:00B2 EE out dx,al
0A4E:00B3 B000 mov al,00
0A4E:00B5 E643 out 43,al
0A4E:00B7 EC in al,dx
0A4E:00B8 8BF8 mov di,ax
0A4E:00BA E440 in al,40
0A4E:00BC 8AD8 mov bl,al
0A4E:00BE E440 in al,40
0A4E:00C0 8AF8 mov bh,al
0A4E:00C2 F7D3 not bx
0A4E:00C4 E421 in al,21
0A4E:00C6 8BF0 mov si,ax
0A4E:00C8 B0FF mov al,FF
0A4E:00CA E621 out 21,al
0A4E:00CC B84000 mov ax,0040
------------------- [NOID] --------------------
[43;1mUnsupported port I/O![39;1m
Graph Mode=03, EGA Mode=00
AX=00FF BX=0FCA CX=0000 DX=0020 SP=0FAA BP=0FCE SI=100D DI=0047
DS=0E26 ES=1497 SS=1497 CS=0A4E NV UP DI PL NZ ?? ?? NC
0A4E:00B8 8BF8 mov di,ax
Disassembly of code around the location:
0A4E:0098 CB retf
0A4E:0099 B036 mov al,36
0A4E:009B E643 out 43,al
0A4E:009D EB00 jmp short 009F ($+0)
0A4E:009F B000 mov al,00
0A4E:00A1 E640 out 40,al
0A4E:00A3 EB00 jmp short 00A5 ($+0)
0A4E:00A5 B000 mov al,00
0A4E:00A7 E640 out 40,al
0A4E:00A9 CB retf
0A4E:00AA 56 push si
0A4E:00AB 57 push di
0A4E:00AC FA cli
0A4E:00AD BA2000 mov dx,0020
0A4E:00B0 B00A mov al,0A
0A4E:00B2 EE out dx,al
0A4E:00B3 B000 mov al,00
0A4E:00B5 E643 out 43,al
0A4E:00B7 EC in al,dx
0A4E:00B8 8BF8 mov di,ax
0A4E:00BA E440 in al,40
0A4E:00BC 8AD8 mov bl,al
0A4E:00BE E440 in al,40
0A4E:00C0 8AF8 mov bh,al
0A4E:00C2 F7D3 not bx
0A4E:00C4 E421 in al,21
0A4E:00C6 8BF0 mov si,ax
0A4E:00C8 B0FF mov al,FF
0A4E:00CA E621 out 21,al
0A4E:00CC B84000 mov ax,0040
------------------- [NOID] --------------------
[43;1mUnsupported port I/O![39;1m
Graph Mode=03, EGA Mode=00
AX=00FF BX=0414 CX=0000 DX=0020 SP=0FAA BP=0FCE SI=100D DI=0047
DS=0E26 ES=159A SS=1497 CS=0A4E NV UP DI PL NZ ?? ?? NC
0A4E:00B8 8BF8 mov di,ax
Disassembly of code around the location:
0A4E:0098 CB retf
0A4E:0099 B036 mov al,36
0A4E:009B E643 out 43,al
0A4E:009D EB00 jmp short 009F ($+0)
0A4E:009F B000 mov al,00
0A4E:00A1 E640 out 40,al
0A4E:00A3 EB00 jmp short 00A5 ($+0)
0A4E:00A5 B000 mov al,00
0A4E:00A7 E640 out 40,al
0A4E:00A9 CB retf
0A4E:00AA 56 push si
0A4E:00AB 57 push di
0A4E:00AC FA cli
0A4E:00AD BA2000 mov dx,0020
0A4E:00B0 B00A mov al,0A
0A4E:00B2 EE out dx,al
0A4E:00B3 B000 mov al,00
0A4E:00B5 E643 out 43,al
0A4E:00B7 EC in al,dx
0A4E:00B8 8BF8 mov di,ax
0A4E:00BA E440 in al,40
0A4E:00BC 8AD8 mov bl,al
0A4E:00BE E440 in al,40
0A4E:00C0 8AF8 mov bh,al
0A4E:00C2 F7D3 not bx
0A4E:00C4 E421 in al,21
0A4E:00C6 8BF0 mov si,ax
0A4E:00C8 B0FF mov al,FF
0A4E:00CA E621 out 21,al
0A4E:00CC B84000 mov ax,0040
------------------- [NOID] --------------------
[43;1mUnsupported port I/O![39;1m
Graph Mode=03, EGA Mode=00
AX=00FF BX=0FBE CX=0000 DX=0020 SP=0FAA BP=0FCE SI=100D DI=0047
DS=0E26 ES=1497 SS=1497 CS=0A4E NV UP DI PL NZ ?? ?? NC
0A4E:00B8 8BF8 mov di,ax
Disassembly of code around the location:
0A4E:0098 CB retf
0A4E:0099 B036 mov al,36
0A4E:009B E643 out 43,al
0A4E:009D EB00 jmp short 009F ($+0)
0A4E:009F B000 mov al,00
0A4E:00A1 E640 out 40,al
0A4E:00A3 EB00 jmp short 00A5 ($+0)
0A4E:00A5 B000 mov al,00
0A4E:00A7 E640 out 40,al
0A4E:00A9 CB retf
0A4E:00AA 56 push si
0A4E:00AB 57 push di
0A4E:00AC FA cli
0A4E:00AD BA2000 mov dx,0020
0A4E:00B0 B00A mov al,0A
0A4E:00B2 EE out dx,al
0A4E:00B3 B000 mov al,00
0A4E:00B5 E643 out 43,al
0A4E:00B7 EC in al,dx
0A4E:00B8 8BF8 mov di,ax
0A4E:00BA E440 in al,40
0A4E:00BC 8AD8 mov bl,al
0A4E:00BE E440 in al,40
0A4E:00C0 8AF8 mov bh,al
0A4E:00C2 F7D3 not bx
0A4E:00C4 E421 in al,21
0A4E:00C6 8BF0 mov si,ax
0A4E:00C8 B0FF mov al,FF
0A4E:00CA E621 out 21,al
0A4E:00CC B84000 mov ax,0040
------------------- [NOID] --------------------
[43;1mUnsupported port I/O![39;1m
Graph Mode=03, EGA Mode=00
AX=00FF BX=0414 CX=0000 DX=0020 SP=0FAA BP=0FCE SI=100D DI=0047
DS=0E26 ES=159A SS=1497 CS=0A4E NV UP DI PL NZ ?? ?? NC
0A4E:00B8 8BF8 mov di,ax
Disassembly of code around the location:
0A4E:0098 CB retf
0A4E:0099 B036 mov al,36
0A4E:009B E643 out 43,al
0A4E:009D EB00 jmp short 009F ($+0)
0A4E:009F B000 mov al,00
0A4E:00A1 E640 out 40,al
0A4E:00A3 EB00 jmp short 00A5 ($+0)
0A4E:00A5 B000 mov al,00
0A4E:00A7 E640 out 40,al
0A4E:00A9 CB retf
0A4E:00AA 56 push si
0A4E:00AB 57 push di
0A4E:00AC FA cli
0A4E:00AD BA2000 mov dx,0020
0A4E:00B0 B00A mov al,0A
0A4E:00B2 EE out dx,al
0A4E:00B3 B000 mov al,00
0A4E:00B5 E643 out 43,al
0A4E:00B7 EC in al,dx
0A4E:00B8 8BF8 mov di,ax
0A4E:00BA E440 in al,40
0A4E:00BC 8AD8 mov bl,al
0A4E:00BE E440 in al,40
0A4E:00C0 8AF8 mov bh,al
0A4E:00C2 F7D3 not bx
0A4E:00C4 E421 in al,21
0A4E:00C6 8BF0 mov si,ax
0A4E:00C8 B0FF mov al,FF
0A4E:00CA E621 out 21,al
0A4E:00CC B84000 mov ax,0040
-Nemesis-
------------------- [NEMESIS] --------------------
[43;1mUnsupported graphics mode
640x350x16 (EGA) requested![39;1m
Graph Mode=10, EGA Mode=10
AX=0010 BX=0087 CX=027F DX=0000 SP=C20A BP=C226 SI=0002 DI=0800
DS=13B7 ES=5F1A SS=5F1A CS=13B7 NV UP EI PL ZR ?? ?? NC
13B7:0598 C3 ret
Disassembly of code around the location:
13B7:0578 8EC0 mov es,ax
13B7:057A BB8700 mov bx,0087
13B7:057D 268A07 mov al,es:[bx]
13B7:0580 07 pop es
13B7:0581 2460 and al,60
13B7:0583 7505 jne 058A ($+5)
13B7:0585 C606E204FF mov byte [04E2],FF
13B7:058A 893EDC04 mov [04DC],di
13B7:058E E80800 call 0599 ($+8)
13B7:0591 A0E504 mov al,[04E5]
13B7:0594 32E4 xor ah,ah
13B7:0596 CD10 int 10
13B7:0598 C3 ret
13B7:0599 A1DC04 mov ax,[04DC]
13B7:059C F726DA04 mul word [04DA]
13B7:05A0 0500A0 add ax,A000
13B7:05A3 A3E304 mov [04E3],ax
13B7:05A6 C3 ret
13B7:05A7 0003 add [bp+di],al
13B7:05A9 0C0F or al,0F
13B7:05AB 2E803EE20400 cmp byte cs:[04E2],00
13B7:05B1 7411 je 05C4 ($+11)
13B7:05B3 53 push bx
13B7:05B4 3C04 cmp al,04
13B7:05B6 7202 jc 05BA ($+2)
13B7:05B8 B003 mov al,03
13B7:05BA 8AD8 mov bl,al
13B7:05BC 32FF xor bh,bh
13B7:05BE 2E8A87A705 mov al,cs:[bx+05A7]
13B7:05C3 5B pop bx
|
#173052 - usotsuki - Wed Mar 17, 2010 11:20 pm
4DOS supports tab completion (including for directories and you don't need the CD if the directory is followed by a backslash), but the tab key is really small and I typo it as "q" all too much.
#173056 - Pate - Thu Mar 18, 2010 7:21 am
jinjin: Thanks for the log! I saved it on my PC so you can edit your post and remove it to make the forum view cleaner, if you wish.
usotsuki: For 0.06 version I increased the clickable area leftward for the TAB button on the touch screen keyboard, so you can aim for the left border of the TAB key when touching it. This hopefully reduces the typos..
Pate
_________________
#173058 - sverx - Thu Mar 18, 2010 9:32 am
usotsuki wrote: |
the tab key is really small and I typo it as "q" all too much. |
phew, I'm not the only one ;) Thanks Pate for fixing this too :)
#173059 - midwinter - Thu Mar 18, 2010 12:32 pm
Just for something to do thought I would try some more games.
Log here:- http://pastebin.com/CBZg4knw (I havn't changed sierra to the actual game title as I figure you are getting what you need without knowing the specific game - correct me if I am wrong)
Anyway checked some of the other Sierra adventure games to see if they all did the same thing. KingsQuest and PoliceQuest2 both gave errors that could be steped through and the game works aside from the text issue. KingsQuest2 and SpaceQuest on the other hand give no error however they suffer from the text issue (no game text is displayed on screen).
The ancient Art Of War crashes the app. No log etc. and need to hard reset the DS
Midwinter and Mechwarrior (tried this because I thought it was reported as working but going back a page drdim I see you said it just returned Opcode error) both errored as per log
Keep up the good work Pate :-)
#173062 - jchadwell - Thu Mar 18, 2010 6:43 pm
So the R4 runs DSx86 just fine. It might be time for me to get an R4 for homebrew. I noticed I'm also having libfat problems with my M3 Lite when trying out the newer versions of S8DS. So whatever advances are being made with DevKitARM and libfat, it's leaving the M3 Lite in the dust.
I'm currently eyeing the R4...would this be the choice to get, or does anyone have other recommendations?
#173063 - mortys - Thu Mar 18, 2010 10:48 pm
Hi Pate
Just try some games
Countdown (access software) : Works well but is a pain in the ass to play with the keyboard setting.
Dylan dog (adventure) : quit because of no mouse
Speedball : seems to work fine, just need to con,figure key to start a game.
Pushover : crash after intro
Hero Quest : return to dos beacause no mouse installed
#173065 - dantheman - Fri Mar 19, 2010 12:06 am
jchadwell wrote: |
I'm currently eyeing the R4...would this be the choice to get, or does anyone have other recommendations? |
My thoughts on the R4 can be found at http://forum.gbadev.org/viewtopic.php?p=171741#171741
#173066 - jchadwell - Fri Mar 19, 2010 2:28 am
Thanks dantheman, I had no idea there were so many "R4" carts out there. I've purchased stuff from Divineo before and recently saw that they listed an R4 SDHC for sale. I thought that might be the one to get, but now it could just be a cheap knock off? I'll have to do some more research.
#173070 - jam_888 - Fri Mar 19, 2010 12:41 pm
i know this does not have anything to do with computers sepcialy not dsx86 but i just asked a girl out (first one) got owned and my best friend just laughed at me
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173071 - Sektor - Fri Mar 19, 2010 12:46 pm
Did you show her that you can run DOS games on your DS? If she still denies you then it wasn't meant to be. Try another girl and post your compatibility results.
_________________
GTAMP.com/DS
#173072 - jam_888 - Fri Mar 19, 2010 1:20 pm
ahahah yeh i think she only knows how to use facebook on the internet so yehh maybe not but that would be funny if it worked
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173088 - jam_888 - Sat Mar 20, 2010 2:28 pm
hay pate if you are in finland this would be at 3:30 anyways what are the complication's in mouse support
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173167 - usotsuki - Wed Mar 24, 2010 6:45 pm
Norton Commander 4 partially works. Scrolling up the directory "unsupported INT call" and messes up the screen, and it borks when I come back from screen saver with some issue about a string function (I'll look it up later). But it works pretty nice for browsing for commands and running programs. xD
#173177 - Pate - Thu Mar 25, 2010 5:58 am
midwinter: Thanks for the additional log! That INT error in the Sierra games should be fixed in 0.07, I still need to work on the text problem.
mortys: Thanks for the info! Sorry, no mouse support yet in the next version, I'll try to add that during my Easter vacation.
jam_888: For mouse support I need to add mouse cursor emulation for both text mode and all the graphics modes, and I also need to support games that use custom mouse cursor shapes. Quite a bit of work, as it is different for each graphics mode. Oh, I also tested your CHEAT program. Looks like it uses stdin for it's input, and that is not properly supported in DSx86 yet. That's why it just quits immediately.
usotsuki: Nice to hear that! I got Norton SYSINFO to run also. I'll try to add upwards scrolling to the next version. I also plan to switch to a "dirty buffer" blitting method for the text screen, so no more text mode opcode errors. Haven't yet started work on that, I hope I have time to do that during the weekend before releasing 0.07.
Pate
_________________
#173178 - jam_888 - Thu Mar 25, 2010 7:39 am
thanks as always Pate an i have no idea what stdin is all i know is i use iostream and cin to input stuff but i will look on internet to find out
edit: just looked it up right standered input that makes complete sense :) thanks again
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173198 - jam_888 - Fri Mar 26, 2010 8:13 am
yay and noooo and the same time there is this game called liero that i had when i was younger but i lost and forgot the name i spent like 5 years looking for it then i found it accedentilly yay the bad bit is it is a 286 game that works on dosbox but on dsx86 it says initalizing sound system.... runtime error 200 at 14dd:131. and it does not enter it into the log because the actual game says it the game fully is liero 133 (v133)
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173220 - midwinter - Sat Mar 27, 2010 11:17 pm
Hey Pate - no worries with logs etc. thats easy - your'e the one doing the hard/great stuff so thank you :)
I noticed on your log you made a comment about DSx86 showing an error popup when used in NO$GBA. I had a quick go and all I was getting was an error because it couldn't load dos due to the path/directory mappings etc. so just thought I would ask how you got DSx86 working with NO$GBA?
Looking forward to the new release which is hopefully imminent.
Looking at your past releases to date it looks like you have been adhering to a rough 2 week window and you recent comments (do 0.07 over this weekend) would seem to support that so is that what you were looking to do (fortnightly updates) or will you just update as required/able and the seeming fortnighly updates are just because it has worked out that way?
Anyway keep up the good work :)
#173222 - jam_888 - Sun Mar 28, 2010 2:16 am
running homebrew games on emulaters is a nightmare because of directories
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173223 - Pate - Sun Mar 28, 2010 8:37 am
Version 0.07 released!
midwinter wrote: |
I noticed on your log you made a comment about DSx86 showing an error popup when used in NO$GBA. I had a quick go and all I was getting was an error because it couldn't load dos due to the path/directory mappings etc. so just thought I would ask how you got DSx86 working with NO$GBA?
|
Well, I have a special development version of DSx86 (actually it's just a set of compiler defines) where I include 4DOS.COM and the files needed by the game I am currently working on into the DSx86.nds file, so that I can test it inside NO$GBA without needing to copy it to my SD card all the time.
Quote: |
Looking at your past releases to date it looks like you have been adhering to a rough 2 week window and you recent comments (do 0.07 over this weekend) would seem to support that so is that what you were looking to do (fortnightly updates) or will you just update as required/able and the seeming fortnighly updates are just because it has worked out that way?
|
Well, that two-week schedule is not all that strict, but it seems to suit the way I like to organize my TODO list for DSx86. I try to release a new version every two weeks, so it is more than happenstance but not set in stone. :-)
Quote: |
Anyway keep up the good work :) |
Thanks, I try! :-)
Looking forward to your debug logs and other reports again!
Pate
_________________
#173232 - jam_888 - Sun Mar 28, 2010 12:23 pm
thanks for the update pate :)
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173233 - Sektor - Sun Mar 28, 2010 1:00 pm
digger.exe /c works (to run in CGA mode). No music but sound effects work and the game runs fast. Need to set it to scale to fit it all on screen.
Pizza Worm says 386 op codes not supported. Explains why that didn't work.
_________________
GTAMP.com/DS
Last edited by Sektor on Sun Mar 28, 2010 1:33 pm; edited 2 times in total
#173234 - jam_888 - Sun Mar 28, 2010 1:22 pm
in the new vr of dsx86 it comes up with a different error from before now it
says loading & thinking....ok
initializing sound system...
baseIO=)22)h IRQ7 DMA8=1
DSP version 2.01: 8-bit, auto-initialized
error initializing extended memory
HIMEM.SYS must be installed
how can i turn off sound in ini file
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#173235 - midwinter - Sun Mar 28, 2010 1:59 pm
Imminet indeed - great stuff Pate :-)
Log of the games I was testing:- http://pastebin.com/RPBf2Kce
Quick Summary,
Bards Tale (BARD) and Bards Tale II (DK) both give Opcode errors. Seems to be on the sound which continues after a soft reset.
Dungeon Master - Works without error but the graphics are messed up. Gives an ingame error about DM master disk so ??
Dragonwars - Seems to all be OK in CGA - EGA works this time round but the graphics are messed up so not uasable
The Sierra games I checked were as you stated still with the text issue (but no DSx86 errors) with one exception - PoliceQuest2 - all works OK including the text (menus and ingame).
Rogue - No error this time but the main character graphic is not displayed on screen. Possibly so others as well (only looked at it quickly but ladders etc. seemed missing but mosters showed etc.)
Sentinel - Same scrolling screen issue in CGA however EGA works without error this time but the graphics are messed up (unusable)
Ancient Art of War - same issue - locks system need to hard reset
Mechwarrior - works. Some minor graphical issues (on main menu when flicking options and som screens) but very playable (played a mission and killed mech etc.)
Midwinter - Unsupported INT call then can be entered through to ingame. All seemed to be OK however freezes when selecting action (i.e. when the action graphic is on screen). I deleted the user break points out of the original log but here they were for that game only http://pastebin.com/yvGGtNYi
UltimaI - Same issue as previous (ages to draw main logo then loops_
UltimaII - Unsupported INT calls. No wrong disk issues this time and able to enter errors but don't think I was able to get ingame (cant read my cryptic notes)
UltimaIII - All works OK however some speed issues (wind dir and charatcter anims) but these are present using DOSBox as well
UltimaIV - This time I get an error about "packed file is corrupt" when trying to start. You can run through creating new character etc. it just when trying to actually start the game (after create chr or using journey onward).
UltimaV - Now come on Pate - this is the one I wanna see woking ;-) but no Joy this release - unsupported Opcode
Hmmmmm.....think that is about it. Lots more progress this release so great stuff :-) Couple of titles to try for those interetsed ( PoliceQ2 and Mechwarrior)
On other matters - I can imgagine why you would want a version running under NO$GBA for dev/testing and debugging etc. Pain needing to swap out the card etc. to the PC but I guess Nintendo never intended memory to be added to the DS so it is what it is.
Great to hear you are intending regular updates, I know I have been looking forward to seeing them.
I notice that for some games (especially text) when the image is scaled is very hard to read. I know you are working with limited realestate (or screen size) but is that the best that can be done or is it fesiable to have some sort of scaling option like 95%, 90%, 85% etc. to try for better viewing (assuming some games will scale better than others at different percentages)?
Anyway couple of games to play with and will be keen on seeing what you come up with for the next release :-)
Have fun and good luck
#173236 - midwinter - Sun Mar 28, 2010 2:03 pm
....Also just one more thing some of the games I have listed as working do NOT have sound. May well be how I have configured them etc. or just not working - I havn't worried to much about the sound.
#173239 - bob_fossil - Sun Mar 28, 2010 5:12 pm
Pipe Mania graphics have regressed from 0.06 to 0.07. They were in colour (EGA mode I think) but now they're grey scale. I also noticed that on startup or restarting, there is a slight delay before 4DOS starts up. This delay wasn't there before on 0.06. If you get chance, could you also look at resetting the sound when you restart the emulator - the last played sound is repeatedly outputted after a restart from an unhandled opcode error.
#173241 - Pate - Sun Mar 28, 2010 7:54 pm
jam_888: You mean the Liero game? DSx86 does not support extended memory, it is a protected mode feature and I plan to only support real mode.
midwinter: Thanks for the log and info! Looks like many games show distorted EGA graphics, I'll need to work on that for the next release.
Interesting idea about scaling options, it would not be all that difficult to add a scaling factor setting. I'll look into that.
bob_fossil: Strange that the graphics have changed, I don't think I changed the palette or graphics detection routines for this version.
The slight delay when starting is caused by the new text screen blitted update. The screen update operation starts running only after the emulator is fully up and running, while earlier the libFAT and INI file checks wrote directly to the physical VRAM. So it is not actually any slower than before, it just does not update the screen during the initial stuff.
I'll try to remember to send sound reset commands when (re)starting the emulation. Funny enough, it actually works now pretty much like some sound cards did in the real PCs, the sound might stay looping even when you reset the PC. :-)
Thanks again for your testing DSx86!
Pate
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#173256 - jam_888 - Mon Mar 29, 2010 3:33 am
ok this must seem like the stupidest dumb ass idea but when and if you get your cpu past 15 mhz can you put in 486 support i know its stupid even for 386 to be put in there but a 486 is more backwards compatible sowith only emulating that you would be able to run 486 and backwards were as if you put in 386 support there is a backwards compatabilite issue you would only be able to run games in protected mode even with a 486 you probably wont be able to run any 486 games you would be able to 386 and backwards with out multiple cpu emulation and confussion just tell me if im wrong and thanks as always pate :) to bad you don't support extended memory :( but everything else more than makes up for it :)
edit: 486 do support switching between protected mode and real if im correct other wise what i wrote before is bull crap
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#173257 - Zandro - Mon Mar 29, 2010 4:04 am
Sigh... all is nigh glorious.
I have one log for now.. http://pastebin.com/JYpDkNdw Creepers (one of my childhood favorites) spits a non-fatal Unsupported port I/O issue when using SB/16 sound. The OPL emulation is good, and so is the PCM sound, but following the play of any wavsample causes the error. It's captured disassemblies are showing two different initial command proceedings, then all the rest is the same (excepting the header info: AX, BX, etc).
Before that, however, I often experienced fatal Unsupported Opcodes during the Psygnosis intro and after the main title screen when switching to Direct update mode.
Thanks again for sharing your progress with everybody!
#173261 - sverx - Mon Mar 29, 2010 9:19 am
Very good work, Pate :)
Now Three is playable, but there's no music or sound anyway.
The game detects a SoundBlaster but if you select it then the game gives a lot of "Unsupported SB DSP command", here's the log. (Looks like "8-bit Auto-inizialize DMA DAC" [1Ch] and "8-bit Exit Auto-Inizialize DMA operation" [DAh] aren't supported... that sounds very strange to me...)
Oh, right, an important question: which value are you reporting to command "Get DSP Version" [E1h]? I'm asking that because the game reports it as a SB MONO only... I have these quite old info about DSP versions:
Code: |
100h to 1FFh: SB 1.0, SB 1.5
200h to 2FFh: SB 2.0
300h SB Pro
301h to 3FFh: SB Pro2
400h to 411h: SB 16
412h SB AWE 32
|
Stereo started from SB Pro. 16 bit audio started from SB 16, of course.
PC speaker sound also doesn't work. I was driving the speaker directly thus having a PCM reproduction (1 bit resolution... lol...). I guess you didn't implement this kind of reproduction, but I've seen it used in some games... and in FastTracker II, mainly :)
Then... Eye of the Beholder works almost perfectly :) :)
VGA/EGA/CGA modes ok, Adlib sound is a little bit low. No mouse support yet, so it isn't easy to play.
DuneII ... still no luck :|
Thank you for this release! :D :D
#173268 - Pate - Mon Mar 29, 2010 12:29 pm
jam_888: I do not have plans to add 32bit support to DSx86, so 386/486 support is not coming, sorry.
Zandro: Thanks for the log!
sverx: Glad to hear that Three works! Thanks for the link to it, I used Google Chrome to translate the site from Italian to Finnish, and I think I pretty much understood what the page said. Pretty good machine translator Google has. :-)
DSx86 reports SB version as 0x201, which is SB 2.0 (mono). I could support more advanced SB models, but decided to start simply.
Thanks for the info about the needed SB commands, I haven't supported any auto-init versions yet, only the manually restarted DMA methods. I hadn't yet run into a game that would use those auto-init methods, I'll look into using Three as a test bench for those. :-)
Yeah, the PCM PC Speaker is somewhat difficult to support, I guess I should buffer the speaker frequency commands and translate them to samples on-the-fly to be able to play them as 8-bit samples on ARM7. This is not very high on my priority list, though.
Thanks again for your testing!
Pate
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#173269 - sverx - Mon Mar 29, 2010 12:51 pm
Pate wrote: |
I used Google Chrome to translate the site from Italian to Finnish, and I think I pretty much understood what the page said |
Feel free to ask if you need more details :)
Pate wrote: |
DSx86 reports SB version as 0x201, which is SB 2.0 (mono). [...] I hadn't yet run into a game that would use those auto-init methods [...] |
Oh! I thought almost every game using SB' PCM was using this mode... double buffer with IRQ is just so neat ;)
(edit: since you're still not supporting auto-init modes, maybe you could report version 1.05 so that software knows that auto-init mode is not supported. Three, for instance, should use manual-init mode then... well, it has never been tested btw ;) )
Pate wrote: |
Yeah, the PCM PC Speaker is somewhat difficult to support, I guess I should buffer the speaker frequency commands and translate them to samples on-the-fly to be able to play them as 8-bit samples on ARM7. This is not very high on my priority list, though. |
Nice idea! Yeah, I believe there are much more important things :)
btw really good work, Pate :)
#173272 - jam_888 - Mon Mar 29, 2010 1:20 pm
well thanks pate
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#173274 - Fancypants - Mon Mar 29, 2010 2:43 pm
Hello again, I have recently downloaded the new version and am thanking you for it. :)
Although it hasn't done much in compatibility for the things I play, it's always good to see updates. Although I did encounter one error once (twice now after booting Monster Bash and rebooting the system), while playing a game and rebooting the system the bar on the bottom screen that has the HDD and screen-scrolling feature etc. was completely blurred. It didn't cause any problems other than not fixing itself until the homebrew was rebooted.
I will post a log soon of the games, once I get access to my other computer.
Quick Summary:
B:
[Biomenace] (1,2 and 3) all continue to work until at random points there are "Unsupported INT calls"
[Monster Bash] has begun to open but crashes with an "Unsupported INT call"
[Beneath a Steel Sky] (a 80386 game rumoured to be able to run on 286) without executing the game 4DOS returns a message "Fatal error, 80386 processor is required"
C:
[Commander Keen 4] works well as in the last few releases.
D:
[Duke Nukem 1] Works well with no complaints as of yet.
[Duke Nukem 2] I think the loading time has become even longer and gameplay slightly slower. But still continues to function.
J:
[Jill of the Jungle] has begun to work and is operational yet has the graphical glitch similar to Wolfenstein 3D where the screen is separated into several pieces. Also if you allow the title screen to continue the game says...
"The game features a Sound Blaster-compatible musical sound track. Do you want the musical soundtrack?" At this point the game crashes with an "Unsupported opcode!" EDIT: After rebooting once again instantly the game crashes with an an error "386 opcodes not supported!" This is really weird! The game was launch-able prior to this, when did it become 386 dependent?
M:
[Major Stryker] is working perfectly with no errors encountered thus far.
S:
[Secret Agent] unsupported graphics mode - "Unsupported graphics mode 640x350x16 (EGA) requested!"
T:
[Tyrian] (While I was just seeing what would happen I tested a 80386 game :$) crashes at the beginning with an "386 opcodes not supported!"
W:
[Warcraft] (yet another 386 game) has a peculiar error
"DOS/16M error: [15] protected mode available only with 386 or 486"
[Wolfenstein 3D] freezes while displaying several screens of the menu in very small view. Unplayable.
Sorry for this wall of text, now I was just wondering what about the 386 were you to not implement? As from my summary there were 3 different errors regarding the processor.
As another 386 query, is it possible to use a RAM expansion to help allow the running of 386 games? Through the use of a RAM expansion you could create a parameter where, if the expansion is not detected it runs pure 286 information, or with the RAM expansion included it allows access to such capabilities while providing some more power to help stabilise high requirement games.
P.S. Sorry if this is a bit of rambling, I'm a bit tired and it's 12:42 A.M. where I am at the moment. :)
#173275 - sverx - Mon Mar 29, 2010 4:10 pm
Fancypants wrote: |
Sorry for this wall of text, now I was just wondering what about the 386 were you to not implement? |
386 is a 32 bit CPU, and has protected mode too, beside real mode.
Maybe -when dsx86 will be 100% complete- Pate will find twice the time already spent to 'upgrade' it to 386/486. I wouldn't do that, btw ;)
#173276 - Dwedit - Mon Mar 29, 2010 6:06 pm
I've played through Jill of the Jungle on an actual 286 with CGA, and it runs perfectly there. Any "386 opcodes" are probably bugs where it jumps out of bounds.
_________________
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#173278 - bob_fossil - Mon Mar 29, 2010 6:19 pm
Pate wrote: |
bob_fossil: Strange that the graphics have changed, I don't think I changed the palette or graphics detection routines for this version.
|
I've narrowed down the problem a bit. After several tests, Pipe Mania works OK. The graphics display only seems to go wrong after I tried running 'Bumpy' (Loriciels, 1992). The game appeared to hang, so I used the 'x' key on the virtual keyboard to enter the debugger to restart the emulator. If I then run Pipe Mania, I either get grey scale graphics or no graphics at all.
Altered Beast appears to run and is playable (well as playable as it can be :) ).
http://magnetic-inc.myzen.co.uk/dsx86dbg-007.zip
#173292 - narcissu - Tue Mar 30, 2010 4:59 am
Log of the games I was testing:
http://pastebin.com/qDfuJBaZ
Thanks, Pate!
#173296 - Pate - Tue Mar 30, 2010 2:58 pm
sverx: Yeah, I am a bit surprised myself that so many games work without auto-DMA support. I don't want to report a lower version as I do want to add support to those auto-DMA features. :-)
Fancypants: Thanks for testing, looking forward to the log! As sverx said, adding 386 support would be a lot of work and I am not convinced that it would be worthwhile. 386 opcodes often run at half the CPU cycles 286 processor runs those same opcodes, so to emulate a 16MHz 386 I would have to get DSx86 running over two times faster, which is simply not possible. There is not much sense in releasing an emulator that emulates a 5MHz 386 machine, as all 386 games are meant for at least 16MHz 386 machines. Oh, and the 386 opcode in Jill of the Jungle is probably a misreported problem in DSx86, or a jump to a non-code location as Dwedit suggested.
bob_fossil & narcissu: Thanks for the logs!
Pate
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#173310 - jam_888 - Wed Mar 31, 2010 2:54 am
well i was wondering when you emulate video output is it done by software or the ds actual video hardware cause if it is possible to emulate it threw hardware and you doing it threw software you might want to switch for speed i highly doubt the compatibiltie thanks in advance for your answer :)
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#173311 - Sektor - Wed Mar 31, 2010 3:17 am
DOS games don't use sprite hardware and are mostly displayed using framebuffer, so there's no practical way to use DS sprite hardware to speed things up. The CPU is the main bottleneck anyway. DSx86 already runs very fast considering the limited specs of the DS.
_________________
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#173315 - jam_888 - Wed Mar 31, 2010 6:18 am
oh well would of been cool if it could have sped it up but your right the cpu is the main problem
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#173321 - AtH - Wed Mar 31, 2010 2:28 pm
Sektor wrote: |
DOS games don't use sprite hardware and are mostly displayed using framebuffer, so there's no practical way to use DS sprite hardware to speed things up. |
Sprite hardware is ideal for emulation of DOS mouse pointer and CGA/EGA/VGA textmode cursor. Many DOS games use mouse.
sverx wrote: |
Then... Eye of the Beholder works almost perfectly :) :)
VGA/EGA/CGA modes ok, Adlib sound is a little bit low. No mouse support yet, so it isn't easy to play.
|
Really good news!
BTW, I just completed EoB on GBA. Few hours ago. :-) But PC version is richer and worth DS support.
Pate wrote: |
Plans for the next two weeks (which include my Easter vacation) are to add mouse support, |
Hoorah! Venerable Gold Box CRPG forever!
#173326 - Zandro - Thu Apr 01, 2010 2:12 am
Now here's something... Windows 2.1/286 debug log. http://sites.google.com/site/zandro/win286.log.bz2
I don't get very far... first, I couldn't find a valid graphics mode (VGA, CGA, EGA low res, hercules, all went to 640x200 CGA starting with a blue background). Then, a long line of INT call errors before it plummets off with an invalid opcode.
#173329 - jam_888 - Thu Apr 01, 2010 6:31 am
great to see someone got that far does anybody know of a spot were i can get windows 2.0
edit: windows 2.1
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#173387 - Nanimes - Sun Apr 04, 2010 10:32 am
Hey guys,
I have tested some games, but I can't find the log file on my sd.
I made a new .sav and it still doesn't produce any logfile. How can I fix this? Thanks in advance!
#173388 - jam_888 - Sun Apr 04, 2010 11:55 am
dont you just find the log file in data/dsx86 i think
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#173389 - Nanimes - Sun Apr 04, 2010 2:29 pm
To: jam_888
Yes, it should be there. A little while ago I deleted the logfile, because I wanted to test a few games. I thought dsx86 would produce a new logfile, but it doesn't. Now, I have put dsx86 on my sd again and it still doesn't produce a logfile..... :(
#173393 - midwinter - Sun Apr 04, 2010 4:03 pm
Nanimes - check the root of your SD card. I know that is where my log file gets written to. Alternativley just check the SD card for DSx86dbg.log using good old file search
#173394 - jam_888 - Sun Apr 04, 2010 4:07 pm
huh if you cant find it how strange
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#173395 - Nanimes - Sun Apr 04, 2010 4:51 pm
midwinter - I have checked the root of my sd cart and I used the file search. No logfile.
I have the problem since the newest version of dsx86. I have a R4 (1.18) and I dldi-patched dsx86.
jam_888 - I think it's strange too. I don't want to cause any trouble here.
[/img]
#173396 - Zandro - Sun Apr 04, 2010 4:54 pm
The entry may have been corrupted in the filesystem. Run chkdsk on the card, but back up first.
#173398 - Nanimes - Sun Apr 04, 2010 5:36 pm
Zandro - what do you mean by that? Could you explain it in more detail?
Furthermore, I checked my sd cart and I saw that the '_system_' map was corrupted. I have replaced the map, but unfortunately it doesn't solve the problem.
#173400 - Zandro - Sun Apr 04, 2010 7:43 pm
This is my best guess: if the device is powered off while data is being written to the card, it can result in an incomplete or inconsistent entry of it in the file allocation table (index) of the filesystem.
chkdsk is a data drive/partition scan and verification utility that looks for such errors, and can remove or correct these invalid entries that might otherwise not be addressable.
To run chkdsk with intent to correct corruption, start a command prompt (start > run > cmd) and type: chkdsk (cardletter): /F
p.s. I have an Acekard2i, and do have issues with file corruption, but not particularly with the firmware (as I only power off after it has already passed control on to something else).
Last edited by Zandro on Mon Apr 05, 2010 5:17 am; edited 1 time in total
#173405 - AtH - Mon Apr 05, 2010 1:54 am
Pate wrote: |
I am not quite sure yet whether using a sprite is the best method to do this, as I am using a scaled background and I would need to scale the mouse sprite as well. Also, it looks like most games use their own software mouse cursor, so my spending a lot of time on the sprite cursor might go somewhat to waste. |
It was my idea to use sprites. Sorry, if I mislead you. But you can scale the mouse sprite on resolution change.
Pate wrote: |
I noticed I had a pretty severe bug in the mov reg16,[BP+SI] and mov reg16,[BP+DI] opcodes, they used BX register instead of BP for the memory access! Strange that my tester program had not detected this, |
BP register is special. All indirect memory addressing with BP goes into SS segment, not DS one. You must know this, its just a reminder in case if this bug is more serious.
#173406 - jam_888 - Mon Apr 05, 2010 2:34 am
i have a r4 as well 1.18 whenever it stuffs up i re download the kernal from the website and replace the old one seems to work for me :)
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#173410 - Nanimes - Mon Apr 05, 2010 12:31 pm
Thanks guys!
I solved the problem. Since I deleted the .ini file on my ds, it produces a logfile. It's very strange, but everthing works fine without the .ini.
Now can I test games again! :D
#173411 - Nanimes - Mon Apr 05, 2010 1:13 pm
I have tested some games. Here is my logfile: http://showothers.webs.com/
(download logfile 2)
[C&C] = command and conquer
[CASTLES1] = castles
[BUGS] = battlebugs
[BATTLE2] = Battle Isle 2200
[CFODDER] = cannon fodder
[BAT] = batnball
[INSTALL] = descent
[SERSETUP] = hexen
[MARIO] = mario
[SCORCH] = scorched earth
These are some other games I have tested, but I can't find them in the logfile.
- star wars dark forces
- worms
- tomb raider
- warcraft
- warcraft 2
- Triplane Turmoil
- elder scrolls arena
edit: tested with Version 0.07 Alpha
#173412 - jam_888 - Mon Apr 05, 2010 2:41 pm
its great to see that pate is trying to get windows to work thanks again pate :)
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#173413 - Pate - Mon Apr 05, 2010 3:36 pm
AtH: Nothing to be sorry about, the idea to use a sprite for mouse pointer was a good one, and it seems to work pretty well. I don't think I need to scale the pointer itself when the screen is scaled, I just need to scale the sprite coordinates. I have tested the mouse using "MJLAPTOP.EXE", a Mahjong game that uses 640x200 CGA mode and needs a mouse. Seems to be working pretty well. Oh, and yes, I am aware that BP register indexes the stack segment, the problem I had was that the opcode table had a pointer to the [BX+DI] handler instead of [BP+DI] handler. A simple typo, in other words. :-)
Nanimes: Thanks for the log!
jam_888: Well, I thought it was interesting to see how far I can get in Windows without major upgrades to DSx86. I got the 640x200 CGA loading screen to display, but then it wants to go to 640x480 VGA mode for the actual desktop, and that is not supported yet in the next version, so it won't actually run yet.
Currently I am working on VGA Mode-X, as that is the most interesting of the yet unsupported modes. It is nice to work on, as I can use my old LineWars II game again as a testbench, it has a VGA 320x480 tweaked Mode-X option with split screen handling. It is very nice to debug it as I have the original source code and I can look at the sources to see what is supposed to happen with each of the graphics operations. With other games it usually takes a lot of time to figure out what it tries to do (when it doesn't work:-).
Pate
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#173414 - jam_888 - Mon Apr 05, 2010 4:10 pm
cool :)
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#173415 - AtH - Mon Apr 05, 2010 10:04 pm
Great! Can't wait when mouse version of DSx86 will be available for download. Eye of the Beholder, Pool of Radiance, etc. ? everything you ever dream, just in your pocket!
By the way, EoB for GBA has many limitations. Mages can't learn spells from the scrolls. There is no spell of identify or blue detect magic aura. Weapon properties aren't shown, etc.
When we'll be able to run PC version of EoB, we'll have very feature-rich game on DS. Nintendo can't even dream of such great portable games before you started your work, Pate.
#173433 - midwinter - Tue Apr 06, 2010 2:18 pm
HI Pate
I Haven't tested any other games but have logged a few hours in Mechwarrior (used to love this game as a kid) and it is playing pretty good. Actually it plays better on the DS than it does via Dosbox on both the PC and PSP and it seems to be related to speed. It is slightly slower on the DS so combat it a bit easier so not sure if that is because emu on the DS is slower or slightly faster with DOSBox. Because I am not as young as I once was and can't handle the faster (so it seems testing it across 3 platforms) pace it certainly has been easier playing on the DS ;-)
Only issues after extended play time are mior graphical glitches etc. with the only one being a pain is you can't really read what type of mission it is when on the mission selection screen (I have just been taking whatever mission it is).
One thing however I thought I would bring to your attention after a bit of playtime was key behaviour. Either via Vkeyboard or button, pressing (and holding) down only registers a single key stroke whereas normal key behaviour for pressing a key is register keystroke, slight delay and then repeated keystrokes are registered. After having to press a button (or tap) repeatedly in MechWarrior where as normal play behaviour (to increase contract values) was just press and hold button this stood out.
No biggie obviously just thought it might be something to consider as you develop DSx86.
Really looking forward to the next release so keep up the great work :-)
#173461 - TRGG - Wed Apr 07, 2010 7:46 pm
Its great to see that there is an actually dos emulator that works on the DS. I have been toying around with it for a while now and have got some log files that are being filled. They will be posted later on tonight since right now I am at school and don't have them with me. These are the games that I have gotten to work which aren't listed.
Autoduel
Lotus - The Ultimate Challenge
#173471 - erbsengehirn - Thu Apr 08, 2010 8:07 am
Civilization (but some opcode errors? try some buttons and it starts^^)
Supaplex
Wings of Fury
These games works also.
#173478 - jam_888 - Fri Apr 09, 2010 1:35 pm
@Nanimes
ha i just realised some of your games you posted and it would be nice to see warcraft 2 the elder scrolls arena or tomb raider running but there all 386 i think the other ones which did not show up are 386 too i wonder does it not show 386 in log file that would make sense
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#173479 - Nanimes - Fri Apr 09, 2010 4:18 pm
jam_888 - I have thought about the games that aren't in the logfile. These games are protected or must run under Win32 or I get a other error. So, when these errors appeared, I used a 'user-requested breakpoint' (X button) to quit or to test a other game. I think that is the reason why the errors aren't in logfile. I hope they will run soon on dsx86! :D
#173485 - jam_888 - Sat Apr 10, 2010 4:38 am
yes that makes sense but some of those games are defiinatly 386 i know from fact
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#173486 - Pate - Sat Apr 10, 2010 1:45 pm
TRGG & erbsengehirn: Thanks for the info about working games, and welcome to the forum!
midwinter: Heh, glad to hear you enjoy playing Mechwarrior on DSx86! I guess I should take a look at that game to see if I can fix the graphical glitches, and since you say it plays at a suitable speed for us old guys.. :-)
I added the key repeat functionality to the new version (which I hope to release tomorrow if I don't find anything terribly wrong with it in my last minute tests).
By the way, the new version will have a version number 0.10, I decided it has so many new features (Mode-X support, Mouse support, CGA 640x200 support, Key Repeat) that it was time to jump the version number a bit. :-)
Oh, and DSx86 0.10 will run Wolfenstein 3D, so Lazy1 can check whether the sound engine of DSx86 might some day be suitable for his DS version of Wolfenstein 3D.
Pate
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#173487 - jam_888 - Sat Apr 10, 2010 2:09 pm
sweet but tommorow for you well it is night time when you posted this so not till next night which means not till monday which means school starts again on monday nnnnoooooo oh and on a side note once you can succsefuly run any windows on dsx86 it popularity will take off like a very fast moving object that takes off at a high speed
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#173490 - jinjin - Sat Apr 10, 2010 7:03 pm
I found some more games works well:
Blues brothers(At first it has unsupported graphics mode 640x200x16(EGA) error, but after the message, it works fine.)
Double dragon 2
World karate championship
And here's some logs that doesn't play yet.
http://pastebin.com/w8W0V1sq
Last edited by jinjin on Sun Apr 11, 2010 2:23 pm; edited 1 time in total
#173492 - Zandro - Sun Apr 11, 2010 12:15 am
Hello jinjin, please modify your post and use a pastebin service to host your log instead. This is to keep the page from becoming too long.
#173494 - narcissu - Sun Apr 11, 2010 5:02 am
Pate wrote: |
TRGG & erbsengehirn: Thanks for the info about working games, and welcome to the forum!
midwinter: Heh, glad to hear you enjoy playing Mechwarrior on DSx86! I guess I should take a look at that game to see if I can fix the graphical glitches, and since you say it plays at a suitable speed for us old guys.. :-)
I added the key repeat functionality to the new version (which I hope to release tomorrow if I don't find anything terribly wrong with it in my last minute tests).
By the way, the new version will have a version number 0.10, I decided it has so many new features (Mode-X support, Mouse support, CGA 640x200 support, Key Repeat) that it was time to jump the version number a bit. :-)
Oh, and DSx86 0.10 will run Wolfenstein 3D, so Lazy1 can check whether the sound engine of DSx86 might some day be suitable for his DS version of Wolfenstein 3D.
Pate |
Oh, 0.10 has so many new features.
unbelievable!Great!
#173495 - Pate - Sun Apr 11, 2010 5:59 am
Version 0.10 Beta released!
I pretty much listed the new features above, in my blog there is also a long list of somewhat game-specific fixes I made, based on the log files I have received. So, feel free to re-test all those games mentioned! :-)
Still many issues remain, but one thing at a time...
Thanks again for your interest in DSx86!
Pate
_________________
#173497 - jam_888 - Sun Apr 11, 2010 8:34 am
hay didnt you at least need LIM EMS specification 4.0 for moo i thought you only had 3.0 and it would not work no matter what i mean i dont care cause i never played the game just saying
_________________
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#173499 - midwinter - Sun Apr 11, 2010 9:09 am
Great stuff Pate - been checking this thread in anticipation of your release so looking forward to checking it out (have added a few more games to my card to check as well as my usual suspects).
Got everything ready but only had time to check the 1st game on my list which was Bards Tale. Works great. No errors. Has music but not sure about ingame sound. Plays great as well so off to a great start so fingers crossed the trend continues for when I get to U for Ulitima V ;-)
Spent a few mins messing around with the mouse/keyboard switch thinking that the little pad/space where it was written enabled touchpad mouse emulation before I realised that obviously you had only button mouse emulation (DOH!!).
So on that score did you have plans to add touchpad emulation of the mouse?
Some apps do it (Only one I can think off hand is the ST emu which has a switch between KB and mouse pad so you had a reasonable area to use) so you might be able to grab some code to save some time and I reckon your current design has room to fit in a decent pad. No biggie just wondering what you had planned. The current setup works pretty good from my quick look.
Anyway thanks again and I will report back later when I have tested all the games I have on my card :-)
Cheers
#173500 - jam_888 - Sun Apr 11, 2010 9:38 am
hay just tried street fighter 2 again now the problem is fixed and the grafix work and at a reasonable speed it is playable
_________________
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#173501 - Nanimes - Sun Apr 11, 2010 9:46 am
I have tested some of my games again too and the game 'Bat 'n Ball' works fine. Full speed and I haven't seen any glitches.
#173504 - midwinter - Sun Apr 11, 2010 1:41 pm
OK Pate - testing done. Looking pretty good so great release. Only had 1 game that went backwards (Kings Quest) with others remaining at least the same or improving.
Log file:- http://pastebin.com/8LctihP7
Bards Tale - Works Great
Bards Tale II - Works. Slight graphical glitch in the text box on first chrs (doesn't hamper gameplay)
Battle Tech - No Problems
Battle Tech II - unsupported SB DSP Command 10 (mouse issue?)
Carrier Command - Unsupported Opcode
Dungeon Master - As with BtechII SB DSP Command 10 error if mouse is selected. Graphics are messed up and still get ingame disk error
Dragon Wars - EGA crashes (unplayable) no problems with CGA
Eye Of Beholder - All works great
Gunship - EGA results in unsupported Opcode
Kings Quest - starts no errors however graphics are now messed up (greyish mono color). However text now sort of appears (heavily corrupted)
Kings Quest II - Text Issue (i.e cant see any ingame text)
Kings Quest III - Text Issue
Kings Quest IV - get a text box (with text issue) drops to prompt on enter
Lords Of Midnight - Works Great
Doomdarks Revenge - Works Great
Lesuire Suit Larry - Text Issue
Mechwarrior - as before (slight graphical issues) Key repeat behaviour works great Pate
Midwinter - works no problems
Midwinter II - Mouse emulation doesn't work in game (won't move but buttons work). Freezes on actions when using keyboard control
Police Quest - Text Issues
Police Quest II - Works no problems
Rogue - unchanged (character issues)
Sentinel - Unchanged CGA screen scroll issue and EGA garbled graphics unplayable
Space Quest - Text Issue
Space Quest II - Text Issue
Space Quest III - hadn't had this setup properly but when I ran the installer it was spitting port I/O errors left right and center. Didn't include in log file
Ultima I - As before - slow menu draw and then loops
Ultima II - Unsupported Int calls but can get ingame (big issues). Interestiing note on soft reset subsequent run gives OP code error instead of INT error
Ultima III - works no problems
Ultima IV - same issue Packed file is corrupt error at dprompt when attempting to start (title screen and chr creation play fine)
Ultima V - This was the one I would love to see working Pate and boy was it close. All seems to be OK however the key bindings appear messed up. Cant move character as the arrow keys are not mapped. The D Keys or Virtual D keys don't seem to do anything on first press then on second press give other keys (like K etc.). Really wierd and like I said really close (every other damn key seems to work as it should - just not movement keys).
Ancient Art of War - No longer crashes. Now gives a couple of unsupported opcodes before frezzing ingame
As allways moving in the right direction and plenty of progress this release (and new features) so great stuff and thanks again.
#173505 - AtH - Sun Apr 11, 2010 3:28 pm
Testing Pool of Radiance (the first Gold Box game; SSI) on 0.10
Notes to testers:
* wheel copy protection could be annoying, even if you have a legal copy its much easier to use cracked version with universal answer "SIRJOE"
* to select menu item you must use HOME/END/ENTER buttons
* put the game in the C:\POOLRAD\ folder and check if POOL.CFG reflects this setting
Result:
1. The game almost works! At least, no abnormal termination: graphics okay, keyboard response is perfect, etc.
2. Special effect on the second title screen doesn't work (it could deal with the palette)
3. After you create a character and want to add it to the party, the game says "PUT SAVE DISK IN C:" again and again, no way to exit :(
Bottom line: Gold Box series could run on the next DSx86 version, but it needs to improve slightly disk emulation. My first thought was about write protection. I changed C:\POOLRAD\ to C:\DATA\DSX86\POOLRAD\ and even C:\DATA\DSX86\ , but this doesn't help.
If we run for perfectionism, some work with palette registers is welcome.
#173506 - Lazy1 - Sun Apr 11, 2010 8:36 pm
Pate wrote: |
will run Wolfenstein 3D, so Lazy1 can check whether the sound engine of DSx86 might some day be suitable for his DS version of Wolfenstein 3D.
Pate |
Sounds good, I'll try it later today :)
#173507 - usotsuki - Sun Apr 11, 2010 10:42 pm
I guess only the "stock" Wolfenstein works, as the one I compiled from the officially released source code (of the 1.4GT version) years ago using http://usotsuki.info/wolfmake/wolfsrc.zip and http://usotsuki.info/wolfmake/wolfmake.zip (which uses a different vswap.wl6 - but otherwise the same files as the common releases) chokes. If I turn off 386 detection it goes off into a bunch of zeroes.
#173508 - Lazy1 - Sun Apr 11, 2010 11:20 pm
I noticed that on my real 286, you need to compile it from source to only use 286 instructions.
[Edit]
I think somewhere there is a wolf3d version compiled for 8086/80186 processors...
#173509 - usotsuki - Mon Apr 12, 2010 12:08 am
Lazy1 wrote: |
I noticed that on my real 286, you need to compile it from source to only use 286 instructions.
[Edit]
I think somewhere there is a wolf3d version compiled for 8086/80186 processors... |
Yeah, king_crimson built that. I *had* a copy, and lost it.
#173510 - Lazy1 - Mon Apr 12, 2010 1:08 am
#173511 - phoenixclaws - Mon Apr 12, 2010 2:27 am
I'm not sure if anyone has said this yet but Dune II works almost prefectly (although a touch slow) in DSx86 0.10. The only thing it can't do is play digitized sound effects. The setup.exe can't detect the eXtended memory (XMS).
Also Galactix 1.5 (MS-DOS game from Cygnus Studios) freeware is now able to run but it can't use adlib/sb/etc. The adlib sound seems to freeze up and then freeze up DSx86. It is able to use Nosound=PCSpeaker but after the first wave the game freezes when the second wave door opens up. Btw, an earlier version of DSx86 i think 0.04 or 0.05 was able to produce adlib music but it would crash before the menu stuff. (I've kept all versions of DSx86 from 0.01-0.07 and now 0.10)
I'll try to get a log up soon. Been kinda busy.
oh btw, is 4dos 8.00 any better than 4dos 7.50 see http://www.4dos.info/v4dos.htm ? Also you can get full sources on that site.
Quickedit: XMS was supported in 80286 cpus btw.
Last edited by phoenixclaws on Mon Apr 12, 2010 3:41 am; edited 2 times in total
#173513 - narcissu - Mon Apr 12, 2010 3:02 am
0.10 beta test log:
http://pastebin.com/qAMU7A90
Quote: |
Btw, if a game displayed several small screens in the previous DSx86 version, it most likely used Mode-X, so please test it again in this version. |
[SEXY] most likely used Mode-X, in 0.10 it display one screen.
but it crash with an unsupported opcode error.
#173514 - Dwedit - Mon Apr 12, 2010 4:54 am
I just tested this thing again.
Ultima 6: Working great! Only problem is when you switch from U.EXE to play the game (select Journey Onward or create a character), it gives a "Packed File is Corrupt" error. You can run GAME.EXE directly and it works fine. I haven't played through the game, but I'd expect to see a similar problem when you beat the game and it switches to the ending.
Music has problems, and sound effects are much louder than the music.
Pharoh's Tomb: Game runs, sprites display fine, but text is screwed up. It displays a bunch of international characters it shouldn't be displaying, then characters keep piling at the top of the screen.
Zany Golf: Works perfectly! Only problem is you get an unsupported opcode when you quit the game.
Rogue: You get a strange "Diskette/Version out of phase" error message.
Megaman 3: Game runs, but scrolling is jerky in EGA mode.
Turbo Science: Game gives an unsupported opcode error "mov al,es:[bx]"
Manic Miner: Gives "Packed File is Corrupt" error
Civilization: Crashes when you attempt to get past the intro. Playing Adlib music gives an Unsupported Port IO error.
http://pastebin.com/6L0Fqynd
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
#173515 - Pate - Mon Apr 12, 2010 6:12 am
Thanks for all your extensive testing again! Glad to hear in general you notice some progress with this version. :-)
jam_888: DSx86 already supports most of the LIM EMS 4.0 features, so it reports EMS version as 4.0, so MOO will run when it has enough EMS. Also, glad to hear some of my fixes fixed Street Fighter II, I didn't check that at all myself.
midwinter: Thanks for the report and log! The SB DSP Command 0x10 means "Direct 8bit DAC output", which seems to be the most common still missing DSP command. I'm not yet quite sure how to handle that, I guess I need to assume the output rate is the same as the timer interrupt rate and use that as the output frequency.
The problem with Ultima V does sound strange.. I downloaded Ultima V myself, but I haven't played any of the Ultima series games so I am a bit at loss as to how to start the actual game..
I seem to have a problem in the unsupported opcode reporting in The Ancient Art of War, it should not let you continue after those, but it misreports the problem location and thus reruns a wrong opcode (that happens to be supported:-).
About the touchpad mouse, I've had requests for either a touchpad mouse emulation, or to swap the screens so that you could "click" on the actual items on the emulated PC screen. I'll need to experiment with these options to see how they would work.
AtH: I'll see if I can figure out what might cause the disk problem.
About Wolfenstein 3D: I hadn't realized there are different versions for 386 and 286 support.. I just downloaded the version at http://www.dosgamesarchive.com/download/wolfenstein-3d/ and debugged it to make it work.
phoenixclaws: I've been shying away from the XMS support, as I feel that is closely related to protected mode support (which I don't plan to support). DSx86 actually emulates a 80186 processor which does not have protected mode. About 4DOS 8.00, feel free to test it, but version 7.50 is the only version that is "officially supported" by me. :-)
Dwedit & narcissu: Thanks for the logs!
Btw, I forgot to announce here that bob_fossil updated his dsx86config program, the latest version is available from the DSx86 download page.
Also, I found a problem that caused the garbled graphics in my Master of Orion tests, it was a bug in my MOVSB opcode for Mode-X, not a problem in the EMS emulation after all. So, there is a small chance that Master of Orion might run in the next 0.11 version, but it is still too early to say for sure.
Thanks again for your testing!
Pate
_________________
#173516 - phoenixclaws - Mon Apr 12, 2010 6:49 am
Thanks for the info Pate.
XMS isn't critical since as far as I can tell it is only used for the Voice samples that would run during the introduction of Dune II. During game play both SFX and Music is playing so it is basically 99.9% playable.
I beat the first mission which is basically the tutorial. I forgot that this game has copy protection so I have to dig up the manual to test mission 2 and beyond.
Oh a swapscreen/touchpad mouse would be wonderful for playing Dune II.
EDIT:
Hmm, interesting discussion on VOGONS about EMS/XMS
http://www.vogons.zetafleet.com/viewtopic.php?t=21286
I point out that a particular post in that thread above mentions how XMS does not need protected mode. Though I'm not an expert in DOS programming (and i've done very little programming) but I'm just trying to be informative. :)
wd wrote: |
ems has nothing to do with protected mode, real ems cards have hardware
mechanisms to map memory (on the ems card) into the pageframe.
emm386 requires v86 mode (so 386+) to emulate those cards, parts of it
also utilize protected mode.
xms doesn't need protected mode either, though himem may use it as one
way of copying/moving memory blocks. |
Btw, that is the forum that the DOSBox devs communicate on. A bunch of cool guys I might say.
#173517 - sverx - Mon Apr 12, 2010 9:58 am
Oh, looks like I'm not the only one who was testing DuneII this Sunday :D
Well, maybe it's already useless to say that, but I can confirm: it works ;)
It works with SoundBlaster / SoundBlaster PRO (it's using stereo OPL, I guess (right?) ) / AdLib / PC Speaker. No digitized voices ("Affirmative!", "Yes, Sir!") because of lack of XMS. Btw occasionally it stopped (right after skipping the introduction) with and unsupported opcode "repe stosw" (log linked)
Speaking about XMS... well, since XMS api are accessed through interrupt calls, maybe it's possible for you to code it... I remember there weren't so many functions there... allocation&deallocation of a memory block, copy from XMS/conventional or the opposite... well, would be cool :D
Great beta, Pate. Your best beta so far ;)
#173518 - jam_888 - Mon Apr 12, 2010 12:36 pm
yes dune 2 yay i am so playing it now but i dont have the manual so can i has some help please :(
_________________
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#173519 - midwinter - Mon Apr 12, 2010 1:38 pm
Hi Pate :-)
Yeah Ultima V issue is pretty wierd as all the other keys appear mapped OK however the arrow keys and special keys (home,pgup etc.) seem to map odd keys. For the arrow keys it seems the first press does nothing and then the second press gives the wiierd key behaviour (like K instead of UP etc.).
You know I was just messing around then after downloading a couple of versions in case it was something specific (it wasn't they all display the same behaviour) and was bashing around all the keys (like shift, caps etc.) and I did get the player chr to go North once. Buggered if I could repeat it messing around for 5 mins (shift was definatley pressed I reckon) so go figure.....
Not sure if the link was allowed but one of the versions I just tested was from http://www.abandonia.com/en/downloadgame/843 so you could try that. In regards to testing just run ULTIMA.EXE and then select J (for Journey onward - will have a party loaded allready). Then just try to get the damn chr to move (normally arrow keys - but might also map numpad keys - what were your plans on the numpad by the way?)
Regarding Art of War no biggie for me as I am unlikely to play it (can't say I ever have since I was a kid which is why I had it to hand). I was only using it for testing as I had it on my HDD so was thinking the more titles I threw at your app the better idea you would get regarding compatability/testing. On that score as I said when running install for Space Quest 3 I was getting errors left right and centre (IO inputs etc.) so issues with disk functions I think so did you want to get a heap of errors or would you rather focus on getting a few things working well (which I think is how you started with Keen4 etc. and it is just us pushy buggers throwing all this stuff at you ;-))?
As for the mouse like I said I was busyily using the stylus on the small box where you had keybd/mouse text thinking it was a touch mouse pad - silly me. The AtariST emu on DS has a pretty good implementation (he switches between keyboard and mouse via an icon) but I reckon your layout would allow a reasonable sized space to be made available for this.
Anyway definatley notice heaps of improvement :-)
#173520 - phoenixclaws - Mon Apr 12, 2010 1:52 pm
Just a quick post.
Replacement Docs has the DUNE II manual for anyone who needs it.
#173521 - midwinter - Mon Apr 12, 2010 1:55 pm
jam_888 - DuneII Manual http://www.replacementdocs.com/download.php?800.list.2.50.download_name.ASC (ha - you beat me phoenixclaws but in my defence I was busy typing the below text)
Dwedit - Tried Ultima6 and I found it unplayable (too slow). Was it running allright for you? I did try your trick of running the exe directly to see if that solved the packed file is corrupt error in UIV but running avatar.exe as opposed to ultima.exe still gives the error. What version of Rogue were you running? Mine worked aside from the main text chr and some other chrs not showing (i.e got no disk error).
Also anyone setup any batch files to load games etc? I spent like an hour + doing one today as I had 35+ games to test and was sick of typing all the paths etc. and got it all setup and working great but when I ran it on the DS under 4DOS I get an error due to the choice command. Before I check it out anyone care to share an alternative?
And lastly Quest For Glory all seems to be working great for those that might be interested in checking it out :-)
#173522 - usotsuki - Mon Apr 12, 2010 1:58 pm
The 1.1 version of Wolfenstein works, and I played it a bit with my usual godmod cheat.
#173523 - Lazy1 - Mon Apr 12, 2010 2:45 pm
The music on wolf3d sounds great, only problem is it's extremely quiet even with headphones.
#173524 - jinjin - Mon Apr 12, 2010 5:00 pm
I found more games that works well.
Bad street brawlers
Ninja
Teenage mutant ninja turtles 2(The arcade)
Partially works:
Lost dutchman's mine: CGA and EGA mode has an error after the title. In VGA mode it works but it has some glitches.
Nobunaga's ambition: Glitches on the fonts. Can't read all words.
Prince of persia 2: It seems to work well, but since keyboard input doesn't work, it's unplayable. Speeches can't play due to the memory shortage.
And it's a log file again.
http://pastebin.com/JU42uZHA
Romance of the three kingdoms 2 and L'empereur still doesn't work, but since it just exits to dos with some strange words, it's not in the log.
#173525 - TRGG - Mon Apr 12, 2010 5:28 pm
Street Ball is another game that works perfectly on Dsx86. The only problem I had with it is when scrolling from side to side the screen jitters but that doesn't ruin the game at all. This game is a must play!
Street Ball - Froggman -1993
#173529 - vandyk - Tue Apr 13, 2010 3:53 am
Wave pate I am new in this community, and this one very well your project. It he wanted to know if an ancient game of the MS - DOs called Supaplex works in Dsx86. If it works please say me since as. I it form, and if it does not work, wait for your near thread aver that proved gives
#173530 - jam_888 - Tue Apr 13, 2010 6:37 am
thanks for the dune 2 manual guys
edit: hello vandyk welcome to the forum
edit: hay i just realised i joined the 31 of december 2009 thee last day of the year
_________________
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#173531 - Pate - Tue Apr 13, 2010 9:26 am
vandyk: Thanks for the encouragement! The name Supaplex does ring a bell. but now I can't remember whether it was reported as working or not, sorry.. Feel free to test it and report back!
jinjin: Thanks for the log and info!
Lazy1: Yeah, I noticed that the Adlib volume is especially low in Wolfenstein 3D. I'll need to double the volume when I next time work on the Adlib emulation.
midwinter: I'll try to test the Ultima IV,V and VI and see if I can improve them. In general, the more and varied errors in the logs the better, as that will give me a better idea about issues still needing fixing. I'll usually do the easy ones (usually the graphics opcode ones belong in this category) first, but many logs show the game attempting to execute data, which I can not do much about without testing the game myself.
sverx: I'll see about the XMS support, but first I need to fix the EMS handling and other issues, the number of 286 games that use XMS is rather low, I would think. Heh, glad to hear this was the best beta version yet. :-)
phoenixclaws: Thanks for the vogons link!
Btw, I noticed that the REP SCASW downwards opcode was not fixed in 0.10 after all, I had fixed the special case when CX = 1 but not the general case! Silly me... Well, it will work in the next version. :-)
Pate
_________________
#173532 - midwinter - Tue Apr 13, 2010 11:48 am
No worries Pate - its all good and you have done a great emu for the DS which is allready very usable :-) (might have to give Bards Tale I and II a play as they work great....loved Bards Tale on the ST and wanna see if I can find the moster group that had the 99x4 beserkers that gave massive ep and gold)
Here was a quick log. I eventually redid my batch file making sure to test it using 4DOS on the PC before putting it on the DS and I get some INT errors when running it (can sort of "B" through it but it doesn't let you use the list just eventually runs the first game which was Bards Tale).
Log was http://pastebin.com/pMAnCgkb
Actual batch file content was http://pastebin.com/YwKvD4g6
Cheers
#173533 - erbsengehirn - Tue Apr 13, 2010 2:05 pm
vandyk, Supaplex works, only the Mouse dosnt work so you have first in Dosbox create a new user in the game, then copy the files to the DS and play.
#173535 - sverx - Tue Apr 13, 2010 2:57 pm
Pate wrote: |
sverx: I'll see about the XMS support, but first I need to fix the EMS handling and other issues, the number of 286 games that use XMS is rather low, I would think. |
Well, that's another thing that goes in your 'future enhancements' list, with that SB DMA auto-init ;) BTW if you're interested in playing with XMS, you can start from here... well, maybe you could trace int 2F calls? Then I guess many programs just check if XMS is present and the use only these 3 functions:
Code: |
"Query free extended memory" (08h)
"Allocate extended memory block" (09h)
"Free extended memory block" (0Ah) |
which are called through an interesting method (a normal call to the xms driver address...) described in detail here (zipped txt file)
DuneII requires 'at least 2MB of available RAM' to enjoy the digitized effects, according to the manual :D
#173543 - vandyk - Tue Apr 13, 2010 9:48 pm
erbsengehirn wrote: |
vandyk, Supaplex works, only the Mouse dosnt work so you have first in Dosbox create a new user in the game, then copy the files to the DS and play. |
You might explain put like the suplaplex in my DS stepwise. Preferable you can explain it to me with images =D
#173545 - mattw - Tue Apr 13, 2010 11:24 pm
Hey Pate first great job on DSx86 finally I can play some old games I have laying around on floppy disks, but I was wondering is there anyway to use a CONFIG.SYS file? Or a way to change the DOS version from 5.00 to something else? I've tried SETVER.EXE from a DOS 6.22 boot disk but it needs to be loaded in CONFIG.SYS first and I've also tried loading SETVER.EXE with DEVLOAD.EXE but that doesn't work either any help would be greatly appreciated!
Sincerely, Matthew
#173547 - Pate - Wed Apr 14, 2010 5:19 am
mattw: Thanks for the encouragement! Why do you need to change the DOS version? There are several ways I could support changing the reported DOS version number, I'm just interested to know why you need that. :-)
sverx: Thanks for the links to XMS specs! In case you are interested, here is the complete list of the INT 2F calls I have encountered and which are currently supported (meaning these don't give an "Unsupported INT call" error):
Code: |
else if ( 0x2F == num )
{
switch ( (REG_AX>>16)&0xFFFF )
{
case 0x150B: // CD-ROM v2.00+ - DRIVE CHECK
// CX = drive number (0=A:)
// Return:BX = ADADh if MSCDEX.EXE installed
// AX = support status
// 0000h if drive not supported
// nonzero if supported
REG_AX = 0;
return 0;
case 0x1680: // MS Windows, DPMI, various - RELEASE CURRENT VIRTUAL MACHINE TIME-SLICE
REG_AX = 0x16000000;
swiWaitForVBlank();
return 0;
case 0x1687: // DOS Protected-Mode Interface - INSTALLATION CHECK
// Return:
// AX = 0000h if installed
// BX = flags
return 0;
case 1800: // MS-Manager
// ???
// Return:???
return 0;
case 0x4B02: // DOS 5+ TASK SWITCHER - INSTALLATION CHECK
// BX = 0000h
// ES:DI = 0000h:0000h
// Return:ES:DI = 0000h:0000h if task switcher not loaded
// ES:DI -> task switcher entry point (see #02819) if loaded
// AX = 0000h
return 0;
case 0xD44E: // 4DOS v3.0+ - AWAITING USER INPUT
swiWaitForVBlank();
return 0;
case 0xB706: // DOS 4.0+ APPEND - GET APPEND FUNCTION STATE
REG_BX = 0; // Return:BX = APPEND state (see #02980)
return 0;
case 0xAE00: // DOS 3.3+ internal - INSTALLABLE COMMAND - INSTALLATION CHECK
// DX = magic value FFFFh
// CH = FFh
// CL = length of command line tail (4DOS v4.0)
// DS:BX -> command line buffer (see #02977)
// DS:SI -> command name buffer (see #02978)
// DI = 0000h (4DOS v4.0)
// Return: AL = FFh if this command is a TSR extension to COMMAND.COM
// AL = 00h if the command should be executed as usual
return 0;
case 0x1600: // INT 2F - MS Windows - WINDOWS ENHANCED MODE INSTALLATION CHECK
case 0x168F: // Windows95 - CLOSE-AWARENESS - ENABLE/DISABLE CLOSE COMMAND
case 0x1700: // MS Windows WINOLDAP - IDENTIFY WinOldAp VERSION
case 0x1A00: // DOS 4.0+ ANSI.SYS - INSTALLATION CHECK
case 0x4300: // EXTENDED MEMORY SPECIFICATION (XMS) v2+ - INSTALLATION CHECK
case 0x4310: // EXTENDED MEMORY SPECIFICATION (XMS) v2+ - GET DRIVER ADDRESS
case 0x4680: // MS Windows v3.0 - INSTALLATION CHECK
case 0x4A33: // Windows95 - CHECK MS-DOS VERSION 7
case 0xD200: // Quarterdeck RPCI - INSTALLATION CHECK
case 0xD44D: // 4DOS.COM v2.1+ - API (installation check)
case 0xF400: // FINDIRQ.COM - INSTALLATION CHECK
case 0xFE00: // NORTON UTILITIES 5.0+ TSRs - INSTALLATION CHECK/STATUS REPORT
case 0xFE01: // NORTON UTILITIES 5.0+ TSRs - ENABLE
return 0; // All the above are unsupported, so change no registers.
}
}
|
midwinter: Thanks for the log and the batch file! Supporting batch files to enable easy game selection is pretty high on my TODO list, so I appreciate an example I can test. Looks like the problem is that I don't currently support DOS "Duplicate File Handle" call. I think I should finally emulate the DOS "System File Table" properly to add DUP support. That might improve other software that do lower-level disk calls as well.
Pate
_________________
#173548 - Normmatt - Wed Apr 14, 2010 8:07 am
Quote: |
case 1800: // MS-Manager
// ???
// Return:???
return 0; |
Is there a reason that one is decimal and the rest are hex? typo maybe?
#173549 - sverx - Wed Apr 14, 2010 8:34 am
Thanks Pate, it's always interesting to peek someone else's code :D For instance I found interesting you're using the upper part of a 32 bits int var for storing a 16 bits x86 register, I guess it's to make the flags handling easier, uh? :)
Then of course I forgot the most important XMS function: Code: |
"Move extended memory block" (0Bh) |
needed to copy data from/to XMS, that would be simply a memcpy() call in your code... :)
#173551 - Pate - Wed Apr 14, 2010 10:38 am
[quote="Normmatt"] Quote: |
case 1800: // MS-Manager
Is there a reason that one is decimal and the rest are hex? typo maybe? |
Ah, a typo indeed! Thanks for pointing that out. I was wondering why a debug log still showed that as an unsupported INT call in the latest version, even though that code has been there for a couple of versions! :-)
sverx: Yeah, for flags handling and simplified rollover handling for things like addressing with [BX+SI].
Pate
_________________
#173552 - mattw - Wed Apr 14, 2010 2:26 pm
Hey Pate well right now the reason is I want to try out Windows 1.01 and Windows 2.03 and Windows 1.01 needs DOS 3.3 I believe and I know Windows 2.03 needs DOS 4.0 (tried it in DOSBox) and I also believe I have some floppy disks with apps thats need older versions/newer versions of dos to run thanks for your time!
Sincerely, Matthew
#173555 - Pate - Thu Apr 15, 2010 5:02 am
Ok.. I'll add this DOS version change feature to my TODO list. I doubt Windows would run at the moment even with an adjusted DOS version, but a possibility to change the reported DOS version number could be a useful addition. Thanks!
Pate
_________________
#173559 - mortys - Thu Apr 15, 2010 12:02 pm
Hi pate
I've try Mean Streets and the game runs fines until the character try to open the car and get an opcode error.
I'll try to upload the log later on.
#173560 - mattw - Thu Apr 15, 2010 2:17 pm
Hey Pate thanks! and I know that its very unlikely that Windows will run right now but you don't know till you try it :) and it seems to install fine.
Sincerely, Matthew
#173565 - mortys - Fri Apr 16, 2010 9:05 am
Hi Pate
Just try back CountDown and now the game freeze after launching a new game. IU think that's come from the mouse emulation code as before it works fine.
Secondly, Dragon's Lair Time Warp have (I suppose) Bad color in VGA mode (256 colors). I think that's a known bug, but I report it in all case.
#173577 - jam_888 - Sat Apr 17, 2010 11:27 am
i would submit more log files but most games i like seem to work with mabye a few errors but you can skip them so yeah
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#173585 - jam_888 - Sun Apr 18, 2010 3:55 am
Hey pate
devkit arm 30 is out
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#173586 - jinjin - Sun Apr 18, 2010 7:13 am
http://blog.naver.com/film_kid/60105304379
This article is all written in Korean, but you can see some useful dos programs.
The arthor of this article didn't use any emulator in windows 7, so he says that a lot of dos programs he has didn't work.
MdirIII is popular shell program in Korea, but in dsx86 it doesn't work at all. It would be useful if it works in dsx86.
Gwbasic works fine in dsx86.
Gulnagi(글나기) is Korean keyboard typing training program. I didn't try it yet.
Max 4.0 is program that talking with computer. It also didn't work in dsx86.
Hanme taja gyosa(한메타자교사 a.k.a. HTT) is another typing training program, which also didn't work in dsx86.
I'll show you logs for the programs later.
#173587 - jam_888 - Sun Apr 18, 2010 7:38 am
wow jinjin are you koreon or something
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#173591 - erbsengehirn - Sun Apr 18, 2010 11:05 am
#173593 - jam_888 - Sun Apr 18, 2010 1:16 pm
so if im right your realesing 0.11 next week
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#173597 - usotsuki - Sun Apr 18, 2010 4:01 pm
jinjin wrote: |
Gwbasic works fine in dsx86. |
From my experience it's a bit hit or miss.
#173598 - Pate - Sun Apr 18, 2010 5:35 pm
Thanks for the information about programs to test and about programs that work! Sorry I don't have time to test all of them immediately, but I'll add them to my TODO list and will get around to them eventually. :-)
jam_888: Yes, I plan to release 0.11 next weekend, if I get all my DOS changes tested during the week.
usotsuki: GWBASIC (at least the version I have) uses the Parity flag extensively, I found that it pushes flags at the beginning of a certain routine and then pops them much later and then checks for parity flag. I can't emulate this with the current architecture of DSx86, so GWBASIC will sadly go to the list of programs that will most likely never work properly in DSx86.
Pate
_________________
#173601 - vandyk - Sun Apr 18, 2010 10:20 pm
Pate wrote: |
Thanks for the information about programs to test and about programs that work! Sorry I don't have time to test all of them immediately, but I'll add them to my TODO list and will get around to them eventually. :-)
jam_888: Yes, I plan to release 0.11 next weekend, if I get all my DOS changes tested during the week.
usotsuki: GWBASIC (at least the version I have) uses the Parity flag extensively, I found that it pushes flags at the beginning of a certain routine and then pops them much later and then checks for parity flag. I can't emulate this with the current architecture of DSx86, so GWBASIC will sadly go to the list of programs that will most likely never work properly in DSx86.
Pate |
You might put to play supaplex in your thread 0.11 =)
#173602 - midwinter - Sun Apr 18, 2010 11:03 pm
Hey Pate - Just read your blog, so you got the mouse touchpad emulation working pretty good huh?
Love your idea of flipping the screens to have direct screen interaction. Looking forward to testing it out and seeing how it works in practice (assume you drag the stylus to move mouse but can dirctly tap to register position and mouse click etc.).
I still like the idea of having a little pad actually on the lower screen with the keyboard however (so you have full access to keyboard with mouse support without the need to use a swap key). I envision its fuctionality similar to that of a laptop touchpad - i.e several sweeps required to move mouse a long way in a direction and double tap for click etc.
All looking great so bring on the next release :-)
If you ever need help with testing etc. just sing out. Been great playing Bards Tale on the DS using your Emu.
#173606 - sverx - Mon Apr 19, 2010 12:49 pm
I've been trying Captain Blood this weekend. It stopped both in CGA mode and in EGA mode with two different 'unsupported opcode', here both the logs - [B2] and [B1]. EGA version also has some 'flashing dirt blocks' on the screen, CGA version seems fine.
Then I also found a strange problem with DuneII save files... does anybody else noticed something strange? I also had problems with my microSD so I'm still not saying it's a dsx86 problem, will check again later.
#173626 - Pate - Tue Apr 20, 2010 4:45 am
sverx: Thanks for the log! Both problems look easy to fix. I hadn't coded support for "ror sp,1" as I considered that one of the "scary" opcodes no-one would use. :-) It is interesting to find out all sorts of weird tricks coders have used in their games.
midwinter: I'll consider the small touchpad mouse emulation option as well, for a later version. By the way, I found and fixed the cursor key bug in Ultima V, so that should work in 0.11. I had actually two bugs in my DOS Console I/O function which caused this problem. Most games seem to use the more direct keyboard functions instead of the DOS wrappers for they key input, so this was the first game that had a problem.
The new SystemFileTable DOS file functions seem to work now, so the next step is to support the DOS handle duplication call to see if that will make the 4DOS .BAT files work properly.
Pate
_________________
#173630 - sverx - Tue Apr 20, 2010 9:13 am
Pate: looks like there's a strange problem affecting DuneII save files. Yesterday evening I did some tests and the results are very strange, so I'm thinking that maybe there's a cache / deferred microSD write issue... well, I don't know, tell me your opinion about that.
Here are the details:
Say you want to save your progress in the game. You have two options:
- choose an empty slot (this will create a new file)
- choose an used slot, overwriting a previous save (this will overwrite the previous file already on the card)
If you choose the 1st option, everything works fine. It saves and you can load it again later and continue from the place you left. :)
If you choose the 2nd option, something goes wrong. It saves (or at least looks like it's doing it!) but when you choose to reload that game you'll either reload the previous content of that file (!!! 8| 8| ) or you'll just load garbage that will prevent your game from running. :(
It would be nice to have someone else confirm this behavior so I can exclude it's something weird with my setup. Anyone? :D
Thanks!
#173637 - midwinter - Tue Apr 20, 2010 1:30 pm
Hey sverx - Checked out DuneII for you. Yes there is an issue. For me I did:-
empty slot save - restored fine
Used slot save - kept same filename - restored last save (so save didn't work)
Used slot save - changed filename - issue (I got black screen - credits counting down then finally successfully completed misson dialog)
I'm using an Acekard2i
Just a quick question what version of Captain Blood are you using? I have downloaded this from a couple of sites and thety dont work for me (in DSx86 or DOSBOX - just hangs without doing anything -dbox - or drops to cprompt - dsx86). Loved this game on my ST ages ago but never did get around to completing it so could be an option for DSx86 :-)
#173638 - sverx - Tue Apr 20, 2010 1:53 pm
midwinter: thanks for testing that, the behavior you describe it's exactly what I saw yesterday, on my R4. Now let's hope Pate has some ideas...
About CaptainBlood: yes, there are many versions around and the only one that was (at least partially) working was the one that supports 3 languages (the other version I tested has just one language and it doesn't even go past the menu...)
#173640 - midwinter - Tue Apr 20, 2010 2:52 pm
sverx - Thanks for the tip on Captain Blood - will see if I can track that version down and check it on Dosbox
Pate - great to hear Ultima V will work in the next version and I will look forward to having a play - Love your work :-)
#173652 - Pate - Wed Apr 21, 2010 5:03 am
Thanks for confirming a problem with Dune 2 save games, with a detailed description of how to duplicate the problem. I'll try to take a look, hopefully it won't be difficult to fix. Fixing problems with same games is pretty high on my priority list, as it is really annoying to play a game for a long time and then later notice that the save file is corrupted.
Pate
_________________
#173669 - vandyk - Fri Apr 23, 2010 4:18 am
Pate wrote: |
Thanks for confirming a problem with Dune 2 save games, with a detailed description of how to duplicate the problem. I'll try to take a look, hopefully it won't be difficult to fix. Fixing problems with same games is pretty high on my priority list, as it is really annoying to play a game for a long time and then later notice that the save file is corrupted.
Pate |
Pate : You might put to play supaplex in your beta 0.11 =)
#173670 - Pate - Fri Apr 23, 2010 5:06 am
vandyk: You mean mention that Supaplex is working on the DSx86 download page? I'll try to remember to do that.
FYI, my home ADSL is not working at the moment. I am in the process of upgrading my ADSL to ADSL2+, and it seems that the phone company has now switched their end to the faster speed, but they should have mailed me a corresponding ADSL2+ modem, which I haven't received yet. If I don't get it today, I won't be able to release the new version during the weekend. Let's hope it will get here today.
In better news, I think I found and fixed the Dune 2 save game problem, and also the 4DOS %select command is working properly in the next version (for game selection batch files and things like that).
Pate
_________________
#173678 - midwinter - Fri Apr 23, 2010 7:16 am
Hi Pate - Your current ADSL compliant modem should work just fine with ADSL2+ except that it just will max out at about 7Mb/s sync speed because it will be still be operating as per ADSL.
Come on mate - we want our Dsx86 release ;-)
I think what vandyk means is he wants you to add Supaplex to your TODO list as it isn't working properly with Dsx86.For what its worth I checked it out and the mouse disn't work (possibly because it is an animated sprite or somesuch) and as such I couldn't get it to start (loads fine etc. but no mouse).
#173680 - Sektor - Fri Apr 23, 2010 8:02 am
What does it need the mouse for? Isn't it just Boulder Dash?
_________________
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#173683 - sverx - Fri Apr 23, 2010 9:30 am
Pate wrote: |
In better news, I think I found and fixed the Dune 2 save game problem [...] |
Good! :D What was that? I'm curious...
#173686 - midwinter - Fri Apr 23, 2010 10:47 am
Sektor wrote: |
What does it need the mouse for? Isn't it just Boulder Dash? |
From memory it was to navigate the main screen and to actually start the game.
#173687 - erbsengehirn - Fri Apr 23, 2010 1:43 pm
To start Supaplex press Space Bar, the only thing you need is an installed player. Make one in Dosbox on PC and copy the Player.lst or the complete Directory to the Memorycard.
#173688 - jinjin - Fri Apr 23, 2010 2:01 pm
Here's the log for some programs.
As you see, dsx86 should support 640x480x16 VGA mode to work more programs using VGA graphics.
http://pastebin.com/XABStBZi
#173689 - Pate - Fri Apr 23, 2010 2:25 pm
Ok, I borrowed a friend's ADSL2+ modem, so I'm back online. Phew, not having net access was really unnerving!
midwinter: I thought also that my old plain ADSL modem should work, but it just could not sync at all to the ADSL2+ signal. Strange.
jinjin: Thx for the log! The high resolution modes are coming, but not yet in the next version. Well, 640x200x16 *might* work in the next version, but probably not properly yet.
sverx: I opened the Dune2 savegame file in "r+" mode, while I should have opened it in "w" mode. I only used the "w" mode in the DOS "Create or Truncate file" call, not in the plain "Open File" call. I am still a little bit unclear about the difference between opening a file for write only (which Dune 2 does, and expects the existing file to get truncated), and using the Create call, which also truncates a file if it exists already.
Pate
_________________
#173698 - midwinter - Sat Apr 24, 2010 1:14 am
erbsengehirn wrote: |
To start Supaplex press Space Bar, the only thing you need is an installed player. Make one in Dosbox on PC and copy the Player.lst or the complete Directory to the Memorycard. |
Thanks erbsengehirn. Obviously never looked at in great deapth if I never even bothered to try the space bar ;-)
Just a quick question - anyone tried Dsx86 on the newer large screen Ds's? Just curious to know how the scaled image looks with text etc?
Good to see you are back online Pate :-)
#173710 - Pate - Sun Apr 25, 2010 6:50 am
Okay, version 0.11 is now released!
Please send me your debug log files again from this version.
Pate
_________________
#173711 - jam_888 - Sun Apr 25, 2010 7:56 am
yay
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#173713 - midwinter - Sun Apr 25, 2010 12:25 pm
Hi Pate - Great to see you managed to get a release out (been eagerly waiting to check it out) :-)
Log file:- http://pastebin.com/W5eb0b05
On the log file - Its easy to get multiple entries in the log of the same error (by hitting B to try and step though etc.). I try and go through and edit it to take out the repeat entries but it is a bit of a pain. Any value in tyding up how you write to this file (i.e check for exact error and NOT write)? How have others been giving you thiers (did they include multiples and is it an issue for you)? One of things where I toss up continuing as is or doing up something to redo the file to remove multiples. I think this log went from 150+k to 15k
Anyway onto the testing :-)
Batch File - works a treat. Still took me awhile to run my tests mostly because I wanted to do hard resets to make sure no carried over issues but at least this made it easier to run games in order etc.
General stuff:-
Still some issues with not dumping memory etc. when exiting via the debugger or in game. I had one game where it was drawing the screen overlaid with graphics from the last game (AOW and BTech). Easy enough just to do a hard reset (which is what I did for all) but just an FYI
Touchpad switching - You make note of if the select button is not mapped it can be used so what happens if it is? Reason I ask is you are switching via the toggle in order (ie no mouse, mouse using keys then touhpad) so the only way to proceed once the screen is flipped (that I can see) is via the select button. Might be an issue if you went from NO mouse to Mouse via keys as you can only get back to no mouse via screen flip etc. Possibly not an issue.
Touchpad switching - if screen is scaled the select button will not flip the screens. It is possible to flip the screens when scaled using the touch toggle control (bug or deliberate?).
Touchpad mouse - Right Mouse button? What or where is it? Was tryingto figure it out in EOB (which plays great using the Touchpad except for how to handle right button).
Touchpad Mouse - Anychance of a toggle controling behaviour i.e between click on touch (touchy for some games) and just moving mouse with maybe a double tap a click? I still like the idea of a virtual pad (with a left and right virtual button) actually with the Virtual KB.
All mouse issues below relate to touchpad mouse only - Not encounted issues with the dpad controlled mouse
Ancient Art of War - Game now seems to be OK
Bards Tale - Touch Mouse NOT working (everything else appears OK). Just seems to flick of to the bottom right corner and cannot be controled)
Bards Tale II - Same issues as above with Touchpad mouse
Battle Tech - OK
Battle Tech II - Same issue as previous - unsupported SB DSP command 10
Carrier Command - Unsupported Opcode that can be "B'd" through. Title vector graphics not drawn properly not os the curser drawn so the game cannot be controled via KB or mouse (VKB keys do work).
Dragon Wars - No Change EGA/VGA graphics stuffed - unplayable.
Dungeon Kepper - No Change Error and messed graphics etc.
Eye of Beholder - plays great with the new touchpad except for right mbutton issues - see above
Gunship - Now EGA give INT and Op code errors - prgress seems o have been made however not playable
Kingsquest 1-4, Lesuire Suit Larry, Police Quest, Space Quest 1-2 - All have same text/graphics issues. SLightly different this time round in that some chracters are displayed (like a g mixed with c or $) and in menus every second one can be read however text box text is just garbeled. Slightly different but still the same issues obviously
Police Quest II - OK
Lords of Midnight - OK
Lords of Midnight - Doomdarks Revenge - OK
Mechwarrior - OK however Touchpad mouse is not behaving as expected. Works but doesn't seem to move around as it does in dosbox
Midwinter - OK - Touchpad mouse however moves around edges of screen only - cannot use
Midwinter II - Now appears OK however suffers same touchpad mouse issues as above
Quest For Glory - OK however touchpad mouse whilst appearing to work doesn't select properly in menus etc.
Rogue - Unchanged text/graphic issues
Ultima I - Now can get ingame (looks great) howver now get INT calls moving etc.
Ultima II - no change same issues
Ultima III - OK
Ultima IV - Now get an unsupported Op code error (with the packed file issue).
Ultima V - woohooo :-) All looks great Pate. Will look forward to playing this (have logged a fair few hours in Bards Tale so might have to continue that before I start this ;-)).
OK thats about it and appoligies for the large post. Impressions are the touchpad mouse has great potential but I reckon it needs to be a bit more flexible (i.e not be locked into the forced click behaviour when you touch the screen etc.). Having a flick through EOB I can certainly see the benefits as movement etc, was great (even if this game relies on right button for combat which was an issue). Obviosly there are some issues with how it is behaving with some games but your implementation of the button mouse is pretty good so looking forward to what you can acheive with the touchpad.
Still moving in the right direction Pate (improvements in some games and no introduced issues that I could see) so great release.
Keep up the great work and thanks for this release :-)
#173714 - vandyk - Sun Apr 25, 2010 4:37 pm
Hi pate , would like to know how to run the game Supaplex in your emulator. Could the emulator up and all set and ready just to open it?
Here is the link you Supaplex game to try it and tell me your opinion. From already thank you very much.
http://www.mediafire.com/?nyug5kjj4nz[/url]
#173716 - drdim - Sun Apr 25, 2010 11:35 pm
@midwinter
Battletech II actually worked in 0.06/0.07 - I got around that SB DSP Command error when I setup the game to "minimal specs" in Dosbox. (e.g. PC Speaker etc.)
Tomorrow I'll test the new version with some other simulations aka Falcon XT, A-10 Tank Killer 1.5 & Gunship 2000.
@Pate: Do you think you can squeeze out more performance in future versions? Like high-end 80286 16 Mhz-ish?
#173717 - midwinter - Sun Apr 25, 2010 11:45 pm
vandyk wrote: |
Hi pate , would like to know how to run the game Supaplex in your emulator. Could the emulator up and all set and ready just to open it?
Here is the link you Supaplex game to try it and tell me your opinion. From already thank you very much.
http://www.mediafire.com/?nyug5kjj4nz[/url] |
vandyk - erbsengehirn has told you twice how to play Supaplex using Dsx86 allready - have you even read that and tried it?
erbsengehirn wrote: |
vandyk, Supaplex works, only the Mouse dosnt work so you have first in Dosbox create a new user in the game, then copy the files to the DS and play. |
erbsengehirn wrote: |
To start Supaplex press Space Bar, the only thing you need is an installed player. Make one in Dosbox on PC and copy the Player.lst or the complete Directory to the Memorycard. |
#173718 - Dwedit - Sun Apr 25, 2010 11:46 pm
Sound blaster sound effects in Master Of Orion are noise, and there's an unsupported port IO error after each sound effect finishes playing.
Great job by the way.
_________________
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#173719 - vandyk - Mon Apr 26, 2010 12:47 am
midwinter wrote: |
vandyk wrote: | Hi pate , would like to know how to run the game Supaplex in your emulator. Could the emulator up and all set and ready just to open it?
Here is the link you Supaplex game to try it and tell me your opinion. From already thank you very much.
http://www.mediafire.com/?nyug5kjj4nz[/url] |
vandyk - erbsengehirn has told you twice how to play Supaplex using Dsx86 allready - have you even read that and tried it?
erbsengehirn wrote: | vandyk, Supaplex works, only the Mouse dosnt work so you have first in Dosbox create a new user in the game, then copy the files to the DS and play. |
erbsengehirn wrote: | To start Supaplex press Space Bar, the only thing you need is an installed player. Make one in Dosbox on PC and copy the Player.lst or the complete Directory to the Memorycard. |
|
mind winter : Excuse is that I am using translator. You me might explain make it work like stepwise?
=) !!!!!!
Explain to me with mas details and say to me as I have to acerlo work perfectly without problems . :)!!
#173720 - midwinter - Mon Apr 26, 2010 2:42 am
vandyk wrote: |
mind winter : Excuse is that I am using translator. You me might explain make it work like stepwise?
=) !!!!!!
Explain to me with mas details and say to me as I have to acerlo work perfectly without problems . :)!! |
I don't know what else you want - erbsengehrin has spelled it out but I will try it again one last time:-
1.) Download http://www.elmerproductions.com/sp/software/supaplex.zip
2.) Extract supaplex.zip (no folder in zip so extract it to a folder)
3.) Run spfix63.exe (works on XP - if other O/S and you can't get it to work use http://www.dosbox.com/download.php?main=1 )
4.) Game starts
5.) Click "New Player" - in message line it says "Your Name"
6.) Type "VANDYK" - press ENTER
7.) press SPACEBAR - Game Starts
8.) press ESCAPE - Press N (goes to game menu)
9.) press ESCAPE - Game Exits
10.) Copy files/folder from step 3. to DS
11.) Run DSx86 on DS
12.) Navigate (you know CD xxxx etc.) to where you put spfix63.exe as per step 10.
13.) type spfix63 to run Supaplex
14.) press Space
#173721 - Pate - Mon Apr 26, 2010 5:28 am
midwinter wrote: |
On the log file - Its easy to get multiple entries in the log of the same error (by hitting B to try and step though etc.). |
Thanks for the quick and thorough testing! Yes, I think I need to filter out duplicate entries in the routine that writes the log. I have received both filtered and unfiltered log files (some even leave all the errors of the previous versions in the log files they send, which is a bit annoying :-). I don't mind duplicate entries that much, but it would certainly help to have the log only contain unique entries from the start.
Quote: |
Batch File - works a treat. |
Good to hear! I actually copied your batch file idea and used it myself to test my usual games before releasing this version. :-)
Quote: |
Still some issues with not dumping memory etc. when exiting via the debugger or in game. |
Yeah, I haven't worked on that issue at all yet.
Quote: |
Touchpad switching - You make note of if the select button is not mapped it can be used so what happens if it is? |
If it is mapped, you can't switch TO touchpad mouse emulation, but you can switch back (so the mapped PC key only works when NOT in touchpad emulation mode).
Quote: |
Touchpad switching - if screen is scaled the select button will not flip the screens. |
Strange, sounds like a bug. Not deliberate in any case. :-)
Quote: |
Touchpad mouse - Right Mouse button? What or where is it? |
It is not supported, as I couldn't figure out how to do that! Actually, I am open to suggestions on how to improve the touchpad mouse support. One possibility would be to use A and B keys as the mouse buttons and the stylus only for mouse movement, but isn't that pretty awkward (for right-handed people at least)?
Quote: |
I still like the idea of a virtual pad (with a left and right virtual button) actually with the Virtual KB. |
I'll keep that in mind for future versions.
Quote: |
Kingsquest 1-4, Lesuire Suit Larry, Police Quest, Space Quest 1-2 - All have same text/graphics issues. SLightly different this time round |
I changed a bit the method that the text is displayed. There seems still to be some other graphics issues with that, though.
Quote: |
Ultima I - Now can get ingame (looks great) howver now get INT calls moving etc.
Ultima II - no change same issues |
That is a bit strange, I worked on the Ultima II issue, not with the Ultima I. Well, any progress with either of those is a plus, I guess. :-)
Quote: |
Ultima V - woohooo :-) All looks great Pate. |
Good to know! :-)
Quote: |
Still moving in the right direction Pate (improvements in some games and no introduced issues that I could see) so great release. |
Thanks for the positive feedback!
Dwedit wrote: |
Sound blaster sound effects in Master Of Orion are noise, and there's an unsupported port IO error after each sound effect finishes playing. |
Thanks for the info! Perhaps I have a different sound setup as I didn't get any digitized effects. At what point in the game those happen? Also, do you have a log about the I/O port issue? I have noticed in Populous II (which I have also been debugging) that some SB digitized effects play noise in DSx86. I suspect it is one of the ADPCM modes.
By the way, I've had several emails stating that many games that used to work now give "Not enough memory" errors. I am a bit at loss as to what could be the cause for this, as I haven't noticed any such errors myself, and the amount of conventional memory is only 3KB less in this version than in the previous one. DSx86 leaves much more conventional memory free than for example DOSBox, so these errors must be caused by something else. If you happen to run into this problem, please let me know as much info about the situation as you can (output of the 4DOS "memory" command, the exact error message, what game, etc.).
Thanks again for all your testing!
Pate
_________________
#173723 - theli - Mon Apr 26, 2010 8:33 am
master of orion installer always crashes with integer division by zero :(
edit: when installed on pc and copied:
orion.com gives unsupported INT, orion.exe says 'Master of Orion requires at least 120.000 bytes of hard drive space'
edit2: yes, i have ~20Mb of space, and testing on MK5 card
'unsupported INT' : http://pastebin.com/uhnMm3Up
#173724 - Pate - Mon Apr 26, 2010 2:09 pm
theli, what does the 4DOS 'free' command report on the DOS prompt?
The unsupported INT is "CD-ROM - INSTALLATION CHECK", and it is safe to bypass with the B button (it returns with no registers changed, which means no CD-ROM driver installed, which is correct). I don't have an ORION.COM in my MOO directory, only ORION.EXE.
I just noticed that the MOO INSTALL program does not show properly the selected hardware options. This might be due to my 6x8 font not containing characters below ASCII code 32. I'll try to add these characters to the next version.
Pate
_________________
#173726 - theli - Mon Apr 26, 2010 3:07 pm
Pate wrote: |
theli, what does the 4DOS 'free' command report on the DOS prompt?
|
i'm now defragmenting my card by "delete/copy again" method and when its finished i'll post this xD
Pate wrote: |
The unsupported INT is "CD-ROM - INSTALLATION CHECK", and it is safe to bypass with the B button (it returns with no registers changed, which means no CD-ROM driver installed, which is correct). I don't have an ORION.COM in my MOO directory, only ORION.EXE.
|
mhm.. well... it seems like that com is irrelevant since it came with preinstalled orion i got elsewhere (which i got since i couldn't get orion CD install program to run in dsx86) :$
Pate wrote: |
I just noticed that the MOO INSTALL program does not show properly the selected hardware options. This might be due to my 6x8 font not containing characters below ASCII code 32. I'll try to add these characters to the next version.
|
yeah, noticed that too
#173727 - madd - Mon Apr 26, 2010 4:35 pm
great work an this project!
the Touchscreen works very good, only thing what I'm missing is the right mouse button.
I have tested the following games:
Skyroad => gives a "unsupported int call!" after pressing b the game works great (save not jet tested)
Supaplex => Works good (specially whit the touch pad). The frustrating part is that it not saves wen you complete or skip a level.
TIM (the incredible machine) => loads up the sound and then crashes
jetsons (jeorge in trouble again) => loads the menu + sound then its stuck.
Simpsons (arkade game) => freezes after selecting 1 player game.
BluesBrothers => now works greed.
Keep up the good work!
MD
http://members.lycos.nl/md008/Home.htm
#173729 - theli - Mon Apr 26, 2010 5:26 pm
Pate wrote: |
theli, what does the 4DOS 'free' command report on the DOS prompt? |
the same as http://dsx86.patrickaalto.com/EMS.png
with only exception - in dos memory 643 792 bytes free instead of 647 424
#173730 - Vague Rant - Mon Apr 26, 2010 5:59 pm
midwinter wrote: |
Touchpad Mouse - Anychance of a toggle controling behaviour i.e between click on touch (touchy for some games) and just moving mouse with maybe a double tap a click? I still like the idea of a virtual pad (with a left and right virtual button) actually with the Virtual KB. |
Indeed, this would be extremely useful for some games. I've been playing Bip Bop II, a really, really terrible Breakout clone (I mean just awful; it's fun to play because I had it back in the day, but it's so bad), but the touch screen clicking poses a problem. In Bip Bop II (there was no Bip Bop I), clicking fires a bullet; unlike other Breakout clones, your bullets don't break blocks, but rather are able to hit the ball and cause it to ricochet back toward the blocks; it's just another method of guiding the ball. The paddle is also controlled by moving the mouse. The current touchpad setup results in the paddle constantly firing any time you move it. The d-pad controls avoid this but obviously make the game a lot tougher since it's designed for mouse play (and in fact touch screen play is even better).
That aside, the game runs perfectly so far; even the built-in screensaver (hit P to pause and leave it a couple of minutes) works fine. Great nostalgia trip, thanks again.
EDIT: Wow, I imagine this has been mentioned before, but this actually runs Halloween Harry/Alien Carnage (which is now freeware); the game nominally requires VGA support and DSx86 throws errors pretty much any time something new loads with regard to the game asking for 640*480 display, but if you keep hitting B to pass by them you can get all the way in-game. Totally amazing. (Make sure you skip the cutscenes.)
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#173732 - vandyk - Mon Apr 26, 2010 10:29 pm
midwinter wrote: |
vandyk wrote: |
mind winter : Excuse is that I am using translator. You me might explain make it work like stepwise?
=) !!!!!!
Explain to me with mas details and say to me as I have to acerlo work perfectly without problems . :)!! |
I don't know what else you want - erbsengehrin has spelled it out but I will try it again one last time:-
1.) Download http://www.elmerproductions.com/sp/software/supaplex.zip
2.) Extract supaplex.zip (no folder in zip so extract it to a folder)
3.) Run spfix63.exe (works on XP - if other O/S and you can't get it to work use http://www.dosbox.com/download.php?main=1 )
4.) Game starts
5.) Click "New Player" - in message line it says "Your Name"
6.) Type "VANDYK" - press ENTER
7.) press SPACEBAR - Game Starts
8.) press ESCAPE - Press N (goes to game menu)
9.) press ESCAPE - Game Exits
10.) Copy files/folder from step 3. to DS
11.) Run DSx86 on DS
12.) Navigate (you know CD xxxx etc.) to where you put spfix63.exe as per step 10.
13.) type spfix63 to run Supaplex
14.) press Space |
mindwinter : where download the DosBox emulator for windows vista?
#173733 - midwinter - Mon Apr 26, 2010 11:13 pm
vandyk wrote: |
mindwinter : where download the DosBox emulator for windows vista? |
See that link above - use it
Got issues with DosBox - go here http://vogons.zetafleet.com/index.php?c=7
EDIT:- FFS just download this and put it on your DS
http://rapidshare.com/files/380538455/supaplex.rar.html
I added vandyk as a player
#173734 - midwinter - Tue Apr 27, 2010 12:08 am
Hi Pate
Aside from the DS I have never really used a touchscreen device. From having a quick look on the net it would appear (for things like windows PDA's etc.) that right mouse clicks are generally handled by press and hold (like 1 sec) behaviour.
Could also have a toggle and having a mess around last night it would have to be mapped to either the D buttons or the left sholder button (of course I have righty bias ;-)). Personally I would have picked the sholder button but I know you have these mapped to the screen movement.
Anyway I reckon you could do a couple of configs such as:-
Operate as true touchscreen (so as is but implement right click functionality) - touch positions cursor and registers left click whilst a touch and hold postions cursor and registers right click.
Second scheme could be simply move the mouse cursor with stylus and a double tap registers left click and either a toggle (swith between left right click) or button (like left sholder) could register right click. Sort of evision this like the laptop touchpad.
Lastly you could implement something like that AtariST emu has which is the virtual pad that had the two virtual buttons. Could utilise full screen or a small one (which would require sweeping movements to move mouse large distances). This would work quite well in using the stylus to move the cursor and then pressing either the lft or right button for desired action.
Anyone used some of these touchscreen devices and how have you found the interfaces?
#173739 - AtH - Tue Apr 27, 2010 7:51 am
Stylus moves cursor.
Left shoulder is left click.
Right shoulder is right click.
That seems logical and could emulate all mouse combinations. Also any ingame support for left-handed should work (or DSx86 itself could swap buttons in ini-file).
Of course, it will be better if mouse emulation switches to the physical (COM port) level. Then the original MOUSE.COM could handle INT 33, mouse cursor, button swap, middle button emulation and all his work. But since noone else uses mouse on low level, INT 33 emulation is sufficient.
#173741 - drdim - Tue Apr 27, 2010 8:53 am
AtH wrote: |
Stylus moves cursor.
Left shoulder is left click.
Right shoulder is right click.
That seems logical and could emulate all mouse combinations. Also any ingame support for left-handed should work (or DSx86 itself could swap buttons in ini-file).
Of course, it will be better if mouse emulation switches to the physical (COM port) level. Then the original MOUSE.COM could handle INT 33, mouse cursor, button swap, middle button emulation and all his work. But since noone else uses mouse on low level, INT 33 emulation is sufficient. |
I would rather have stylus tap = left click and left shoulder + stylus tap= right click. This way you could play more naturally and seamlesly (although it's some games will need your solution)
#173742 - sverx - Tue Apr 27, 2010 8:56 am
I still haven't had the time to test this release but, speaking about mouse emulation, I found the better one IMHO was the system they used in scummVM DS port. There are two ways to use it:
"Way 1"- When you press left on DPad the left mouse button gets selected. Then, from this moment on, when you touch the screen with the stylus, you're left clicking with your mouse.
When you press right on DPad the right mouse button gets selected. Then, when you touch the screen with the stylus, you're right clicking with your mouse.
When you press up on DPad all the mouse buttons gets UNselected. Then, when you touch the screen with the stylus, you're simply moving the mouse to that position.
"Way 2"- (starting with mouse buttons unselected) you move your mouse around on screen by touching the touch screen and when you want to click you simply keep the stylus down on the screen while pressing the left (or right) Dpad key. This way you're left/right clicking with your mouse.
I could play entirely Indiana Jones and the Fate of Atlantis using this system ("Way 2"), with very little problems. Very very VERY enjoyable!
#173743 - Vague Rant - Tue Apr 27, 2010 10:20 am
Incidentally, is there a way to have a custom setup "stick" for a single game which uses multiple executables? The example in mind here is Alien Carnage, which is launched through a single executable, CARNAGE.EXE, but the game is actually made up of a number of executables, e.g. HARRY0.-0, HARRY1.-0, HARRY2.-0, etc. (yes, these are executables, they have the MZ bytes and everything). As the game switches between executables, the custom setup I had for CARNAGE is dropped, because I don't have that setup for HARRY5, etc. Is there a way to either use wildcards in setup names or to force a group of executables to use a single setup?
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#173744 - Pate - Tue Apr 27, 2010 10:46 am
Vague Rant: Sorry, no way to make the config stick at the moment. Looks like a method is needed for that, though. I'll try to think of something.
sverx: That sounds like a nice way to handle all combinations of mouse clicking with the touchpad. I prefer using D-Pad over the shoulder buttons, as the shoulder buttons are usually used for screen scrolling and the D-Pad is pretty much unused with the touchpad mouse mode. I'll see about implementing this in the next version.
theli: The "free" command should report the available disk space, not the amount of free memory..
madd: Thanks for the encouragement and info!
Pate
_________________
#173745 - Vague Rant - Tue Apr 27, 2010 4:47 pm
Pate wrote: |
Vague Rant: Sorry, no way to make the config stick at the moment. Looks like a method is needed for that, though. I'll try to think of something. |
Having messed with it further, it's actually somewhat useful in this case. I have A as Enter (Accept) and B as Escape (Cancel) in the menu, while in-game A is Ctrl (Thrust) and B is Alt (Fire); it makes the game feel almost "native" in terms of control schemes. It actually supports the Gravis Gamepad originally so I imagine if you ever code gamepad support it would work somewhat similar, but until then, if you do make a system which fixes the sticky options issue, it might be nice to be able to override the sticky setting (i.e. the game uses the setup CARNAGE except for HARRY9, the menu, which has its own setup). This is getting way ahead to niche usability stuff though, so I understand that it's probably not something you'll be looking into immediately.
_________________
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#173750 - drdim - Wed Apr 28, 2010 10:08 am
I had this problem in another game. I just looked up all the "game names" and then set a profile with bob_fossils configuration utility for every instance.
Maybe you can do it faster, if you just copy&paste one profile in dsx86.ini and just edit the name.
#173751 - another world - Wed Apr 28, 2010 12:36 pm
i just tested the dos copy of "the punisher" and it seems to be working fine. the zoom modes leave something to be desired but i'm playing something on my ds i haven't played on a pc in 10yrs. so i'm happy!
http://www.mobygames.com/game/dos/punisher
cheers,
-another world
#173753 - theli - Wed Apr 28, 2010 3:38 pm
Pate wrote: |
theli: The "free" command should report the available disk space, not the amount of free memory.. |
oh, dunno how i misread that , sorry
free command shows actuall correct used/free bytes ( ~27Mbytes free)
#173755 - AtH - Wed Apr 28, 2010 10:17 pm
Pate,
I can confirm EoB I is running greatly on 0.11 -- in the fact it even plays SB music, that is hard to get under XP! Also special effects are greater on DS, than on modern PC because of more appropriate speed. But without right mouse button you'll be killed in the first battle.
Also Pool of Radiance (and I guess all Gold Box series) still has that "PUT SAVE DISK IN C:" error. :( I hope you have this game, because no logs were generated to send you.
#173757 - Master_Thief - Thu Apr 29, 2010 12:25 am
Some testing I've done.
Companions Of Xanth - Playable with sound - Runs great. Some slight slowdown during character select screens but nothing major.
Dreamweb - Doesn't run - Gives "Unable to allocate Expanded Memory" error.
Dungeon Master - Doesn't run - Boots to title screen, then crashes with a "unsupported int call" error cancelling that then gives an "unsupported opcode" error. EGA mode gives garbled graphics, VGA looks perfect. Soundblaster gives "unsupported SB DSP command 10 " error.
Eye Of The Beholder - Playable with sound - Like's been said before, runs perfectly (minus the lack of right mouse buton in touchpad mode).
Eye Of The Beholder 2 - Playable with sound - Like the first, runs perfectly.
Eye Of The Beholder 3 - Doesn't run - Gives "386 opcodes not supported" error.
Formula 1 Grand Prix - Doesn't run - Boots to Micropose screen then freezes, no error given.
Ishar - Playable with sound - Runs perfectly. Slightly difficult to select language selection during bootup (uses numpad instead of number keys if I remember correctly).
Ishar 2 - Playable with sound - Like the first, runs perfectly. Same issue with the numbers though.
Legends of Valour - Playable with sound - Perfectly playable using the touchpad mode (though needs the right button) if a little choppy in places.
Lord Of The Rings : Fellowship of the Ring - Almost Playable - VGA mode runs at perfect speed but the palette is messed up. EGA and CGA the palette seems fine but the game runs really slowly. Also the screen where you choose either a new or old game only shows a black screen (in any mode)but the keys to select the options still work. Only PC speaker works, enabling Soundblaster gives "unsupported SB DSP command 10 " error.
Lord Of the Rings : The Two Towers - Almost Playable - Same issues as the first game, though VGA mode gives a "unsupported port I/O" error.
Star Trek - 25th Anniversary - Playable with sound - Runs pretty much flawlessly (of what I played anyway)
Ultima Underworld - Doesn't Run - Gives "unsupported INT call" on bootup. Setup utility just gives continuous scrolling text so can't be used.
Ultima Underworld 2 - Doesn't run - Same as the first game.
My Log http://pastebin.com/fhVZSnfL
#173758 - jam_888 - Thu Apr 29, 2010 7:05 am
ultima underworld i tried that like 4 versions ago
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#173759 - JLsoft - Thu Apr 29, 2010 7:40 am
Pate, have you thought at all about adding an option that can lock the emulated machine's speed to a certain amount (4.77mhz for example :P) for the occasional XT game that doesn't work well with things like moslo/etc? :)
(Main thing I'm looking to get running at a 'normal' speed at the moment is this converted-to-EXE-from-booter-and-fixed-for-HDD-use version of Pinball Construction Set :P)
#173760 - sverx - Thu Apr 29, 2010 9:33 am
Master_Thief wrote: |
Dreamweb - Doesn't run - Gives "Unable to allocate Expanded Memory" error. |
According to Wikipedia, this requires 4MB of ram... and probably a 386 is required too.
#173763 - Pate - Thu Apr 29, 2010 1:56 pm
JLsoft: That has been suggested before, but so far I have been mostly concerned about making DSx86 run as fast as possible, not trying to make it run slower. :-) I might look into implementing something like that at some point, though. DSx86 does not use the traditional cycle counting emulation method, so it is a little bit more difficult to implement this.
Master_Thief: Thanks for the log and info, and welcome to the forum!
AtH: I'll see if I can get my hands on those Gold Box games, to see what the actual problem is.
theli: Ok, so the "not enough disk space" problem does not seem to be caused by a misreported free space.
another world: Glad to hear The Punisher works!
Vague Rant: About the sticky configuration, I was thinking that perhaps that could be arranged simply by making the current CONFIG value clickable (or "touchable"), so that you can toggle whether the current setup sticks or is replaced with a new setup when the executable changes. Yellow text when sticky, white when changeable, or something like that.
Btw, looks like I finally managed to solve the "anti-debugger INT03 problem" that has crashed some games. Took a lot of debugging and comparing the executed opcodes between DSx86 and DOSBox, but now it looks like DSx86 emulates the single-step and breakpoint interrupts used by that technique properly. Should be working in the next version.
Pate
_________________
#173771 - vandyk - Thu Apr 29, 2010 10:38 pm
mindwinter : you can send me the emulator Dsx86 all ready, everything has already been made and uploaded for my flashcard.
The Supaplex gives me error comes up on the emulator Dsx86: DOS ERROR FILE NOT FOUND.
So I ask the emulator and configured.
=)
#173778 - MrSkiz - Fri Apr 30, 2010 12:50 pm
I didn't test DSx86 until now, and I must say I'm very impressed. Well done Pate ! Hope there's still rooms for improvement...
Can you please tell me how the mouse is handled by DSx86 ?
For now I only tested one game : Captive, one of the best Dungeon Master clones. Here's my feedback :
- At start you're prompted to choose between VGA & EGA, surprisingly VGA works (was sure VGA was unsupported by DSx86...). Even better it's only in this mode that the cursor shows up ingame.
- The intro cutscene work in VGA with sound (SB), skipped in EGA (as in original)
- At first look the game seems to run just fine (at least as good as the Atari ST version), with sound
- The cursor can be moved in DPAD mode but disappears in Touch mode as soon as you touch the screen
- The 83-key US keyboard limits the gameplay as some movements/actions are mapped on the numeric pad. Maybe this could be implemented in the ini configuration tool you provide, so we can map extra keys to DS buttons without having you to do a full 120-keys keyboard
Conclusion : hardly playable while in combat but very encouraging
#173789 - Master_Thief - Fri Apr 30, 2010 8:04 pm
Some more testing I've done.
Abandoned Places - Doesn't work - Gives "unsupported opcode" error on bootup.
Alien Breed - Partially works - Graphics are garbled. The game seems to work though, I could change stuff on the title screen and get ingame but everything was just garbled.
Amberstar - Doesn't work - Plays intro fine then gives an "unsupported opcode" error.
Bards tale 3 - Playable - Like the first 2, perfectly playable using the d-pad mouse.
Bubble Bobble - Doesn't work - Initially gives "unsupported graphics mode 640x480x16 (vga)" error, then an "unsupported INT call" but gets in-game. Then give an "unsupported opcode" error when your bubbles hit the enemies.
Bram Stokers Dracula - Works but extremely slow - Initially gives several "unsupported INT call" errors but other than that the game seems to work fine. Though it runs far too slow to be classed as playable.
Colonel's Bequest - Playable with sound - Works perfectly.
Crime Time - Almost playable - The pallete is messed up on the bottom half of the screen making the options difficult to read. Other than everything seems fine.
Curse Of Enchantia - Doesn't work - Intro plays fine but every other screen is garbled. Pressing right mouse button gives "unsupported string op seg/dir" error.
Daemons Gate - Doesn't work - Intro plays fine, but then gives "unsupported string op seg/dir" error.
Dark Half - Doesn't work - Boots into game, but then gives "unsupported opcode" error.
Elite Plus - Playable with sound - Works perfectly in mcga 256 colour mode.
Faery Tail Adventure - Playable with sound - Works fine in CGA mode (gives a single "unsupported INT call" error). EGA mode doesn't work, gives continuous "unsupported INT call" errors and the UI flashes constantly.
Flashback - Doesn't work - Gives an "unsupported opcode" error upon bootup.
Heart Of China - Doesn't work - Same as above, gives an "unsupported opcode" error upon bootup.
Heimdall - Doesn't work - Same as above, gives an "unsupported opcode" error upon bootup.
Hero Quest - Playable with sound - Works perfectly, intro a little on the slow side (and can't be skipped??) but ingame runs great.
Jimmy Whites Whirlwind Snooker - Doesn't work - Gives an "unsupported opcode" error upon bootup and corrupts the display of the bottom screen keyboard.
Might And Magic - Doesn't work - Gives continous "unsupported port I/O" error upon bootup (cannot skip them).
Might And Magic 2 - Playable with sound - Works perfectly.
Might And Magic 4 - Doesn't work - Intro plays fine (gives a couple of "unsupported INT call" errors), but then gives "unsupported string op seg/dir" error.
Might And Magic 5 - Doesn't work - Same as above, the intro plays fine (though no "unsupported INT call" errors), but then gives "unsupported string op seg/dir" error.
Moonstone - Doesn't work - Intro plays fine (though it completely locks up the bottom keyboard screen), them crashes and corrupts the bottom screen. http://i40.tinypic.com/wlu6on.jpg
Nebulus - Doesn't work - Boots into game, then gives "unsupported opcode" error after a few seconds.
Neuromancer - Partially works - All text ingame is messed up but everything else is fine.
Operation Wolf - Doesn't work - Crashes with "unsupported opcode" error upon bootup.
Platoon - Playable with sound - Gives "unsupported port I/O" error upon startup, but them plays fine after this (though gives another "unsupported port I/O" error when you die).
Police Quest 3 - Playable with sound - The cursor leaves slight corruption behind it(small vertical lines) but it is still playable.
Realms Of Arkania - Blade Of Destiny - Doesn't work - Gives "unsupported INT call" of bootup then freezes with a black screen at the intro.
Rise Of The Dragon - Doesn't work - Gives an "unsupported opcode" error upon bootup.
X-Wing - Playable?? - Everything seems to work perfectly but ingame is pretty choppy even with everything turned off.
My logfile. http://pastebin.com/CGHyfMAY
#173791 - jam_888 - Sat May 01, 2010 2:38 am
Master_Thief
are you using an emulator cause that can cause problems
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#173796 - Master_Thief - Sat May 01, 2010 12:23 pm
No, I only used the emulator to take the screenshot.
The emulator runs dsx86 way too slowly to be of any use, though it was useful to use to quickly find out which games wouldn't run because they needed a 386.
#173797 - Pate - Sat May 01, 2010 2:20 pm
Master_Thief: Thanks for such thorough testing! Gotta admire your beautiful formatting of the game list! :-) There were many relatively easy to fix issues in your debug log, so many of those should be fixed in the next version. Of course that does not necessarily mean the games will run, but they should progress further at least!
MrSkiz: Thanks for the encouragement! Yes, DSx86 is still very much in beta, and I keep adding features and fixing bugs all the time. The touchpad mouse still needs a lot of work, but what exactly would you like to know about how I handle the mouse emulation?
Pate
_________________
#173811 - midwinter - Sun May 02, 2010 12:53 pm
Nice Master_Thief
Pate - tried out a few more but most looked to be 386+ or required protected mode (so I assume 386+). One I did try was Castels 2 - Siege and Conquest which didn't make it to the menu with the following opcode error:-
http://pastebin.com/9NxKJ3jw
Another one I tried was Asterix: Operation Getafix because I read that it was slow on dosbox and I wanted to see how it went with DSx86. Both VGA and CGA work but they are both Slow (unplayable).
Looking forward to the next release :-)
#173816 - Darkflame - Sun May 02, 2010 6:23 pm
Wow, incredibly work here.
I'm amazed XWing runs at all.
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#173821 - vandyk - Sun May 02, 2010 10:12 pm
mindwinter : you can send me the emulator Dsx86 all ready, everything has already been made and uploaded for my flashcard.
The Supaplex gives me error comes up on the emulator Dsx86: DOS ERROR FILE NOT FOUND.
So I ask the emulator and configured.
=)
#173823 - Master_Thief - Mon May 03, 2010 12:15 am
Finally finished testing the rest of my pre 386 games.
Abyss - Doesn't Work - Boots into game, but then gives an "unsupported opcode" error.
Alone In The Dark - Doesn't Work - Boots to copy protection screen, but then gives an "unsupported opcode" error. Config program gives continuous "unsupported port I/O" errors which can't be skipped.
Amazon - Guardians Of Eden - Playable with sound - Gives "unsupported INT call" error on startup, but then plays fine after than (though a little sluggishly in places, but perfectly playable).
B.A.T - Almost playable - Everything seems to work fine but the pallette is messed up in game.
B.A.T 2 - Doesn't work - Gives several "unsupported INT call" errors on startup then freezes with a black screen (no error shown).
Batman - Caped Crusader - Doesn't work - Gives several "unsupported INT call" errors then an "unsupported opcode" error.
Blood Wych - Playable with sound - Runs perfectly in EGA mode. In VGA mode the graphics are slightly messed up (lots of little verticle lines on everything) and the pallette's not correct.
Cadaver - Doesn't Work - Gives "unsupported graphics mode 640x350x16 (EGA)" error in EGA mode. Graphics messed up in VGA mode.
Castle Master - Doesn't Work - Gives "unsupported opcode" error on boot up.
Castle Master 2 - Playable with sound - Works perfectly. A little slowdown in places, but perfectly playable.
Codename Iceman - Playable with sound - Works perfectly.
Corporation - Doesn't Work - Gives several "unsupported INT call" errors on startup and then the graphics are messed up in game. Then gives continuous "unsupported INT call" errors which can't be skipped.
Countdown - Playable without sound - Gives a couple of "unsupported INT call" errors on startup, but then works perfectly with sound disabled, freezes at beginning of the intro with soundblaster enabled (no errors shown).
Crystals Of Arborea - Playable with sound - Works perfectly.
Dizzy - Prince Of The Yolk Folk - Playable with sound - Works perfectly in EGA mode.
Fantastic Adventures Of Dizzy - Doesn't Work - Gives "unsupported opcode" error at startup.
Fantasy World Dizzy - Playable with sound - Works perfectly in EGA mode.
The Great Escape - Doesn't work - Gives "unsupported opcode" error at startup.
The Hobbit - Doesn't Work - Gives "386 opcodes not supported" error at startup (which seems a little strange for a text adventure released in 1983??)
Hook - Doesn't work - Graphics are garbled and then gives an "unsupported opcode" error.
Innocent Until Caught - Playable with sound - Game works perfectly. Only problem is the crack to bypass the copy protection doesn't seem to work so you have to rely on the manual to play (not idea for portable gaming).
Innocent Until Caught 2 - Guilty - Doesn't work - Gives "386 opcodes not supported" error at startup (even though the game says it's running in 286 mode)
Kings Quest 5 - Almost playable - Game only runs in monochrome but other than that the game runs perfectly.
King's Quest 6 - Playable with sound - Works Perfectly
Laura Bow 2 - The Dagger Of Amon Ra - Doesn't work - Gives "packed file is corrupt" error on startup.
Laser Squad - Doesn't work - Running LASER.EXE Gives "unsupported port I/O" error upon startup then freezes with a black screen (no error displayed). Running MAIN.EXE gives "unsupported opcode" error on startup.
Leisure Suit Larry 5+6 - Playable with sound - Both work perfectly (though 5 has the same issue as PQ3 that the cursor leaves behind slight corruption)
Magic Land Dizzy - Playable with sound - Works perfectly in EGA mode.
Manhunter 1+2 - Almost playable - Has same issue as the early Kings/space quests with corrupt text.
Microsoft Flight Sim 3.0 - Doesn't work - Gives "unsupported INT call" error on startup then gives "unsupported graphics mode 640x350x16 (EGA)" error.
Microsoft Flight Sim 4.0 - Doesn't work - Gives error about using it on a non DOS operating system.
The Adventures of Robin Hood - Doesn't work - Gives an "unsupported opcode" error on startup.
Sensible Soccer - Doesn't work - Plays intro fine then gives an "unsupported opcode" error at the title screen.
Shadows Over Mordor - Doesn't work - Gives "unsupported INT call" error on startup, then gives an "unsupported opcode" error once ingame.
Space Crusade - Doesn't work - Gives "unsupported port I/O" error then an "unsupported opcode" error on startup.
Spear of Destiny - Playable with sound - Like Wolfenstein3D works perfectly (though slightly choppily)
Speedball 2 - Doesn't work - Gives "unsupported opcode" error on startup.
Star Trek - Judgement Rites - Doesn't work - Gives "unsupported opcode" error on startup.
Stunt Car Racer - Playable with sound - Option screens have slight graphical glitches (makes some hard to read), but ingame plays perfectly.
Test Drive - Playable with sound - Works perfectly.
Test Drive 2 - Doesn't Work - Gives "unsupported opcode" error on startup.
Test Drive 3 - Playable with sound - Works perfectly (though is a little choppy).
The Summoning - Doesn't work - Gives "unsupported opcode" error on startup.
Times Of Lore - Playable with sound - Works perfectly.
Veil Of Darkness - Doesn't work - Gives "unsupported opcode" error on startup.
Wing Commander - Playable with sound - Like the second, works perfectly.
Wizardry 6 - Bane Of The Cosmic Forge - Doesn't Work - Plays intro fine then gives an "unsupported opcode" error at the title screen.
Zool - Almost Playable - Gives "unsupported INT call" error on startup, but then plays fine. The pallete is all screwed up though and the odd screen has big black verticle bars all over (great speed though :) )
My logfile http://pastebin.com/CP75apG9
Mightely impressed with the emulator, I can remember when people said a DS DOS emulator would be impossible, great work Pate :)
#173824 - vandyk - Mon May 03, 2010 1:33 am
Master_Thief wrote: |
Finally finished testing the rest of my pre 386 games.
Abyss - Doesn't Work - Boots into game, but then gives an "unsupported opcode" error.
Alone In The Dark - Doesn't Work - Boots to copy protection screen, but then gives an "unsupported opcode" error. Config program gives continuous "unsupported port I/O" errors which can't be skipped.
Amazon - Guardians Of Eden - Playable with sound - Gives "unsupported INT call" error on startup, but then plays fine after than (though a little sluggishly in places, but perfectly playable).
B.A.T - Almost playable - Everything seems to work fine but the pallette is messed up in game.
B.A.T 2 - Doesn't work - Gives several "unsupported INT call" errors on startup then freezes with a black screen (no error shown).
Batman - Caped Crusader - Doesn't work - Gives several "unsupported INT call" errors then an "unsupported opcode" error.
Blood Wych - Playable with sound - Runs perfectly in EGA mode. In VGA mode the graphics are slightly messed up (lots of little verticle lines on everything) and the pallette's not correct.
Cadaver - Doesn't Work - Gives "unsupported graphics mode 640x350x16 (EGA)" error in EGA mode. Graphics messed up in VGA mode.
Castle Master - Doesn't Work - Gives "unsupported opcode" error on boot up.
Castle Master 2 - Playable with sound - Works perfectly. A little slowdown in places, but perfectly playable.
Codename Iceman - Playable with sound - Works perfectly.
Corporation - Doesn't Work - Gives several "unsupported INT call" errors on startup and then the graphics are messed up in game. Then gives continuous "unsupported INT call" errors which can't be skipped.
Countdown - Playable without sound - Gives a couple of "unsupported INT call" errors on startup, but then works perfectly with sound disabled, freezes at beginning of the intro with soundblaster enabled (no errors shown).
Crystals Of Arborea - Playable with sound - Works perfectly.
Dizzy - Prince Of The Yolk Folk - Playable with sound - Works perfectly in EGA mode.
Fantastic Adventures Of Dizzy - Doesn't Work - Gives "unsupported opcode" error at startup.
Fantasy World Dizzy - Playable with sound - Works perfectly in EGA mode.
The Great Escape - Doesn't work - Gives "unsupported opcode" error at startup.
The Hobbit - Doesn't Work - Gives "386 opcodes not supported" error at startup (which seems a little strange for a text adventure released in 1983??)
Hook - Doesn't work - Graphics are garbled and then gives an "unsupported opcode" error.
Innocent Until Caught - Playable with sound - Game works perfectly. Only problem is the crack to bypass the copy protection doesn't seem to work so you have to rely on the manual to play (not idea for portable gaming).
Innocent Until Caught 2 - Guilty - Doesn't work - Gives "386 opcodes not supported" error at startup (even though the game says it's running in 286 mode)
Kings Quest 5 - Almost playable - Game only runs in monochrome but other than that the game runs perfectly.
King's Quest 6 - Playable with sound - Works Perfectly
Laura Bow 2 - The Dagger Of Amon Ra - Doesn't work - Gives "packed file is corrupt" error on startup.
Laser Squad - Doesn't work - Running LASER.EXE Gives "unsupported port I/O" error upon startup then freezes with a black screen (no error displayed). Running MAIN.EXE gives "unsupported opcode" error on startup.
Leisure Suit Larry 5+6 - Playable with sound - Both work perfectly (though 5 has the same issue as PQ3 that the cursor leaves behind slight corruption)
Magic Land Dizzy - Playable with sound - Works perfectly in EGA mode.
Manhunter 1+2 - Almost playable - Has same issue as the early Kings/space quests with corrupt text.
Microsoft Flight Sim 3.0 - Doesn't work - Gives "unsupported INT call" error on startup then gives "unsupported graphics mode 640x350x16 (EGA)" error.
Microsoft Flight Sim 4.0 - Doesn't work - Gives error about using it on a non DOS operating system.
The Adventures of Robin Hood - Doesn't work - Gives an "unsupported opcode" error on startup.
Sensible Soccer - Doesn't work - Plays intro fine then gives an "unsupported opcode" error at the title screen.
Shadows Over Mordor - Doesn't work - Gives "unsupported INT call" error on startup, then gives an "unsupported opcode" error once ingame.
Space Crusade - Doesn't work - Gives "unsupported port I/O" error then an "unsupported opcode" error on startup.
Spear of Destiny - Playable with sound - Like Wolfenstein3D works perfectly (though slightly choppily)
Speedball 2 - Doesn't work - Gives "unsupported opcode" error on startup.
Star Trek - Judgement Rites - Doesn't work - Gives "unsupported opcode" error on startup.
Stunt Car Racer - Playable with sound - Option screens have slight graphical glitches (makes some hard to read), but ingame plays perfectly.
Test Drive - Playable with sound - Works perfectly.
Test Drive 2 - Doesn't Work - Gives "unsupported opcode" error on startup.
Test Drive 3 - Playable with sound - Works perfectly (though is a little choppy).
The Summoning - Doesn't work - Gives "unsupported opcode" error on startup.
Times Of Lore - Playable with sound - Works perfectly.
Veil Of Darkness - Doesn't work - Gives "unsupported opcode" error on startup.
Wing Commander - Playable with sound - Like the second, works perfectly.
Wizardry 6 - Bane Of The Cosmic Forge - Doesn't Work - Plays intro fine then gives an "unsupported opcode" error at the title screen.
Zool - Almost Playable - Gives "unsupported INT call" error on startup, but then plays fine. The pallete is all screwed up though and the odd screen has big black verticle bars all over (great speed though :) )
My logfile http://pastebin.com/CP75apG9
Mightely impressed with the emulator, I can remember when people said a DS DOS emulator would be impossible, great work Pate :) |
Masterthief : Supaplex game could check if it works in the emulator Dsx86
#173825 - Zandro - Mon May 03, 2010 3:00 am
vandyk, you're making a mess! Avoid Quoting an entire body of text. Use "post reply" instead. Please, Edit your posts to remove the superfluous content. Thank you.
Pate, the latest blog entry put a tear in my eye. Thank you for all the awesome effort you've put into this. I don't know how you seem to be doing it almost entirely by yourself, but lots of people happily have a renewed interest in their DS's because of it. As per my original e-mail, if you need anything at all, just let me know.
#173826 - Pate - Mon May 03, 2010 6:25 am
Zandro: Thanks for the encouragement! DSx86 is just my little hobby project, it is just an added bonus that other people find it interesting too. :-)
vandyk: Please do not flood the thread! People have tried to help you getting Supaplex working, if those instructions are not sufficient you probably need to look elsewhere for more help, sorry.
Master_Thief: Thanks for the additional testing! I took a quick look at the debug log, some things seem easy to fix. The 386 opcode in Hobbit looks like something that might be caused by a copy protection bypass crack. I have been thinking that maybe I could support some 386 opcodes (like long conditional jumps as in that Hobbit game or 32-bit string opcodes), even when I won't support 32-bit register opcodes.
midwinter: I added that opcode in your Castles2 log, the game should run further in the next version.
Pate
_________________
#173827 - MrSkiz - Mon May 03, 2010 9:43 am
About mouse usage, nothing very technical. Just that I ('m so dumb I) don't find any info about how to use it : in D-Pad and Touch mode which buttons are used to left-click/right-click ?
#173828 - jam_888 - Mon May 03, 2010 9:46 am
in d-pad a and b are left click
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#173829 - midwinter - Mon May 03, 2010 12:28 pm
Zandro wrote: |
Thank you for all the awesome effort you've put into this. I don't know how you seem to be doing it almost entirely by yourself, but lots of people happily have a renewed interest in their DS's because of it. |
I agree :-) Great work Pate
After owning a PSP and messing around with that for awhile I brought the DS for my daughter because of the interface (touchscreen etc.). TBH whilst I knew the DS wasn't a powerful unit (so would be limited in its hombrew capability) I was a bit underwhelmed by the DS emu/homebrew scene in general (are a few great ones however).
Gotta say I am mightily impressed by DSx86 however and it is certainly giving me a reason to pinch my daughters DS ;-)
Great stuff Pate, your hobby is our gain so keep up the great work.
#173830 - Master_Thief - Mon May 03, 2010 6:22 pm
sverx wrote: |
Master_Thief wrote: | Dreamweb - Doesn't run - Gives "Unable to allocate Expanded Memory" error. |
According to Wikipedia, this requires 4MB of ram... and probably a 386 is required too. |
An update
Dreamweb - Playable without sound - If you run the game with the command "dreamweb /n" it disables all sounds and so doesn't give a memory error (with sound enabled it needs 3MB). Gives a couple of "unsupported INT call" errors on startup and a couple of "unsupported graphics mode 92 requested" errors during the intro but the game seems to run fine afterwards.
And here's the logfile for said errors. http://pastebin.com/1iktgSkB
#173864 - elwing - Wed May 05, 2010 8:46 am
Master_Thief wrote: |
Hero Quest - Playable with sound - Works perfectly, intro a little on the slow side (and can't be skipped??) but ingame runs great. |
tested heroquest on dosbox...
the intro is slow and unskipable too.
but I noticed you can use "quest.exe" rather than "hero.exe" and it seems to boot directly to the game menu without the intro. i did not test it under DSx86 but if it's the same it will help to make the game enjoyable (without waiting 3mins to play everytime...)
#173865 - theli - Wed May 05, 2010 12:08 pm
is here anyone with a ncard clone card?
can you test master of orion on it?
i still have that 'master of orion needs xxxx bytes free hard disk space' error :(
#173866 - Master_Thief - Wed May 05, 2010 12:47 pm
elwing wrote: |
but I noticed you can use "quest.exe" rather than "hero.exe" and it seems to boot directly to the game menu without the intro. i did not test it under DSx86 but if it's the same it will help to make the game enjoyable (without waiting 3mins to play everytime...) |
Just tried it. It doesn't work.
You get a "packed file is corrupt error" and the an "unsupported opcode" error if you boot with quest.exe.
#173896 - midwinter - Fri May 07, 2010 3:20 am
Hey Master_Thief - how did you get ideas to run DSx86?
Stuffed if I could get it to recoginise a file system (so 4DOS wasn't loaded). What do you need to do to get it to recognise the PC HDD?
When I saw your screen dump I wanted to check the screen scaling/display between DSx86 and scummvm in like for like games (such as Police Quest and Kings Quest etc. as they use the same game source). Whilst I need to clarify it (was what I was going to do with Ideas is it can run DSx86), it looks like the how the full screen is implemented in scummvm displays text better than that scaled DSx86
Hi Pate - Whilst I am talking about full screen were you going to look at different scaling options for FS in DSx86? As per above I reckon scummvm is displaying the text slightly better and it seems they use the full width and slighly stretch the top and bottom. Also just an FYI scummvm has an implementation of what I was talking about with the virtual KB and Mouse together on the touchscreen.
Hows the next relase comming along?
#173899 - Pate - Fri May 07, 2010 8:14 am
midwinter wrote: |
Hi Pate - Whilst I am talking about full screen were you going to look at different scaling options for FS in DSx86?
|
Yes, the current scaling options are not final, but I think they work well enough that I have not been working on them for a while. If I find a better scaling method I can either switch to that or add that as another option. I guess I'll need to look into ScummVM one of these days..
Quote: |
Hows the next relase comming along? |
Well, some days slowly, some days I progress faster. :-) The next release will have 640x480 and 640x350 mode support, and I also fixed the text font problem in Space Quest I, which might fix the problem in other early Sierra games as well (haven't tested any other game). Lots of new EGA and Mode-X opcodes added, but I haven't done any improvements to the mouse emulation yet, and I noticed that mouse does not work at all in Windows running in DSx86. I'll try to do some more fixes during the weekend before releasing the next version, but the above list is the current status. I would like to debug some badly behaving games, but that usually takes about a full day per game, so if I do that I won't have time to do much else.
Pate
_________________
#173900 - Master_Thief - Fri May 07, 2010 1:11 pm
midwinter wrote: |
Hey Master_Thief - how did you get ideas to run DSx86? |
You have to first patch DSx86 with the R4 dldi file.
Then in ideas, File->Properties, then choose the R4 option in the DLDI drop down box.
There's no support for flashcard writing though, so there'll be no logfile created and setup programs won't save changes so it's uses are fairly limited (not to mention the slow speed).
#173901 - RobinWatts - Fri May 07, 2010 1:30 pm
Pate wrote: |
Yes, the current scaling options are not final, but I think they work well enough that I have not been working on them for a while. If I find a better scaling method I can either switch to that or add that as another option. I guess I'll need to look into ScummVM one of these days..
|
Let me know exactly what scalers you need, and I'll help sort you out with optimised ARM versions.
Robin (The author of the current ScummVM DS scaler)
#173902 - midwinter - Fri May 07, 2010 4:26 pm
Master_Thief wrote: |
You have to first patch DSx86 with the R4 dldi file.
Then in ideas, File->Properties, then choose the R4 option in the DLDI drop down box. |
Thanks Master_Thief - works a treat. Never had to do any DLDI patching with the Acekard so you learn something new every day.
Because you can run 2 instances of ideas just wanted to run them side by side for some of the same games to see how the scaling compares. Only just had a quick look at 1 game and whilst the graphics look the same (to my eye at least) the text is definatley clearer/better in scummvm. Will have a play tomorrow maybe.
Pate wrote: |
Yes, the current scaling options are not final, but I think they work well enough that I have not been working on them for a while. If I find a better scaling method I can either switch to that or add that as another option. I guess I'll need to look into ScummVM one of these days.. |
No worries Pate - gotta be happy with the current sate of things.
Progress sounds good so will look forward to having a play with the next release :-)
#173932 - jam_888 - Sun May 09, 2010 2:10 am
can't wait until the release of 0.12 windows on ds even with no mouse not working properley annd only being v2.0 it still beats windows vista
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#173935 - Pate - Sun May 09, 2010 10:54 am
Version 0.12 released!
No improvements in the mouse emulation yet, as I concentrated on improving the general compatibility, especially with the games reported of almost working.
I've been discussing with Robin Watts about the scaling issue, and it seems the current scaling method is pretty much what can be achieved with a fast blitting routine. Robin is looking into efficient software scaling, so perhaps in some future version DSx86 will have a scaling method with a prettier output. That might not be fast enough for action games, but we shall see.
Many issues still remain, but this version hopefully can again run few more games than the previous version.
Thanks for your interest in DSx86, I'm looking forward to your test reports again!
Pate
_________________
#173937 - jam_888 - Sun May 09, 2010 11:40 am
hay anyone know were i can get windows 2.03 anyway and aalso i'm suprised it only supports ps/2 mouse's you think it would support that other one were the port looks like it was made for vga oh well
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#173939 - Freddie - Sun May 09, 2010 12:07 pm
I have a DSiXL.
I am running v0.12
Civilization: It works in VGA with mouse etc. And on the XL screens it is readable in Jitter mode.
Thanks for fixing the VGA in DSx86 to let me run one of my favorite games.
#173940 - jam_888 - Sun May 09, 2010 12:07 pm
dam found a link for it http://vetusware.com/download/Windows%202.03/?id=82 but when i click download it just refreshes the page and nothing else
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#173944 - midwinter - Sun May 09, 2010 1:51 pm
Hey Pate
Mate you almost missed your release window. I know I checked this thread a few times today waiting to see a new version and almost went to bed before it was updated (had to check it one last time).
Good to see once again you didn't dissapoint :-)
Couple of general observations. Log file - looks like you added some code to clean up the output? Not mentioned in your blog etc. but was expecting to have to clean it (kept hitting B in the debugger) and lo and behold was nice and clean allready so assume you fixed it all up.
Graphics - few games seemed to be much more crisp and nicer looking (noticable on menus or loading screens). Not compared versions so could be wrong.
Graphics - I know you said you havn't done anything with the scaling etc. but did you mess around some with the jitter code? Once again haven't compared versions but text in some games seemed a bit clearer using this versions jitter. Might just be me thinking it looks better ;-)
Log File:- http://pastebin.com/My7pUSR2 (stripped as per above - looks like all errors are accounted for)
Testing Summary (decided to copy Master_Thief's format) - I had Playable as playable (might be minor issues such as TPM implementation), Issues meaning it loads without error and gets ingame but there are issues and will finally use not working if it is completely broken and not running at all.
Ancient Art of War - Playable - Some minnor (lines etc.) graphical glitches
Bards Tale - Playable - Works Great (TPM not working)
Bards Tale II - Playable - Works Great (TPM not working)
Battle Tech - Playable - OK
Battle Tech II - Issues - Unsupported Opcode using TPM, Graphics Issues (displaying sprites etc.)
Castles II - Playable - Looks Good TPM works great
Carrier Command - Issues - No control cursor (mouse or keyboard) so unplayable. Main menu graphics not drawn properly (vector titles)
Dragon Wars - Playable - TPM works but is not registering correct position
Dungeon Master - Issues - Looks great now but get ingame error about master disk. Also TPM not working correctly and the game seemed to be toggeling the mouse mode.
Eye Of Beholder - Playable - Looks great and works really well with the TPM (except the no RMB issue)
Gunship - Issues - EGA - Couple of INT Calls (B Through), Unsupported OP Code in game (CGA seems Fine)
Kings Quest - Playable - OK
Kings Quest II - Playable - OK
Kings Quest III - Playable - OK
Kings Quest IV - Playable - OK
Lesuire Suit Larry - Playable - OK
LOM Ddarks Revenge - Playable - OK
Lords Of Midnight - Playable - OK
Mechwarrior - Playable - OK
Midwinter - Playable - Looks Good (TPM Not working)
Midwinter II - Playable - Looks Good (TPM Not working)
Police Quest - Playable - OK
Police Quest II - Playable - OK
Quest For Glory - Playable - Looks Good (TPM Not working)
Rogue - Issues - Main CHR now shown however some items still not (Gold)
Sentinel - Issues - VGA messed up graphics, EGA no graphics drawn
Space Quest - Playable - OK
Space Quest II - Playable - OK
Ultima I - Issues - INT Calls (Moving/action etc.)
Ultima II - Issues - Stuffed when game starts (background can't move etc.) Also on main menu scale/zoom do nothing??
Ultima III - Playable - OK
Ultima IV - Issues - OP Code + Packed file is corrupt error
Ultima V - Playable - Works Great
Lots of Green so great job Pate. Few games with issues but I think a couple that did have issues are showing improvement and of course a fair whack now appear resolved with this release. Only one game (sentinel) seems to have been adversly affected with this release (blank on EGA). BTW great work on resolving the text issues for KQ, LL and SQ etc.
Another great release Pate and having a play with EOB and the TPM implementation in that game it is going to be great when you have the RMB sorted as it plays great. Was TPM in your plans for working on next or will you try for more compatability based on feedback?
Thanks for the great app Pate (allready got lots of gaming goodness to play with ;-)).
#173945 - madd - Sun May 09, 2010 1:59 pm
A gen a great update on dsx86, keeps getting better and better. very nice!
I've tested the following games;
ShufflepuckCafe: freezes after the begin screen
Supaplex: Works at normal speed (no slowdown). Screen "hapert" when the screen follows "murphy". Still, NOT SAVE in supapalex (not save when completing a level).
Stunts: Works good (gives a "Unsupported INT call" hid "b" and it runs good).
TIM (the incredible machine): Screen, Zoom mode= OK / Scale mode= bad
testdrive: Works good
Skyroad: Works Perfect
It's nice to have "stunts" on the DS, very nice.
With the save of Supaplex, can this may be be fix?
Thanks for this 0.12 dsx86 version Pate. Keep up the great great work!
My Log:
http://members.lycos.nl/md008/dsx86dbg.log
Edit:
jam_888
Ive got the same issue, i have try same different setups, no success yet.
- You have to set your 4dos version to 4 (in dosbox you must type: "ver set 4" then type: "win") unfortunate this command don't work in 4dos.
Last edited by madd on Sun May 09, 2010 6:47 pm; edited 3 times in total
#173946 - jam_888 - Sun May 09, 2010 2:07 pm
Thanks madd for 2.03 also i think i forgot to say thanks to pate for his hard work so
Thank's Pate
edit: madd what did you use for your setup for windows cause mine starts up then crashes i have installed it like 8 times now i also tried intalling it o dosbox doesnt work either so i tried re downloading same thing it shows microsoft on a blue screen for like half a second then crashes
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#173949 - Pate - Sun May 09, 2010 6:52 pm
Freddie: Welcome to the forum! Glad to hear Civilization works, and on DSiXL!
midwinter: Thanks for the nice list of games! Yeah, I added a filter to the debug output so it won't repeat the previous error. No change to the scaling modes, must be your wishful thinking that makes them look better in this version. :-) Yeah, mouse improvements are the focus of the next version.
madd: Thanks for the info! I guess I have a somehow hacked version of Windows 2.03 as mine works fine on DOS 5.00. Anyways, looks like I need to add a DOS version change functionality to the next version. "VER SET 4" sounds like a command that I could try to implement to DSx86. I'll also try to take a look at the Supaplex save problem at some point.
Thanks again for all your testing!
Pate
_________________
#173952 - Dwedit - Sun May 09, 2010 9:02 pm
Ultima 6:
Gives a "Packed file is corrupt" error when it switches from u.exe to game.exe. Running game.exe directly works fine.
After getting a "Packed file is corrupt" error, running any other program causes 4DOS to yell about a "4DOS server error -- Memory allocation error" until DSX86 restarts.
Turbo Science:
Finally shows the intro, but gives an unsupported opcode afterwards.
730B:12BD 26082D or es:[di],ch
QuickBasic 4.5:
It shows a lot of Unsupported Interrupt messages, then starts up. The mouse, and menu navigation works, but none of the menu items do anything. No window accepts input from the keyboard.
Manic Miner (Warajevo Standalone version):
Gives "Packed File is Corrupt". Same memory allocation error if you try to do anything after that.
Zany Golf:
Gives an invalid opcode after you quit.
Pharoh's Tomb:
CGA emulation errors. Looks like it installs a custom font, and the emulator doesn't recognize it. Also has problems when redrawing the top status bar.
Debug Log: http://pastebin.com/ceTZNUhJ
Feature request: I'd really like a button remapper built in.
_________________
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#173955 - Master_Thief - Mon May 10, 2010 12:11 am
Another great update Pate. Alot more games are now playable and plenty of improvements in many others. Great work :)
Abandoned Places - Doesn't work - Still gives "unsupported opcode" error on bootup.
Abyss - Almost Playable - Now gets ingame. But bottom half of the screen is garbled and top half has some graphic glitches.
Alien Breed - Almost Playable - Graphics no longer garbled. But gives random "unsupported opcode" errors during gameplay (which can be skipped) and is a little slow (though it's perfectly playable).
Alone In The Dark - Almost Playable - Now gets ingame. But the pallette is messed up and is a little slow but perfectly playable. Config program still gives unskippable "unsupported port I/O" errors.
Amazon - Guardians Of Eden - Playable with sound - Works perfectly
Amberstar - Doesn't work - Now gets ingame but now gives lots of "unsupported port I/O" errors before giving an "unsupported opcode" error.
Archer Macleans Pool - Doesn't work - Gives "unsupported opcode" error on startup.
B.A.T - Almost playable - Pallette is still messed up in game.
B.A.T 2 - Doesn't work - Now only gives a couple of "unsupported INT call" errors on startup but still freezes with a black screen.
Batman - Caped Crusader - Doesn't work - No longer gives any "unsupported INT call" but still gives an "unsupported opcode" error.
Bards tale 3 - Playable - Like the first 2, perfectly playable using the d-pad mouse.
Blood Wych - Playable with sound - Still works perfectly in EGA mode (infact the graphics seem to look better), VGA graphics still not correct.
Blue Force - Playable with sound - Works perfectly (though as it needs a 386 is a little slow in places)
Bubble Bobble - Playable with sound - Works perfectly.
Bram Stokers Dracula - Works but extremely slow - No longer gives any errors on starup. Though still runs far too slow to be classed as playable.
Cadaver - Doesn't Work - Text not shown at all during startup, and then gives "unsupported opcode" error. Graphics still messed up in VGA mode (and still no text).
Captive - Playable - Works perfectly.
Castle Master 1+2 - Playable with sound - Both work perfectly (though are a little choppy)
Civilization - Playable with sound - With soundblaster works perfectly, PC speaker gives "unsupported opcode" error during the intro.
Codename Iceman - Playable with sound - Works perfectly.
Colonel's Bequest - Playable with sound - Works perfectly.
Colonization - Doesn't Work - Boots into game but then gives a "out of conventional memory" error after selecting your game options.
Companions Of Xanth - Playable with sound - Works perfectly.
Corporation - Almost Playable - Gives several "unsupported INT call" errors on startup and again at the start of the game (which can now be skipped). Ingame graphics are still messed up.
Corridor 7 - Doesn't work - Gives an "unsupported opcode" error on bootup.
Countdown - Playable with sound - Now works perfectly (no longer freezes with soundblaster enabled).
Crime Time - Almost playable - The pallete is still messed up on the bottom half of the screen.
Crystals Of Arborea - Playable with sound - Works perfectly.
Curse Of Enchantia - Playable with sound - Gives an "unsupported opcode" error every time you select an option but these can be skipped. Everything else works perfectly.
Daemons Gate - Almost playable - Now gets ingame. But then gives a couple of "unsupported opcode" errors (which can both be skipped) and then continuous "unsupported port I/O" errors which can't be skipped.
Dark Half - Doesn't work - Boots into game, but still gives an "unsupported opcode" error.
Darkseed - Doesn't work - Gives an "unsupported INT call" error on startup then plays the intro. Then game quits with a "game error number 70". Pallette messed up at all times.
Dizzy - Doesn't work - Gives an "unsupported opcode" error on startup and a "packed file is corrupt error.
Dizzy - Prince Of The Yolk Folk - Playable with sound - Works perfectly in EGA mode.
Dreamweb - Playable without sound - Must be run with "dreamweb /n" to avoid an out of memory error. Gives a couple of "unsupported INT call" errors on startup but runs fine after that.
Elite Plus - Playable with sound - Works perfectly in mcga 256 colour mode.
Elvira - Almost Playable - Boots into game fine. Doesn't seem to work correctly though. In DOSBox at the start of the game you can only walk forward, but in DSx86 you can only turn to the left and the top screen doesn't update when you turn or walk.
Elvira 2 - Playable with sound - Works perfectly.
Elvira 3 - Doesn't work - Game freezes with a black screen on bootup.
Eye Of The Beholder 1+2 - Playable with sound - Both work perfectly.
Faery Tail Adventure - Playable with sound - Works perfectly in CGA mode (gives a single "unsupported INT call" error). EGA mode now gives only a single "unsupported INT call" error but the UI still flashes constantly.
Fantastic Adventures Of Dizzy - Doesn't Work - Gives "unsupported opcode" error at startup.
Fantasy World Dizzy - Playable with sound - Works perfectly in EGA mode.
Fellowship Of The Ring - Playable - Gives a single "unsupported INT call" error on startup but works perfectly after that.
Flashback - Doesn't work - Gives an "unsupported opcode" error upon bootup.
Floor 13 - Almost Playable - Gives a couple of "unsupported opcode" error upon bootup and the graphics are messed up. But the game seems to work fine apart from those problems.
Formula 1 Grand Prix - Doesn't work - Still freezes at the Micropose screen (no error given).
Goblins - Playable with sound - Works perfectly.
Goblins 2 - Doesn't work - Gives an "unsupported opcode" error during the intro.
Goblins 3 - Doesn't work - Gives continuous unskippable "unsupported port I/O" errors (so does the setup program).
The Great Escape - Doesn't work - Still gives an "unsupported opcode" error at startup.
Hardball 2 - Playable with sound - Works perfectly.
Heart Of China - Doesn't work - Now shows the intro, but then gives an "unsupported opcode" error.
Heimdall - Doesn't work - Still gives an "unsupported opcode" error upon bootup.
Hero Quest - Playable with sound - Works perfectly. Intro can be skipped with esc on the screen after the gremlin logo (but only on that screen).
Hired Guns - Almost Playable - Training and Action modes both work, RPG mode gives "386 opcodes not supported" error.
The Hobbit - Doesn't Work - Still gives "386 opcodes not supported" error at startup.
Hook - Almost Playable - Now boots to ingame. But bottom half of the screen shows a repeat of whats on the top half. Moving to a different screen just gives a black screen (no error shown).
Innocent Until Caught - Playable with sound - Game works perfectly.
Innocent Until Caught 2 - Guilty - Doesn't work - Still gives "386 opcodes not supported" error at startup (even though the game says it's running in 286 mode).
Ishar 1+2 - Playable with sound - Both work perfectly (though options need numpad).
Kings Quest 1-6 - Playable with sound - All work perfectly (though 5 still only runs in monochrome).
Laura Bow 2 - The Dagger Of Amon Ra - Doesn't work - Still gives "packed file is corrupt" error on startup and an "unsupported opcode" error.
Laser Squad - Doesn't work - Running LASER.EXE Gives "unsupported port I/O" error upon startup then freezes with a black screen (no error displayed). Running MAIN.EXE gives "unsupported opcode" error on startup.
Legends of Valour - Playable with sound - Works perfectly.
Leisure Suit Larry 1-6 - Playable with sound - All work perfectly.
Lord Of The Rings : Fellowship of the Ring - Almost Playable - VGA mode runs at perfect speed but the palette is messed up. EGA and CGA the palette seems fine but the game runs really slowly. Also the screen where you choose either a new or old game only shows a black screen (in any mode)but the keys to select the options still work.
Lord Of the Rings : The Two Towers - Almost Playable - Same issues as the first game.
Lost Files of Sherlock Holmes - The Case of Serrated Scalpel - Doesn't work - Freezes with a black screen on startup (no error shown).
Lost In time - Doesn't Work - Gives several unskippable "unsupported port I/O" errors on startup.
Magic Land Dizzy - Playable with sound - Works perfectly in EGA mode.
Manhunter 1+2 - Playable - Both work perfectly.
Martian Memorandum - Doesn't work - Gives an "unsupported opcode" error on bootup.
Metal Gear - Playable with sound - Works perfectly.
Microsoft Flight Sim 3.0 - Doesn't work - Now gives an "unsupported opcode" error on bootup.
Microsoft Flight Sim 4.0 - Doesn't work - Still gives an error about using it on a non DOS operating system
Might and Magic 1-3 - Playable with sound - All work perfectly.
Might and Magic 4+5 - Doesn't work - Both give an "unsupported string op seg/dir" error.
Nomad - Playable with sound - Works perfectly though there is the odd graphical glitch here and there.
Nebulus - Playable with sound - Works perfectly.
Neuromancer - Playable with sound - Works perfectly.
Operation Wolf - Playable with sound - Works perfectly.
PGA Golf - Doesn't work - Gives an "unsupported opcode" error on bootup.
Platoon - Playable with sound - Still gives "unsupported port I/O" error upon startup, but them plays fine after this (though gives another "unsupported port I/O" error when you die).
Police Quest 1-3 - Playable with sound - All work perfectly.
Realms Of Arkania - Blade Of Destiny - Doesn't work - Freezes with a black screen at the intro (no error given).
Rise Of The Dragon - Doesn't work - Now shows the intro, but then gives an "unsupported opcode" error.
The Adventures of Robin Hood - Doesn't work - Still gives an "unsupported opcode" error on startup.
Sensible Soccer - Doesn't work - Plays intro fine but still gives an "unsupported opcode" error at the title screen.
Shadows Over Mordor - Doesn't work - Gives an "unsupported opcode" error once ingame.
Space Crusade - Doesn't work - Still gives "unsupported port I/O" error then an "unsupported opcode" error on startup.
Space Quest 1-5 - Playable with sound - All work perfectly (4 only runs in monochrome though).
Spear of Destiny - Playable with sound - Like Wolfenstein3D works perfectly (though slightly choppily).
Speedball 2 - Doesn't work - Gives "unsupported opcode" error on startup.
Spy Vs Spy 3 - Playable with sound - Works perfectly.
Star Trek - 25th Anniversary + Star Trek - Judgement Rites - Playable with sound - Both work perfectly (some slight slowdown in places though).
Stunt Car Racer - Playable with sound - Option screens have slight graphical glitches (makes some hard to read), but ingame plays perfectly.
Terminator - Almost Playable - Some graphical errors ingame and fairly slow 3D.
Test Drive 1+3 - Playable with sound - Both work perfectly (though 3 is a little choppy).
Test Drive 2 - Doesn't Work - Gives "unsupported opcode" error on startup.
The Summoning - Doesn't work - Still gives "unsupported opcode" error on startup.
Times Of Lore - Playable with sound - Works perfectly.
Ultima Underworld 1+2 - Doesn't work - Both now show the origin and Looking glass screens but then gives an "unsupported opcode" error.
Veil Of Darkness - Doesn't work - Gives "unsupported opcode" error on startup.
Wizardry 1-5 - Doesn't work - All give errors about opening the .dsk files.
Wizardry 6 - Doesn't Work - Plays intro fine then still gives an "unsupported opcode" error at the title screen.
Wizardry 7 - Playable with sound - Playable, 3D screen has lots of graphical glitches but it seems playable. Intro is pretty slow (and can't be skipped??).
Wizball - Playable with sound - Gives several "unsupported port I/O" errors but plays fine afterwards (needs moslo though).
X-Wing - Playable?? - Everything seems to work perfectly but ingame is pretty choppy even with everything turned off.
Zool - Playable with sound - Works perfectly.
And here's the logfile. http://pastebin.com/LX57Y5qm
Last edited by Master_Thief on Mon May 10, 2010 11:25 pm; edited 1 time in total
#173961 - phoenixclaws - Mon May 10, 2010 3:30 am
Heya Pate,
With DSx86, Galactix from Cygnus Studios seems to work but it randomly freezes. This forces me to make a breakpoint and reset DSx86. In NoMusic mode the game is less laggy/sluggish and very playable but not as enjoyable without the music/digitized sfxs.
The game can utilize either NoMusic (AKA PCSpeaker SFXs), Adlib, or SB/PRO music. With Adlib it glitches right at the first note and holds through the playing of the song until the music resets during an event. But then it holds the first note of that song. SFXs under Adlib are through the PC Speaker which is fine.
I can't use SB/Pro, either one that is, since I get unsupported port I/O for any of the settings as far as I can tell. The defaults back when i used SBPro was 220H, IRQ 7 but I suppose that varies.
With Music I get very random freezes in the intros and during gameplay. Without music I don't get any obvious freezes so far. The logs user breakpoint is from one such instance.
The game is freeware and looks pretty nice even in scaled mode on the DSx86. Supports both mouse and keyboard. It plays better using the Mouse/D-Pad which uses the L and R mouse buttons for A and B. Makes the game very playable. When you hit both A and B the Claw in the game goes out just like it did when I played ages ago when there was no Middle mouse button. A fun and entertaining arcade-like SHMUP.
In case you need a copy of it I have all the DOS shareware releases and the final freeware version before they closed up shop. Then they came back as Mountain King Studios and released many of their DOS games as WIN95 games. The DOS versions still float around if you look hard enough.
Log below:
http://pastebin.com/ftmz3ECf
#173962 - jinjin - Mon May 10, 2010 7:27 am
Some programs needs disk driver. In DSx86 it can't proceed because DSx86 doesn't suport A: drive.
By the way, Sango fighter now works fine.
#173967 - Zandro - Mon May 10, 2010 9:54 am
Aargh, Castle Master is just as sluggish as I remember it! But it works beautifully! The game required a top-of-the-line computer when released, so no surprises. Got a couple pentacles before I decided to call it a night... If anyone's interested, here is my control scheme for the game (add this to the homepage too, however you can): http://pastebin.com/WABuch6k I'm left handed btw, so you might want to swap if it doesn't feel quite right.
#173969 - elwing - Mon May 10, 2010 10:25 am
Zandro wrote: |
Aargh, Castle Master is just as sluggish as I remember it! |
it's out of topic, but there's a nice Castle master port for GBA...
#173970 - Pate - Mon May 10, 2010 10:25 am
Dwedit: Thanks for the info and log! I suspect the difference between u.exe and game.exe is that when running game.exe directly DSx86 detects the probable packed file corrupt problem and loads the exe higher, while it does not detect this when u.exe does the loading. I'll need to add a proper "loadfix" command at some point.
About the button remapper, have you tested RyouArashi's new DSx86Cfg DOS program? You can run that inside DSx86 to configure the buttons, so it is almost like the feature was built in, you just need to restart DSx86 for the changes to take effect.
Master_Thief: Big thanks for the big list again! Good amount of green there, I'll try to check the games that don't give debug log info myself at some point.
phoenixclaws: Ok, looks like Galactix is one game I need to check for myself. I don't support AdLib timers (as no game has so far used them), but based on your description of the problem it looks like Galactix might use them. If it is freeware but not available on the net, I would be interested in a copy, thanks!
jinjin: Good to know about Sango fighter. I haven't seen the need for A: drive support, as you should be able to install the games using DOSBox.
Zandro: I haven't kept the example DSx86.ini up-to-date. Things like that would work well in some wiki-style page, but I don't know how to set something like that up, nor am I all that interested in spending time on learning that. :-)
If anyone is interested in hosting a wiki or some such for games that work in DSx86 and recommended key configurations (and FAQ etc), that would be much appreciated! I'll of course link to that page from my DSx86 page, which I would like to keep more development-oriented.
Thanks again for all your testing!
Pate
_________________
#173973 - jinjin - Mon May 10, 2010 2:39 pm
In Rambo 3, it requires drive A:. So if I try to run, it has "File not found: insert disk in drive A: and hit enter to continue" message.
Also, I tried a few more games.
Dr. who Dalek attack and Super Tetris now works fine.
#173974 - sverx - Mon May 10, 2010 2:58 pm
You could try with subst or with assign to assign A: to C: or to subst A: with your C:\<yourgamefolder>
#173975 - theli - Mon May 10, 2010 4:14 pm
Pate: about that 'you need 120,000 free bytes of free space' i get in moo ...
i found corresponding bits in orion.exe
http://pastebin.com/XJVuxxV5
where sub_4378 is a func which returns drive space http://pastebin.com/0tC8JBiz
if i change that JG in first paste to JMP it all works fine
i dunno whats happening there since i cant debug with dsx86 :(
(and i actually know ~nothing about dos programming)
#173976 - Master_Thief - Mon May 10, 2010 4:16 pm
Unfortunately neither "subst" or "assign" work. I tried both to try and get past the error in Dungeon Master that the DM disk is not in the drive.
Subst gives an "unknown command" error and assign (with assign.com from dos 6.22) gives an "unsupported opcode" error.
#173977 - sverx - Mon May 10, 2010 4:23 pm
mmm... you could try with FreeDOS 1.0 files... maybe?
http://www.ibiblio.org/pub/micro/pc-stuff/freedos/files/distributions/1.0/pkgs/
assignx.zip and substx.zip, they both contain a bin folder, the program is in there
#173992 - Pate - Tue May 11, 2010 4:54 am
theli: Thanks for those code snippets, I'll put a similar code to my tester program and check with what kind of input I'll get similar behaviour. The code in Orion is a bit suspect, though, as the subroutine performs an unsigned multiply to get the result in bytes, but then it performs a signed comparison to check if the result is > 120 000. This will always fail if the free space is over 2GB. I'll at least need to adjust the return values so that the result will never get over 2GB, even if you use a 4GB or larger SD card.
About the subst/assign, I don't think I support those in the DSx86 internals. I'll see how difficult it would be to support those.
Pate
_________________
#173995 - sverx - Tue May 11, 2010 8:39 am
Pate wrote: |
[...] the subroutine performs an unsigned multiply to get the result in bytes, but then it performs a signed comparison to check if the result is > 120 000. This will always fail if the free space is over 2GB. |
Quite a common bug. Btw, theli: you could try putting a lot of stuff into the SD until the space left is < 2GB and see if it goes :D
#173997 - ninjalj - Tue May 11, 2010 1:34 pm
@theli
By any chance, is your SD card cluster size>=64k ?
#173998 - Pate - Tue May 11, 2010 3:40 pm
About the Win 2.03 problem, I have now compared a version that runs in DSx86 with a version that doesn't, and indeed I originally tested a hacked version of it that runs in DOS versions above 4.00. There will be a new SETVER command in the next DSx86 which you can use to force the reported DOS version be 4.00 so that Win 2.03 will run.
Pate
_________________
#174000 - Leniad - Tue May 11, 2010 3:51 pm
Pate, thanks for all your hard work! This program is amazing.
I have only one request: could you implement some smaller fonts, like the ones in DSLinux, for text-mode programs that fill the whole screen?
Good luck with your program!
#174001 - madd - Tue May 11, 2010 5:47 pm
Last edited by madd on Tue May 11, 2010 9:37 pm; edited 2 times in total
#174002 - vandyk - Tue May 11, 2010 8:30 pm
#174003 - vandyk - Tue May 11, 2010 11:56 pm
how do I emulate on the computer dsx86
#174006 - sverx - Wed May 12, 2010 9:24 am
@theli: is your microSD formatted with FAT32 filesystem?
edit: I mean if it's so then you'll probably have 4KB clusters, and you should have less than 65536 clusters free to get a result that fits into a 16 bit x86 register: this means you've got to leave less than 256 MB free for that function to work correctly.
Or you can reformat your microSD with FAT (FAT16) filesystem, if its size is less than 4GB (as probably it is). Giving the cluster a 32KB size then you'll have no problems if your microSD is 2GB and you'll have to leave less than 2GB free if your card is ~4GB. (Don't give the cluster the 64KB size, or it'll overflow the 16 bit register again...)
If I'm not mistaken, of course...
#174007 - ninjalj - Wed May 12, 2010 1:38 pm
@theli, sverx, Pate
Actually, the sub_4378 function first multiplies sectors per cluster * bytes per sector, and then multiplies the lower part of that * free clusters, so the quantity that has to be < 65536 is bytes per cluster.
Now, does dsx86 return actual values or does it return made up values? Can you even obtain the actual values using libfat?
#174008 - sverx - Wed May 12, 2010 2:16 pm
ninjalj wrote: |
so the quantity that has to be < 65536 is bytes per cluster. |
True, because 65536 is ZERO on a 16 bits register...
...but there's also the fact that FAT32 supports more than 65536 clusters, and you'll obtain just this % 65536, since this number will be expressed in a 16 bits register (BX, DX hold the total number of clusters modulus 65536)
#174014 - ninjalj - Wed May 12, 2010 6:12 pm
sverx wrote: |
...but there's also the fact that FAT32 supports more than 65536 clusters, and you'll obtain just this % 65536, since this number will be expressed in a 16 bits register (BX, DX hold the total number of clusters modulus 65536) |
But since theli said that he has ~27MB free (http://forum.gbadev.org/viewtopic.php?p=173753&highlight=#173753), I think we can discard that.
#174022 - MrSkiz - Thu May 13, 2010 7:59 am
Any plans to implement usage a GBA extension pack when available ? Could be useful on certain games...
#174023 - sverx - Thu May 13, 2010 8:47 am
ninjalj wrote: |
But since theli said that he has ~27MB free [...] |
wow, completely skipped that! :|
#174025 - jam_888 - Thu May 13, 2010 9:25 am
@MrSkiz
i sugested that same thing a couple months back pate replied that there would not be much use for it and he is right the only thing really slowing down the emulater is the unfinshed cpu emulation
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#174028 - vandyk - Thu May 13, 2010 8:50 pm
vandyk wrote: |
how do I emulate on the computer dsx86 |
#174029 - elhobbs - Thu May 13, 2010 9:32 pm
vandyk wrote: |
vandyk wrote: | how do I emulate on the computer dsx86 |
|
maybe you should rephrase your question. are you asking:
how do I run dsx86 on my ds?
or
How do I run dsx86 in an emulator on my computer?
#174033 - midwinter - Fri May 14, 2010 5:07 am
Hey Pate - just a quick one. Any chance of setting up something like an autoexec.bat? Basically have DSx86 look for the presence of a file and if it exists run its contents/command otherwise proceed as normal to dos prompt.
At some stage next week was going to setup a DS for a friend and was just thinking this idea might have some value (i.e - coupled with a batch/menu program make it easy to run some games).
Just an idea :-)
#174034 - Pate - Fri May 14, 2010 5:18 am
midwinter: 4DOS runs 4start.bat automatically at startup, so rename your autoexec.bat to 4start.bat and put it into the 4DOS directory, and you should be able to do that.
About the RAM expansion pack.. If there is documentation about supporting that, I might add support for it. I don't see a great need for it, but using EMS from the expansion pack and leaving more main RAM free might be a good idea at times.
Devkitpro server seems to be undergoing repairs now so I can't check whether there are instructions on RAM expansion pack usage.
Pate
_________________
#174036 - midwinter - Fri May 14, 2010 7:42 am
Thanks for that Pate - guess I should have done a bit more of my own research on 4DOS. Sorry - will give 4start.bat a go :-)
#174039 - theli - Fri May 14, 2010 10:54 am
i have FAT16+64K cluster and that wasn't supported until windows nt .. .so yeah .. this just makes space zero then :-/
#174041 - sverx - Fri May 14, 2010 1:10 pm
you'd better move your data away and format that at FAT (FAT16) with 32KB per cluster. You can use mkdosfs on a win box...
#174042 - elhobbs - Fri May 14, 2010 2:41 pm
Pate wrote: |
Devkitpro server seems to be undergoing repairs now so I can't check whether there are instructions on RAM expansion pack usage.
Pate |
libnds does not have support for the RAM expansion packs. each pack needs different code to enable and access the ram. the ram in the expansion pack is similiar to VRAM in that it does not allow 8bit writes. unlike the VRAM it is horribly slow. lick wrote a library that handles the different cards but the links to it are broken now (search this forum for lick RAM library) - though I think I was able to find it on the web. it gets even worse if someone is using the ram pack as the dldi device. ram and disk access are mutually exclusive. I have used it with a slot1 for disk and slot2 for RAM and it does work reliably.
#174046 - usotsuki - Fri May 14, 2010 9:17 pm
Hm, are you sending 4dos the "/P" switch? Usually with command.com that seems to cause it to run autoexec.bat...
#174049 - midwinter - Sat May 15, 2010 8:41 am
usotsuki wrote: |
Hm, are you sending 4dos the "/P" switch? Usually with command.com that seems to cause it to run autoexec.bat... |
That directed at me usotsuki? I never had an autoexec as such, I just wanted to be able to run DSx86 from the DS menu and have a subsequent menu (of games) shown for the end user to select (save them needing to type DOS commands).
4START.BAT as Pate said works a treat. Just created 4start.bat (with one line - my batch file) in the same folder as 4dos.com and when DSx86 boots and loads 4dos it runs 4start.bat which in turn runs my batch file and displays my menu. Select and Play - too easy :-)
#174051 - usotsuki - Sat May 15, 2010 3:10 pm
midwinter wrote: |
usotsuki wrote: | Hm, are you sending 4dos the "/P" switch? Usually with command.com that seems to cause it to run autoexec.bat... |
That directed at me usotsuki? I never had an autoexec as such, I just wanted to be able to run DSx86 from the DS menu and have a subsequent menu (of games) shown for the end user to select (save them needing to type DOS commands). |
No, it was directed at Pate... it was code-related.
Quote: |
4START.BAT as Pate said works a treat. Just created 4start.bat (with one line - my batch file) in the same folder as 4dos.com and when DSx86 boots and loads 4dos it runs 4start.bat which in turn runs my batch file and displays my menu. Select and Play - too easy :-) |
The reason I mentioned:
A possible issue with this is if a program should call command.com WHILE it is running (e.g., the SHELL command in GWBASIC/QBASIC, and the system() call in C), which might cause 4start to run again. (Obviously if all you run is games this is probably not a big deal.)
BTW: If I had an autoexec, it would prolly set up my PATH, and run Norton Commander.
#174052 - Pate - Sat May 15, 2010 3:56 pm
usotsuki wrote: |
No, it was directed at Pate... it was code-related.
|
Yep, the primary 4DOS shell is started with the /P switch.
midwinter: Glad to hear 4start.bat works fine for you. :-) I use it myself to change the DOS colors and setup PATH.
About the disk space problem.. Looks like DOSBox always reports free disk space as 256 megabytes.. Perhaps I should also fake the free disk space in DSx86, instead of reporting as close to real values as possible. That might avoid problems with 64K clusters etc.
Pate
_________________
#174054 - serio - Sat May 15, 2010 9:46 pm
i'm curious if there's anything specific i have to do to make it work on an m3 perfect (slot 2) with a 1 gb sd card.
i tried patching it with both dldi drivers from this page, but it still gives me the same result - libfat failed, and no shell file was detected.
i know those drivers work since i also tested them on another homebrew that required libfat and it worked just fine there.
#174059 - another world - Sun May 16, 2010 9:45 am
serio wrote: |
libfat failed, and no shell file was detected. |
try launching it from within moonshell or dsorganize. make sure you patch with a dldi nopatch utility.
-another world
#174061 - serio - Sun May 16, 2010 2:21 pm
tried both, but i get the same result from them. blocking the ability to patch after applying the correct dldi doesn't help either.
#174078 - jam_888 - Mon May 17, 2010 6:38 am
so better scaling in the next version of dsx86
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#174083 - sverx - Mon May 17, 2010 9:20 am
Pate wrote: |
About the disk space problem.. Looks like DOSBox always reports free disk space as 256 megabytes.. Perhaps I should also fake the free disk space in DSx86, instead of reporting as close to real values as possible. That might avoid problems with 64K clusters etc. |
May I suggest you simply divide by 2 the cluster size and multiply by 2 the sectors per cluster number (in AX) until the cluster size is < 64KB? This way the total/free space amount will be correct, at least for disks < 4GB ...
My two cents :)
#174085 - Pate - Mon May 17, 2010 11:17 am
sverx: Yeah, that sounds like a good idea. I'll try to change the code to work something like that.
jam_888: Possibly, depending on if I have time to implement and test it properly.
serio: Sorry, but I am not all that familiar with DLDI patching, so I don't know what I could change in DSx86 to make the patching work better. I'll probably upgrade to the latest libNDS and libFAT (if devkitpro gets back online before next weekend), but I doubt that will help.
Pate
_________________
#174086 - jam_888 - Mon May 17, 2010 12:07 pm
oh cool thanks in advance Pate well actully thanks for all the work you have done already
also can anyone tell me how to hack windows or just send me a pre hacked vr i am noot exactly familiar with asm or whatever it is written in or even how to acess windows and edit the code
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#174087 - elwing - Mon May 17, 2010 12:19 pm
jam_888 wrote: |
oh cool thanks in advance Pate well actully thanks for all the work you have done already
also can anyone tell me how to hack windows or just send me a pre hacked vr i am noot exactly familiar with asm or whatever it is written in or even how to acess windows and edit the code |
you just have to open the executable with an hex editor... I personnally use tiny hexer, but there's lot of choice...
seek the address 0000A926 (you should see 76) and replace it with EB, take care to REPLACE it, and not INSERT a new value...
#174091 - jam_888 - Mon May 17, 2010 11:02 pm
@elwing
thanks i will try this
edit:ow exactly do i find the adress because i have tried
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#174097 - madd - Tue May 18, 2010 10:08 am
@jam_888
http://members.lycos.nl/md008/win200_hexedit.jpg
Edit;
log file:http://members.lycos.nl/md008/dsx86dbg2.log
Last edited by madd on Tue May 18, 2010 11:25 am; edited 1 time in total
#174098 - MrSkiz - Tue May 18, 2010 10:09 am
Funny thing : DSx86 sometimes runs so fine that games are too fast ! This is true for Speedball , Elite Plus and Disc for instance.
Another info : DSx86 works fine with DSkiosk, an excellent homebrew menu/launcher. I don't know if there's an impact on performance though...
I managed to make my proper start.btm to have a little menu, DSx86 starts to be very fun to use. I'm really looking forward to touchpad mouse improvements.
About touchpad mode, could it be possible to make it like a Wacom tablet ?
- touching a location on the screen teleports the cursor
- left click by touching rapidly on screen, double click by double tapping, right click by holding left or right trigger (if you're lefty)
I like this mode for the effectiveness at aiming a spot, more intuitive clicks and so it don't waste NDS buttons that can still be used for keyboard commands but I don't know how to make "drag & drop" (even if it as a rare thing in the DOS era...) unless we use the second trigger (but how to move the screen in scale mode)
About scale mode, it could be effective to move the screen by holding left or right trigger (lefty mode) then use dpad or abxy (lefty mode).
Is there a way to implement/use a standard joystick driver as some games make use of it ?
P.S. : you see a lot of "lefty mode", it's because that I'm actually one of those misfits :)
#174100 - jam_888 - Tue May 18, 2010 11:41 am
@madd
Thanks so much
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#174101 - Dwedit - Tue May 18, 2010 11:43 am
I can think of a really easy way to implement a speed-down feature, use a scanline interrupt or timer interrupt or something and HALT until vblank. So you would have, say, 50% of the time for emulating, and 50% of the time HALTed.
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#174102 - Pate - Tue May 18, 2010 11:51 am
MrSkiz: Interesting touchpad mouse ideas... And it's good to get input from a "lefty", as I have been a bit worried about how to make the buttons work nicely for both left and right handed users. :-)
I'm also thinking of making the screen scrolling aware of the mouse cursor position, so the scrolling logic would try to keep the mouse cursor visible. In the higher resolution modes there is a need for finer scrolling in any case, but I still think that the current left-middle-right position is OK for the 320x200 modes. Or do you think that should have finer increments as well?
It would be easier to have an NDS button handle the mouse button, as I'm not quite sure how well tapping would work, with the 60Hz input scanning speed. I guess I should just test that..
I'm also a bit worried about changing the current scrolling and mouse logic completely, but perhaps there is no proper way to both keep the current logic and add a new improved logic at the same time.
Pate
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#174106 - Leniad - Tue May 18, 2010 5:26 pm
I don't mean to be annoying, but maybe you missed my question, Pate?
Thanks again for all your work!
Leniad wrote: |
Pate, thanks for all your hard work! This program is amazing.
I have only one request: could you implement some smaller fonts, like the ones in DSLinux, for text-mode programs that fill the whole screen?
Good luck with your program! |
#174110 - ninjalj - Tue May 18, 2010 9:15 pm
@serio: Apparently newer versions of devkitARM have a libfat which doesn't work with M3 slot2 devices, though I'm at a loss as to why. Or maybe my debugging skills are failing me.
I own a M3Lite (slot2), and I haven't been able to make current devkitARM/libfat work with it.
In any case, I would appreciate if someone with a slot 1 device / Supercard (slot2) tested this http://ljmerino.dyndns.org/libfatdir.nds and reported back. At least I would like to know if I have my build environment setup correctly.
#174115 - Pate - Wed May 19, 2010 5:02 am
Leniad wrote: |
I don't mean to be annoying, but maybe you missed my question, Pate?
Thanks again for all your work!
I have only one request: could you implement some smaller fonts, like the ones in DSLinux, for text-mode programs that fill the whole screen?
Good luck with your program! |
Sorry Leniad, I seem to have indeed missed your question. :-(
I think the current 6x8 font is a good compromise between readability and space usage. I could possibly go down to 4x6 font which is still mostly readable, but as that would still show only 64 instead of the whole 80 characters on a row, I'm not sure if that would be worth it. The current font displays around 42 characters per row on the DS screen, so the 40x25 text modes fit the screen pretty nicely, and you can see over half of the normal 80x25 text screen. 4DOS even understands the 24-row limit properly, so you don't need to scroll up/down when on the DOS prompt.
I know there is a trick to use sub-pixel drawing on the DS LCD screen, but my understanding is that it only works in monochrome, and as the PC text mode is 16-color, I can't use that trick.
What text-mode programs specifically you find problematic with the current font, and would a 4x6 font really help sufficiently with those?
Oh, and thanks for the encouragement! :-)
Pate
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#174157 - Leniad - Fri May 21, 2010 1:17 am
I was playing some old adventure games, and the constant left-to-right movement of the screen needed to read each line of text quickly becomes annoying.
I can't think of any other solution though.
#174158 - Dwedit - Fri May 21, 2010 1:20 am
I think the jitter scaling looks pretty nice.
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"We are merely sprites that dance at the beck and call of our button pressing overlord."
#174160 - Leniad - Fri May 21, 2010 1:50 am
Sorry, I should have been more clear. I'm talking about text-mode adventures, what is now called IF. Like cave adventure, multidimensional thief, zork, the hitchiker's guide to the galaxy, the games made with AGT, etc.
Text mode can't be read at all using jitter.
#174161 - midwinter - Fri May 21, 2010 2:34 am
Hey Leniad - You know about DSFrotz?
http://gugusse.central.free.fr/papafuji/DSFrotz.html
Not sure of the game list but HGG and the Zorks etc. are all supported by this hombrew (a pretty cool one at that). The download above actually includes all you need (i.e games as well - and there are a heap). If you didn't know about it - check it out :-)
Edit: Check http://gugusse.central.free.fr/papafuji/DSFrotz_old.html for a games list of what is included
Hi Pate - how goes development? You sort out the executing data issues? Looking forward to the next release :-)
#174164 - Pate - Fri May 21, 2010 4:58 am
Hello midwinter, thanks for asking. :-)
I haven't been able to fix the data execution problems as well as I would have liked. I did manage to fix Jumpman 2, the problem in it was caused by a segment wrap when moving data using a string operation with a downward direction. I fixed all the string operations in DSx86 to handle segment wrap properly, and that seemed to also help with the WC2 issue that I thought was caused by bugs in my EMS memory handling. So, some progress regarding this issue will be in the next version.
However, I have studied Abandoned Places and Moonstone quite a bit, but still am not close to a solution for their problems. AP allocates less memory than it should, and then overwrites the interrupt handler code with the data it reads from a file, which then crashes the next time the timer interrupt is called. With Moonstone I have narrowed down the situation where it locks up the touchpad to a single routine, but as it has five subroutines and the main routine has a loop that goes over all the screen lines, it still needs quite a bit of debugging to find the actual problem.
I got frustrated with those and started working on the touchpad mouse issues yesterday. First I added support for BIOS pixel drawing routines, which seem to be needed by some games (giving Unsupported Interrupt errors at the moment), and then I plan to use those routines together with the mouse code in my tester program to adjust the mouse (and zoom mode) behaviour for each graphics mode.
Pate
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#174165 - Sektor - Fri May 21, 2010 5:05 am
Pate wrote: |
I did manage to fix Jumpman 2, the problem in it was caused by a segment wrap when moving data using a string operation with a downward direction. |
Great, I love that game.
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#174172 - jam_888 - Fri May 21, 2010 1:43 pm
cool great to see progress pate :)
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#174175 - jam_888 - Sat May 22, 2010 1:32 pm
omg i know this has nothing to do with dsx86 but did anyonne else play pacman on google i downloaded it but go on google and the google sighn is a flash game of pacman celerbrating it's 30 anerversery
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#174198 - Pate - Sun May 23, 2010 9:25 am
Okay, version 0.13 has been released!
New touchpad mouse configuration options and the new built-in commands are perhaps the most notable changes. See my blog post for more information.
Thanks again for your interest in DSx86!
Pate
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#174199 - Dwedit - Sun May 23, 2010 11:35 am
QuickBasic 4.5 now works great! Only problem I've seen so far is that it won't switch to screen modes 11, 12, or 13.
Turbo Science is getting much farther before, halfway through the title before it crashes this time.
http://pastebin.com/8Bb658iq
Warajevo ZX spectrum emulator doesn't work. I can run it by using the "dos shell" from QuickBasic so it no longer gives the Packed File Corrupt error, but the program does not work. It doesn't draw anything or make any noise, but does respond to the quit button.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
#174200 - jam_888 - Sun May 23, 2010 12:27 pm
great scroling just need it vertical aswell :) thanks pate
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#174201 - Dwedit - Sun May 23, 2010 12:30 pm
Press L/R after scrolling all the way, then it turns into a up/down scroll button.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
#174202 - jam_888 - Sun May 23, 2010 12:41 pm
nice idea Dwedit
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#174203 - Dwedit - Sun May 23, 2010 1:45 pm
That's not an idea, what's what the program currently does.
_________________
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#174204 - jam_888 - Sun May 23, 2010 1:52 pm
well it dont for me i tried that like 10 times cause it did in previous version
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#174205 - midwinter - Sun May 23, 2010 3:30 pm
Hey Pate
Great to see another release :-)
Tested my usuals with results below. Both the Bards Tales are now not working, most stayed the same and now Quest for Glory (TPM mouse now works properly) and Ultima I Work. So overall mixed bag :-)
Just left the new parameters as default. Gotta say I am not a fan of setting options via the INI (been spoilt as you have given us the option to change via app previously so did you plan to include same for these new options?)
Still a fair few games that had issues with the TPM (mostly registering position etc.) and to me it looked like for some to be related to screen size/scaling.
One observation after having a mess around with EOB was sensitivity of the TPM (not registering clicks). Not sure if this was related to position (i.e same) or speed (i.e fast taps not registering) but it certainly seemed if your tap behaviour was slower it registered all clicks correctly. Also not sure about the actual dpad press registering the click. Possibly a tap whilst holding button L or R could be an option (need to mess around with what you have done a bit more - but would like to see numerous schemes supported - toggled from within the app of course ;-)).
Anyway log:- http://pastebin.com/4AM3GiVa
Ancient Art of War - Playable - Some minnor (lines etc.) graphical glitches
Bards Tale - Issues - TPM Not working and Opcode Error on Add Member/Create
Bards Tale II - Issues - TPM Not working and Opcode Error on Add Member/Create
Battle Tech - Playable - OK
Battle Tech II - Issues - Unsupported Opcode using mouse (TPM or Dpad), Graphics Issues (displaying sprites etc.)
Castles II - Playable - OK
CC - Issues - No control cursor (mouse or keyboard) so unplayable. Main menu graphics not drawn properly (vector titles)
Dragon Wars - Playable - TPM works but is not registering correct position
Dungeon Master - Issues - Looks great now but get ingame error about master disk. Also TPM not working correctly and the game seemed to be toggeling the mouse mode.
Eye Of Beholder - Playable - OK
Gunship - Issues - EGA - Graphical issues (map etc.) Also may have issue with weapons (CGA is fine)
Kings Quest - Playable - OK
Kings Quest II - Playable - OK
Kings Quest III - Playable - OK
Kings Quest IV - Playable - OK
Lesuire Suit Larry - Playable - OK
LOM Ddarks Revenge - Playable - OK
Lords Of Midnight - Playable - OK
Mechwarrior - Playable - OK
Midwinter - Playable - TPM Not working
Midwinter II - Playable - TPM Not working
Police Quest - Playable - OK
Police Quest II - Playable - OK
Quest For Glory - Playable - OK
Rogue - Issues - Main CHR now shown however some items still not (Gold)
Sentinel - Issues - VGA messed up graphics, EGA no graphics drawn
Space Quest - Playable - OK
Space Quest II - Playable - OK
Ultima I - Issues - OK
Ultima II - Issues - Stuffed when game starts (background can't move etc.) Also on main menu scale/zoom do nothing??
Ultima III - Playable - OK
Ultima IV - Issues - OP Code + Packed file is corrupt error
Ultima V - Playable - OK
As allways love your work :-)
#174206 - phoenixclaws - Sun May 23, 2010 5:17 pm
Galactix 1.5 is working a little better. I'm still getting very random freezes (not sure what is causing that.) The music still cuts out after the first note but the SFX seem to be working okay. I can also now use Soundblaster for Digitized Sound/Music now. No more unsupported I/O port :D.
Note: Intro music seems to work okay for a short bit and then freezes and ingame it clips out after the first note or two. Also with Soundblaster sfx/music something funky happens to the digitized voice dialog. It is as if it gets completely ignored for a second, then plays, and the game hops to the next scene before it finishes playing the voice.
#174208 - Pate - Sun May 23, 2010 7:26 pm
Thanks for the test reports again!
Dwedit: The problem in TURBOSCI looks easy to fix.
midwinter: I forgot to mention in my blog that I added some new checks for opcodes that use the DS segment for graphics operations, and the BARD problem is one of these. Should be fixed in the next version. Sorry to break games that used to work, but I sometimes need to add new checks to make sure my emulation is not just skipping some operations (like it must have done with BARD in the previous versions).
I would like to have the TPM options settable from the DSx86 UI, but the problem is that the touchpad is used by the mouse emulation, so there is no room for clickable toggles! Anyways, this might not be the final TPM version, so let me know if you can think up better control schemes etc. Oh, and if you can provide more detailed info about how the TPM emulation is not working in those games, that would also help me in improving the emulation.
phoenixclaws: Sorry I did not have time to fix the Galactix hanging problems. I did study it a bit and fixed the port I/O problems, but the hanging problem is still there. I'll look into it in the upcoming versions.
Pate
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#174209 - Master_Thief - Sun May 23, 2010 8:00 pm
Just finished my latest lot of testing. Plenty more games are playable with the new version (alien breed and sensible soccer especially :-) ) and several more now progress further, with the first 2 bards tales being the only games that I've found to have been broken.
The new touchpad mouse worked great in the games where there was no issues with positioning, but quite a few had issues with the cursor seemingly moving at a different resolution to that of the touchscreen and some others that didn't seem to detect the touchscreen movement (usually the cursor is stuck in the bottom right of the screen).
Great release again :-)
Abandoned Places - Doesn't work - Still gives "unsupported opcode" error on bootup.
The Catacomb Abyss - Almost Playable - No change. Bottom half of the screen is still garbled and top half has some graphic glitches.
Alien Breed - Playable - No more random "unsupported opcode" errors during gameplay. Soundblaster sound doesn't seem to be working and it is still a little slow (though it's perfectly playable).
Alone In The Dark - Almost Playable - The pallette is still messed up and is a little slow but perfectly playable. Config program still gives unskippable "unsupported port I/O" errors.
Amazon - Guardians Of Eden - Playable with sound - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Amberstar - Playable with sound - Works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
B.A.T - Almost playable - Pallette is still messed up in game. Touchpad mode not working (scrolls ok but no cursor movement)
B.A.T 2 - Doesn't work - Still gives a couple of "unsupported INT call" errors on startup and then still freezes with a black screen.
Batman - Caped Crusader - Almost playable - Now boots ingame (must use LOADFIX command). Game plays fine but then gives a "unsupported INT call" then an "unsupported opcode" error after a while (cannot be skipped).
Bards tale 3 - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Blood Wych - Playable with sound - Still works perfectly in EGA mode, VGA graphics still not correct. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Blue Force - Playable with sound - Works perfectly (though as it needs a 386 is a little slow in places). Touchpad works great.
Bubble Bobble - Playable with sound - Works perfectly (though is a little slow).
Bram Stokers Dracula - Works but is extremely slow - Still runs far too slow to be classed as playable.
Cadaver - Doesn't Work - Still gives "unsupported opcode" error on startup. Graphics still messed up in VGA mode (and still no text).
Captive - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Castle Master 1+2 - Playable with sound - Both work perfectly (though are a little choppy).
Civilization - Playable with sound - Works perfectly. Touchpad works great.
Codename Iceman - Playable with sound - Works perfectly. Touchpad works great.
Colonel's Bequest - Playable with sound - Works perfectly. Touchpad works great.
Colonization - Doesn't Work - Boots into game but then gives a "out of conventional memory" error after selecting your game options. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Companions Of Xanth - Playable with sound - Works perfectly. Touchpad works great.
Corporation - Almost Playable - No more "unsupported INT call" errors. Ingame graphics are still messed up though. Touchpad mode not working (scrolls ok but no cursor movement)
Corridor 7 - Doesn't work - Gives an "unsupported opcode" error on bootup.
Countdown - Playable with sound - Works Perfectly. Touchpad works great.
Crime Time - Almost playable - The pallete is still messed up on the bottom half of the screen. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Crystals Of Arborea - Playable with sound - Works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Curse Of Enchantia - Playable with sound - Now works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Daemons Gate - Doesn't work - Now gives a "386 opcodes not supported" error.
Dark Half - Almost playable - Boots into game, but still gives an "unsupported opcode" error at random.
Darkseed - Doesn't work - Game still quits with a "game error number 70". Pallette still messed up at all times.
Dizzy - Doesn't work - Still gives an "unsupported opcode" error on startup and a "packed file is corrupt error (loadfix doesn't work).
Dizzy - Prince Of The Yolk Folk - Playable with sound - Works perfectly in EGA mode.
Dreamweb - Playable without sound - Must be run with "dreamweb /n" to avoid an out of memory error. Touchpad works great.
Dungeon Master - Doesn't Work - Asks for you to insert the Dungeon Master disk into C: .
Elite Plus - Playable with sound - Works perfectly in mcga 256 colour mode.
Elvira - Playable with sound - Now works perfectly. Touchpad works great.
Elvira 2 - Playable with sound - Works perfectly. Touchpad works great.
Elvira 3 - Playable with sound - Now works perfectly. Touchpad works great.
Eye Of The Beholder 1+2 - Playable with sound - Both work perfectly. Touchpad works great.
Faery Tail Adventure - Playable with sound - Works perfectly in CGA mode (gives a single "unsupported INT call" error). EGA mode now gives only a single "unsupported INT call" error but the UI still flashes constantly.
Fantastic Adventures Of Dizzy - Doesn't Work - Now gives a "386 opcodes not supported" error at startup.
Fantasy World Dizzy - Playable with sound - Works perfectly in EGA mode.
Fellowship Of The Ring - Playable - Works perfectly.
Flashback - Doesn't work - Gives an "unsupported opcode" error upon bootup.
Floor 13 - Almost Playable - The graphics are still messed up. But the game seems to work fine apart from those problems.
Formula 1 Grand Prix - Doesn't work - Now plays the intro but then freezes with a blank screen.
Goblins - Playable with sound - Works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Goblins 2 - Almost playable - Now boots ingame. Gives an "unsupported string op seg/dir" error when changing screens. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Goblins 3 - Playable with sound - Now works perfectly (though is a little slow). Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
The Great Escape - Doesn't work - Still gives an "unsupported opcode" error at startup.
Hardball 2 - Playable with sound - Works perfectly.
Heart of China - Playable with sound - Now works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Heimdall - Almost playable - Now boots ingame (but the palette is messed up). But then gives an "unsupported opcode" error when choosing an island.
Hero Quest - Playable with sound - Works perfectly. Touchpad works great.
Hired Guns - Almost Playable - Training and Action modes both work, RPG mode gives "386 opcodes not supported" error. Touchpad works great.
The Hobbit - Doesn't Work - Still gives "386 opcodes not supported" error at startup.
Hook - Almost Playable - Graphics are now fine. But changing screens crashes the game. Touchpad mode not working (scrolls ok but no cursor movement)
Innocent Until Caught - Playable with sound - Game works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Innocent Until Caught 2 - Guilty - Doesn't work - Still gives "386 opcodes not supported" error at startup (even though the game says it's running in 286 mode).
Ishar 1+2 - Playable with sound - Both work perfectly (though options need numpad). Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Jimmy Whites Whirlwind Snooker - Doesn't work - Now boots ingame (with the LOADFIX command) but gives an "unsupported opcode" error after the copy protection screen.
Kings Quest 1-6 - Playable with sound - All work perfectly (though 5 still only runs in monochrome). Touchpad works great.
Laura Bow 2 - The Dagger Of Amon Ra - Playable with sound - Works perfectly (using the LOADFIX command). Touchpad works great.
Laser Squad - Doesn't work - Running LASER.EXE just freezes with a black screen (no error displayed). Running MAIN.EXE gives "unsupported opcode" error on startup.
Legends of Valour - Playable with sound - Works perfectly. Touchpad works great.
Leisure Suit Larry 1-6 - Playable with sound - All work perfectly. Touchpad works great.
Lord Of The Rings : Fellowship of the Ring - Almost Playable - VGA mode runs at perfect speed but the palette is messed up. EGA and CGA the palette seems fine but the game runs really slowly. Also the screen where you choose either a new or old game only shows a black screen (in any mode)but the keys to select the options still work. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Lord Of the Rings : The Two Towers - Almost Playable - Same issues as the first game. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Lost Files of Sherlock Holmes - The Case of Serrated Scalpel - Doesn't work - Freezes with a black screen on startup (no error shown).
Lost In time - Doesn't Work - Now gives an "unsupported opcode" error on startup.
Magic Land Dizzy - Playable with sound - Works perfectly in EGA mode.
Manhunter 1+2 - Playable with sound - Both work perfectly.
Martian Memorandum - Doesn't work - Still gives an "unsupported opcode" error on bootup.
Metal Gear - Playable with sound - Works perfectly.
Microsoft Flight Sim 3.0 - Playable - Works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Microsoft Flight Sim 4.0 - Doesn't work - Still gives an error about using it on a non DOS operating system
Might and Magic 1+2 - Playable with sound - Both work perfectly.
Might And Magic 3 - Doesn't work - Gives "unsupported opcode" error after copy protection screen.
Might and Magic 4+5 - Doesn't work - Now both give a "386 opcodes not supported" error.
Nomad - Playable with sound - Works perfectly though there is the odd graphical glitch here and there.
Nebulus - Playable with sound - Works perfectly.
Neuromancer - Playable with sound - Works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Operation Wolf - Playable with sound - Works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
PGA Golf - Almost playable - Now boots ingame (has some graphics errors with the menus and buttons). But gives an "unsupported opcode" error when entering course. Touchpad works great.
Platoon - Playable with sound - Works perfectly.
Police Quest 1-3 - Playable with sound - All work perfectly. Touchpad works great.
Realms Of Arkania - Blade Of Destiny - Doesn't work - Freezes with a black screen at the intro (no error given).
Rise Of The Dragon - Playable with sound - Works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
The Adventures of Robin Hood - Doesn't work - Still gives an "unsupported opcode" error on startup.
Sensible Soccer - Playable with sound - Now works perfectly (framerate is a little jittery but it is perfectly playable)
Shadows Over Mordor - Doesn't work - Still gives an "unsupported opcode" error once ingame.
Space Crusade - Doesn't work - Still gives "unsupported port I/O" error then an "unsupported opcode" error on startup.
Space Hulk - Playable - The sound sounds terible but the game seem playable. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Space Quest 1-5 - Playable with sound - All work perfectly (4 only runs in monochrome though). Touchpad works great.
Spear of Destiny - Playable with sound - Like Wolfenstein3D works perfectly (though slightly choppily).
Speedball 2 - Doesn't work - Gives "unsupported opcode" error on startup.
Spy Vs Spy 3 - Playable with sound - Works perfectly.
Star Trek - 25th Anniversary + Star Trek - Judgement Rites - Playable with sound - Both work perfectly (some slight slowdown in places though).
Stunt Car Racer - Playable with sound - Option screens have slight graphical glitches (makes some hard to read), but ingame plays perfectly.
Terminator - Almost Playable - Some graphical errors ingame and fairly slow 3D.
Test Drive 1+3 - Playable with sound - Both work perfectly (though 3 is a little choppy).
Test Drive 2 - Doesn't Work - Still gives "unsupported opcode" error on startup.
Times Of Lore - Playable with sound - Works perfectly.
Ultima Underworld 1+2 - Almost Playable - Can now create a new character, but then gives an "unsupported opcode" error when entering main game. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Veil Of Darkness - Playable with sound - Works perfectly. Touchpad works great.
Wizardry 1-5 - Doesn't work - All give errors about opening the .dsk files.
Wizardry 6 - Doesn't Work - Plays intro fine then still gives an "unsupported opcode" error at the title screen.
Wizardry 7 - Playable with sound - Playable, 3D screen has lots of graphical glitches but it seems playable. Intro is pretty slow (and can't be skipped??). Touchpad works great.
Wizball - Playable with sound - Works perfectly (needs moslo though).
X-Wing - Playable - Works perfectly, but ingame is pretty choppy even with everything turned off.
Zool - Playable with sound - Works perfectly.
My logfile http://pastebin.com/WYyLKfYX
_________________
DSx86 Compatibility List
Last edited by Master_Thief on Mon May 24, 2010 7:47 pm; edited 2 times in total
#174210 - madd - Mon May 24, 2010 12:15 am
Last edited by madd on Mon May 24, 2010 11:55 pm; edited 1 time in total
#174212 - midwinter - Mon May 24, 2010 5:24 am
Hi Pate
On the TPM options I just figured you would have them above the current mouse screen toggle (gotta bit of room in that box). Similar to the screen scaling option which can only be set outside of the TPM, you set the TPM mode using the Virtual interface (i.e TMP Mode 1, 2 etc) and then that scheme is used when you enter TPM mode.
Just had a better mess around with EOB. Very playable with the TPM (even got used to actually using the DL and DR as mouse buttons) but the sensitivity definatley has issues. Navigating via the virtual arrows will be fine and then all of a sudden you will be tapping away and nothing is happening. Seemed pretty inconsistent which was why I started to use the DL button.
Onto TPM Issues:-
Bards Tale I and II - Mouse cursor can be positioned anywhere on screen and on switch to TPM mode the cursor appears in the lower right corner (blinking occasionaly). Cannot be moved from this position.
Dungeon Master - Mouse behaviour is same if scaled or zoomed. Doesn't matter where the TPM is tapped/toched the mouse is relatively offset (left/above). The offset diminishes to 0 for the top left corner of screen (so touch and cursor = same position) so if you touch top right corner cursor position = x to left and x decreases as you move to top left corner (positioning is relative for wherever else it is - i.e bottom left cusor is offset directly above).
Midwinter I and II - Cursor is only able to be moved around the extent of the screen. Doesn't matter where the touchpad is touched this will correspond with the mouse moving around one of the 4 edges of the screen. Seems to be a bit of a dead zone in the middle and then TPM movements outside of the middle area of the TPM correspond with realtive mouse cursor movement (slower neaer the middle zone) along one of the external edges of the screen. Offset is based mostly to the right (i.e toucing in the middle of the screen will result in cursoer movement on the right edge of screen until you are much nearer the left edge then the cursor will flick over to the left edge).
FYI (strange one maybe) - the results listed for UltimaIV are as run via my batch file (so paked file error and OP code error). Interestingly if you run it normally (navigate to right directory and run Ultima.COM then select Journey onward) you get it dropping to the dos prompt with only the packed file is corrupt message (NO op code error). This is the same if you run Avatar.exe direct. However using loadfix"avatar" or run via the batch file you get the Opcode error. Anyway just an FYI (might help or mean something).
Hope the TPM behaviour detail helps some. You know QFG which did have TPM issues in pervious version now was working great so you must have done something right ;-)
Hey Master_Thief - how long does it take you to test all those games? Pretty decent effort methinks :-)
#174213 - Pate - Mon May 24, 2010 5:39 am
MasterThief: Thanks again for your extensive testing! If you happen to have download links for the games with problems, that would help me in testing them. For example, I tried to look for the "Abyss" game but only found games with "abyss" as part of their name.
madd: In your log the XOR error looks to happen in SUPAPLEX, for example, and that is similar to the Bard's Tale problem, it uses DS segment to address the video RAM. That should be fixed in the next version. Turbo Debugger is using 386 opcodes, so it won't work in DSx86.
midwinter: Thanks for the extra info! I'll see about adding TPM configuration with the touch screen. I think the scroll and tap on/off setting would be the most useful, or do you think something else should be configurable on-the-fly as well?
About the TPM problems, it looks like some of the games use a different method to read the mouse position. I'll need to test those games myself, and also compare the mouse coordinates in DSx86 with DOSBox. I should be able to fix the coordinate problems with that, but can't promise yet whether they would be in the next version.
Pate
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#174214 - JLsoft - Mon May 24, 2010 6:15 am
Can someone else confirm that TheDraw seems to print the coordinates wherever the cursor is (instead of the lower left corner)? It seems to do it 99% of the time if I switch to the mouse to move the cursor around, but it also does it 'randomly' when using the keyboard here...
#174215 - aero7707 - Mon May 24, 2010 8:11 am
Debug log for v0.13: http://tinypaste.com/e1281
Lotus 3 turbo challenge works great, but encountered unsupported opcode when using speakers and trying to start a race.
Trolls works fluently in EGA mode (there's no background however in a level), VGA also works but the fps is too low to be able to play it.
Is there a way to boost the volume of the soundblaster ? Even with my nds volume max it's still pretty silent.
#174216 - MrSkiz - Mon May 24, 2010 8:49 am
God I'm so impatient to test the newest mouse scheme ! Thanx for you efforts Pate !
@ Master_Thief & Midwinter : Maybe we should start a wiki-like DB ? I would be happy to help but don't know where to start...
#174217 - Master_Thief - Mon May 24, 2010 11:50 am
@Pate - 99% of the games I've tested are ones that I own the original games so I wouldn't know where to download them, though after a quick search, they all seem to be downloadable from here. The Abyss however is actually called The Catacomb Abyss (I shortened the name for my batch file and forgot to put the full name when compiling my list, sorry).
@midwinter - The testing this time took around 6 hours. I had 3 podcasts to listen to, so spent sunday afternoon/early evening listening to them and testing the latest version.
@MrSkiz - I've taken a look at setting up a wiki and have just quickly set up this. Take a look and see what you think (it was just a quick 10 minute job so there's not much in the way of content at the moment, but it should give you some idea as what it would look like).
#174218 - MrSkiz - Mon May 24, 2010 1:31 pm
Wow ! I'll give it a look soon.
#174222 - Pate - Mon May 24, 2010 4:03 pm
aero7707: Welcome to the forum, and thanks for the log! The low audio volume, especially with the AdLib emulation, is a known problem. I plan to fix this along with some other problems in the audio emulation during my summer vacation, which will start after 5 weeks. I have kept those things at a low priority, as they at least work in some way already. :-)
Master_Thief: Ok, that's fine, I think it was mainly that Abyss that I wondered what it was. I very much appreciate the time you spend on testing DSx86, so again thanks for that!
I will certainly add a link onto my DSx86 pages to a wiki page if some of you decide to start updating such, and would much appreciate it! I would rather spend my time with coding instead of keeping a wiki page up to date, so I will probably not do much updating there myself, though.
Pate
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#174223 - Sektor - Mon May 24, 2010 4:08 pm
The main page still only lists MCGA, CGA and EGA graphics support and has no mention of mouse.
_________________
GTAMP.com/DS
#174224 - phoenixclaws - Mon May 24, 2010 4:11 pm
That's a great idea for a DSx86 Wiki especially for keeping up-to-date with game compatibility issues.
#174227 - Leniad - Mon May 24, 2010 11:43 pm
Pate, your blog posts seem to suggest Star Control 2 is working in 0.13, but I get unsupported opcode errors. Is it actually working for you, and if it is where did you get it? I'm using the abandonia version.
I've been testing some games that no one else seemed to test, so here are the results:
Where in the world is carmen sandiego: Unsupported opcode
F19 stealth fighter: Works fine!
F-117 sealth fighter: Unsupported opcode
Pophint (memory resident hint system): Unsupported opcode
Loom: Unsupported opcode
Scorched Earth: Playable, has graphic problems (screen is vertically squished even when in zoom mode)
Battle Chess: Works fine! However, while using touchpad mode, the cursor position is offset from the stylus position.
#174229 - Master_Thief - Tue May 25, 2010 12:20 am
I've done a bit of work to the wiki site I set up and got it up to a decent enough standard (the homepage could be improved but it'll do for the moment) and so far I've just added my own results to the compatibility list.
So far it's set up so that you need so sign up to add new/edit the wiki pages and the forums can currently be posted in by anybody. This though can be altered to allow anybody to update the wiki pages but I'm not sure that would be a great idea. Or it could be altered so that only I can update the wiki pages and everybody can post there list in the forums/comments sections and I'll add them to the list. What does everybody think about how it should be set up.
Also, any improvements/additions that you think could made to it please let me know (somebody mentioned something about having .ini settings hosted somewhere) and I'll see if it can be implemented.
http://dsx86-compatibility.wetpaint.com/
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DSx86 Compatibility List
#174231 - elwing - Tue May 25, 2010 6:08 am
Master_Thief wrote: |
Also, any improvements/additions that you think could made to it please let me know (somebody mentioned something about having .ini settings hosted somewhere) and I'll see if it can be implemented.
http://dsx86-compatibility.wetpaint.com/ |
hum, that's a great Idea masterthief, that said I think you really should add a column with the version on which it was tested to be able to know what to test and to see which one gets broken by updates...
#174232 - Pate - Tue May 25, 2010 8:37 am
Sektor: Yeah, I'm pretty bad at keeping my web pages up to date, sorry.. I'll try to fix that the next time I update my pages. :-)
Leniad: I don't have the official Star Control 2 (with the star map), so I have only tested the intro. I have received a debug log with the opcode issue, though, so at least that specific opcode will be fixed in the next version of DSx86. Thanks for the info on games you have tested! If you can also send me your debug log, that would help in fixing the opcode issues!
Master_Thief: Very nice compatibility list! As elwing said, DSx86 version number would be a useful addition. And what a nice banner you have there! :-)
Btw, does any of you know whose wiki page this is: http://www.ds-xtra.com/DSx86 ? It does not seem to be updated recently...
Pate
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#174233 - jam_888 - Tue May 25, 2010 8:38 am
just edit it pate
edit: ust did it for ya pate
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#174234 - MrSkiz - Tue May 25, 2010 9:46 am
Great job Master_thief ! I registered to the site but it seems I can't edit, maybe an incompatibility with Firefox... I must check that.
#174235 - jam_888 - Tue May 25, 2010 9:52 am
good job master thief there are still a few missing like dune2 but im sure it will be added i would myself but my pc acting weird
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#174237 - Sektor - Tue May 25, 2010 10:09 am
What's the 4DOS autoexec.bat file called?
edit: It's 4start.bat
_________________
GTAMP.com/DS
#174238 - MrSkiz - Tue May 25, 2010 10:20 am
or 4start.btm, BTM files seem to be more efficient and versatile than BAT for 4DOS.
I can't edit with FF or IE8. Clicking the edit button doesn't do anything.
#174240 - jam_888 - Tue May 25, 2010 12:26 pm
wow so you cant edit whatsoever that sucks
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#174241 - Sektor - Tue May 25, 2010 12:30 pm
Editing the wiki works fine here with FF 3.6.3.
_________________
GTAMP.com/DS
#174243 - Pate - Tue May 25, 2010 1:46 pm
Okay, I just updated my DSx86 pages, now there is a link to the new compatibility wiki, and there is also a new dsx86config program version by bob_fossil. This version supports the new TPM config options.
Thanks to all of you working on the wiki pages!
Pate
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#174244 - Master_Thief - Tue May 25, 2010 2:11 pm
@MrSkiz - That's a strange one. I've been using FF 3.6.3 to update the wiki and it's worked fine. I assume you've got the latest version of flash and javascript enabled in your browser. Can you post in the forums/comments at all??
@pate - Any chance of getting the list that used to be on your downloads page on your blog so I can add them to the list??
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DSx86 Compatibility List
#174245 - MrSkiz - Tue May 25, 2010 2:37 pm
@Master_Thief : I have java enabled, I think it's because of my adblockplus plugin because I tried with my IE8 and my trendmicro security agent warns me about a forbidden ad url and block it, then it's the same, can't edit anything, even the "what's this" link doesn't do anything...
#174246 - Master_Thief - Tue May 25, 2010 2:45 pm
Strange. I've got adblock plus enabled in google and it's working fine. Have you tried the comments/forums??
Also I've added Leniad's, aero7707's, phoenixclaws' and midwinter's (what's the CC game btw??) results for 0.13 to the list.
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DSx86 Compatibility List
#174247 - MrSkiz - Tue May 25, 2010 2:55 pm
This gets weirder and weirder : the thread system at the bottom of the list doesn't work for me neither. When I click "send" the page refreshes and my post doesn't show up.
I'll try at home, maybe my office's proxy blocks this site.
#174248 - ggx2neo - Tue May 25, 2010 4:42 pm
Can you can add Red Baron to that list? it works perfectly on the latest release. :)
#174249 - erbsengehirn - Tue May 25, 2010 6:12 pm
With DSX86 Version 0.13 Wingcomander 2 hangs after the intro. Has anyone the same problem?
#174250 - Master_Thief - Tue May 25, 2010 7:11 pm
Yeah, I've just tested it and it hung for me during the intro (when the kilrathi started speaking, the speech cut out before it had finished though). It is playable if you skip the intro though. (the touchpad mouse works perfectly for it too)
@ggx2neo I've added it to the list.
EDIT - I've added some basic instructions for using DSx86 on the wiki, along with a guide for creating your own batch file for easy execution of games (using midwinter's great example that he posted earlier on in this thread)
EDIT 2 - And the Custom Control Schemes is now up too.
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DSx86 Compatibility List
Last edited by Master_Thief on Tue May 25, 2010 11:05 pm; edited 3 times in total
#174251 - MrSkiz - Tue May 25, 2010 8:04 pm
The wiki edit works at home - so my proxy was probably involved.
I've added Speedball, Rick Dangerous 2, 4D Prince of Persia and Disc.
#174254 - midwinter - Wed May 26, 2010 2:15 am
Hey Pate - On TMP control schemes I was thinking something along the lines of:-
1.) Touch Pad touch registers Mouse click (as per your first implementation) - Directional Left and Right (DL & DR) are used to toggle which mouse button is used (Default L - and just have a L or R in the box to designate which is active). Touch anywhere will move cursor and register click. Hold touch keeps the button pressed.
2.) Toupad moves cursor. DL and DR used to toggle LMB and RMB and tap registers MB (L or R as per toggle) click.
3.) Touchpad moves cursor - DL and DR button registers MB click
4.) Touchpad moves cursor - hold DL or DR to designate MB click type whilst tapping (so hold DL and then tap touchpad to register MB click at that position).
Not sure if that makes sense. Basically you toggle how the MB is used prior to switching to the TPM and then whilst in TPM behavior is as per above (so aside from sceme 1 - movement just moves cursor and then DL and DR designate how taps or MB clicks are registered).
Master_Thief - CC was Carrier Command (no idea why I expanded the others and didn't for this). Like Pate reckon the banner is great and so is the compatibilty page. Only thing was how come you went for an add supported host? Aren't wikki pages a better option (no adds and popins/ups etc.)? I was just entering my list in an Excel sheet and then populating all the formatting etc. so really easy so can give you the data however you want it. When I get time will try and add some more games :-)
Pretty impressive list of games supported Pate - great project :-)
#174262 - Pate - Wed May 26, 2010 6:06 am
Master-Thief: Is sent you a PM with the list of games I used to have on the DSx86 pages. Thanks!
Strange that you have problems with the WC2 intro.. I just yesterday played through the whole intro without problems. I do have the WC2 Speech Pack, so the whole intro has speech. Perhaps that has something to do with the problem?
midwinter: I think I see what you mean with the TPM control schemes. I'll keep this in mind and see what I can come up with. The current schemes take care of some of your schemes but not all.
Btw, I got the graphics problems in Catacomb Abyss sorted yesterday, so it should work properly in the next version. Still fighting with the more serious data-execution-problem games though.
Pate
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#174267 - midwinter - Wed May 26, 2010 11:09 am
JLsoft wrote: |
Can someone else confirm that TheDraw seems to print the coordinates wherever the cursor is (instead of the lower left corner)? It seems to do it 99% of the time if I switch to the mouse to move the cursor around, but it also does it 'randomly' when using the keyboard here... |
Had a quick look for you JLsoft - first I was thinking WTF trying to understand what you were asking then I figured it out :-) Yeah in DOSBox the corodinates are fixed bottom left of screen - in DSx86 (tried last 2 versions) the coridinates moves around the screen (whereever you are) and leave ghosting etc. as well.
#174281 - madd - Wed May 26, 2010 6:51 pm
Spend the last 3 hours on adding new games to the "wiki" site, Explorer just crash't on my PC before i could save it.
So, hire it is in a "Excel" file (if same wan knows a faster way of adding the new games to the "wiki", feel free to use my list.
http://members.lycos.nl/md008/Werkendespellen.xlsx
Also, hire is my log file:
http://members.lycos.nl/md008/dsx86dbgv0.13_2.log
Edit
@Pate,
I have made a "little information" page of you program. At the moment there is no link on my homepage (not activated). If it's OK whit you, i activate this link at my homepage?
Example vieuw; http://members.multimania.nl/md008/dsx86-main.htm
Edit 2
Interesting program:
http://survpc.tripod.com/emu386/
Greeds
#174302 - Pate - Thu May 27, 2010 3:00 pm
madd, yes it is OK for you to add the link to DSx86.
Interesting program indeed, feel free to test if it runs in DSx86. I guess I could test it myself at some point, that would be a neat way to add some 386-compatibility to DSx86. :-)
Pate
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#174303 - sePL80 - Thu May 27, 2010 4:17 pm
Tested Games:
Burntime unsupported opcode
Call of Cthulhu Shadow of the Comet playable without sound (unsupported I/O Port-Op when entering config-menu)
History Line 1914-1918 aka The Great War 1914-1918 unsuppoerted opcode after starting campaign, mouse-cursor-traces on menu.
Mad TV playable, but on startup you get thrown back to 4DOS. Just hit Button Y and wait until the "HDD-Lamp" stops. Then hit Button A and it should load. Minor slowdown when entering new screens. On touchpad support, cursor jumps to upper left and stays there, D-Pad works great though)
Neuromancer playable, Touchpad support is a bit off the hook, D-Pad works great though
Wasteland playable
Wing Commander 2 - I also get the graphical crash in the intro with the 0.13 version (using the Abandonia-download-version of the game), although I don?t know how it behaved in the other versions
Going to update the comp-wiki now.
@Pate:
Thank you for the constant updates and the interesting blog. I like to read it, although I know nothing about programming.
I have sent you an e-mail with the .log-file as well as some comments and files.
http://pastebin.com/pKmUYFT0
@master_thief
Could you eventually put up an explanation on how to use the 4DOS prompt commands like LOADFIX.
And also how exactly to load, for example Dreamweb without the sound. I was an AMIGA500 child, so I never really got into DOS. (sorry)
Although I don?t really like the comp-wiki, I already registered and will add some games to it. :-)
Maybe it would also be good to make rules for testing games. Like:
trying to reproduce an error twice, so that one can be sure its really there.
And when having problems, like "out of memory" or sth. like that, to be sure to restart DSx86 and try it once again.
I wish someone had the time and the ability to put up an official wiki, that can be edited by everyone. Without the ads... Because, after an atomic worldwar, wikipedia will probably still be there, But wetpaint-compatibility list probably won?t...until then... I?ll contribute to the actual comp-list.
Best regards,
Sebastian
#174304 - madd - Thu May 27, 2010 4:26 pm
pate, thanks.
About "EMU386" Running on DS it sass "EMU386 not installed", but taking a closer look in the Assembly code with the "Turbo Debugger 5", it don't detect the CPU as a 286. Maybe whit a little editing it could work.
If this is working (or implanted) it would by very very nice.
I do have fount a working program to edit/simulate the core. The programs runs fine, it makes use of .red scrips. I'm not sure if this is something like the "EMU386".
Link: http://www.infionline.net/~wtnewton/corewar/marsbat.htm
#174307 - sverx - Fri May 28, 2010 8:18 am
Anyone else had a chance to check DuneII again with DSx86 0.13?
Because I had a game freeze yesterday evening... it never happened before, with previous versions :|
TPM works great, btw :)
#174308 - jam_888 - Fri May 28, 2010 12:44 pm
mabye it did bbut you hadnt triggered it lol
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#174309 - Master_Thief - Fri May 28, 2010 12:49 pm
A couple of alterations to my previous list.
I managed to fix the "386 opcodes" errors in Might And Magic 4+5. I set the soundblaster from the default of IRQ5 to IRQ7 and that fixed the "386 opcode" error. They both now work pretty much perfectly (the mouse is a little choppy).
Also Sherlock Holmes is playable if you skip the intro.
I've also manged to test a few more games these past few days.
A-Train - Not Working - Gives several "unsupported INT call" errors during bootup, then an "unsupported opcode" error
Adventures Of Willy Beamish - Playable - Works Perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Allan Border's Cricket - Not Working - Gives "unsupported string op seg/dir" error during intro
Batman Returns - Not Working - Gives "unsupported opcode" error on startup
Battlechess 4000 - Not Working - Gives "unsupported opcode" error on startup
Berlin 1948 - Partially Working - VGA Freezes with black screen. EGA gives garbled graphics. CGA Works but is really ugly. Touchpad works great.
Car And Driver - Not Working - Gives "unsupported opcode" error on startup
Catacomb 3D - Not Working - Gives "unsupported opcode" error on startup
Catacomb Apocalypse - Partially Working - Same issue as Catacomb Abyss
Catacomb Armageddon - Partially Working - Same issue as Catacomb Abyss
Clue! - Not Working - Gives "unsupported opcode" error on startup
Cobra Mission - Not Working - Gives "unsupported opcode" error on startup
Crime City - Not Working - Gives "unsupported INT call" error, then an "unsupported opcode" error.
Deluxe Trivial Pursuit - Playable - Works Perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Falcon 3 - Playable - Game works, ingame pretty slow though. Choosing config on title screen freezes game though. Touchpad works great.
Freddy Pharkas Frontier Pharmacist - Playable - Works Perfectly. Gives a couple of "unsupported SB DSP command" errors every now and again with soundblaster enable (can be skipped)
Gods - Not Working - Gives "unsupported opcode" error on startup
Gunship 2000 - Partially Working - Everything works until entering your heli, then gives an "unsupported opcode" error.
Igor - Objective Uikokahonia - Partially Working - Gets ingame, but after about 10 seconds the graphics become corrupted. Soundblaster gives "unsupported port I/O" error (can't be skipped)
The Immortal - Not Working - Gives an "unsupported string op seg/dir" error after selecting new game
James Pond 2 - Not Working - Gives an "unsupported string op seg/dir" error after selecting new game
Ken's Labyrinth - Not Working - Gives "unsupported opcode" error after selecting your level
Lemmings - Not Working - Gives "unsupported opcode" error on startup
Les Manley - Lost In LA - Playable - Works Perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Life And Death - Playable - Works Perfectly. Touchpad works great.
Links - The Challenge Of Golf - Playable - Works Perfectly. Touchpad works great.
Lost Files of Sherlock Holmes - The Case of Serrated Scalpel - Playable - Intro must be skipped to get ingame (just keep hammering esc), gives a single "unsupported INT call" error but that can be skipped. Freezes with a black screen if the intro is not skipped(no error shown). Touchpad works great.
Maupiti Island - Not Working - Gives "memory allocation" error
Mean Streets - Playable - Works Perfectly. 3D a little slow though
Might And Magic 4+5 - Playable - Both work perfectly (though mouse is a little choppy). Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Mystic Towers - Not Working - Gives "unsupported opcode" error at title screen
Oh No Not More Lemmings - Not Working - Gives "unsupported opcode" error on startup
Out Of This World - Not Working - Gives "unsupported opcode" error after intro
Pinball Dreams - Not Working - Freezes with blank screen after intro
Pinball Dreams 2 - Not Working - Freezes with blank screen after intro
Plan 9 From Outer Space - Partially Working - Gets ingame, but gives an "unsupported opcode" error after a while
Populous - Partially Working - Game works, but the graphics are messed up, Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Populous 2 - Partially Working - Gets to title screen, but moving cursor (with either d-pad and touchpad mice) quits back to DOS
Raiden - Partially Working - Gives "unsupported opcode" error after selecting start game
Return Of The Phantom - Partially Working - Gives "unsupported port I/O" error on startup then plays intro (graphics slightly corrupted). Gives "unsupported opcode" error after the intro.
Rex Nebular And The Alien Gender bender - Playable - Works Perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Softporn Adventure - Playable - Works Perfectly.
Star Control 2 - Not Working - Gives an "unsupported opcode" error after selecting new game.
Superhero League of Hoboken - Partially Working - Plays intro fine and first lot of options, but then freezes with a black screen. Touchpad works great.
Swords Of Xeen - Partially Working - Gives error about running out of high memory just before getting ingame.
The Black Caudren - Playable - Works Perfectly.
Transarctica - Playable - Works Perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Wizkid - Not Working - Gives "unsupported graphics mode" error, then an "unsupported opcode" error.
World Of Xeen - Playable - Works Perfectly, Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
re EMU386: I've also tried to test it out but I'm not sure if its currently possible. It needs to be installed as a device driver in your config.sys file, but I couldn't find a way to do this for DSx86. I tried putting "DEVICE=C:\EMU\EMU386S.EXE" in my bat file but just got an "unknown command DEVICE" error.
My Logfile http://pastebin.com/THBPVGE1
EDIT - @sePL80 - I've added some instructions for using the commands to the instructions page.
_________________
DSx86 Compatibility List
#174312 - madd - Fri May 28, 2010 7:51 pm
Is it possible that the NDS slot2 device is already supported on dsx86v0.13?
Yesterday i saw in the "dos memory area" that there is a "unknown owner area" at 001010 - 04200F size, 41mb. I'm not sure if this could be my "Supercard Lite slot2 card". Supercard Slot2(Not rumble) device have an 32MB "extended"memory.
In DSLinux it reeds 34mb as extended memory (intern memory).
Hire are the screen shots i have made:
http://members.multimania.nl/md008/Slot2dsx86supercard_lite32mb.htm
If so, this good mean that "Warcraft 2" maby could work in the future, the speed of the memory dassent matter with this sort of games i believe.
About the EMU386, i don't think it could work using the "DEVICE=C:\EMU\EMU386S.EXE" even if this command is supported, from what i could see is, that the processor does not become recognized by this program. I do think with a little editing in the code or implementing it in the emulator it cold be working i believe. But i could be wrong. I'm still surging for other solutions, also what the solution colt be for EMU386.
I know that in dosbox it is pasable to set the core speed and to emulate the CPU recornization.
#174313 - elhobbs - Fri May 28, 2010 8:08 pm
madd wrote: |
Is it possible that the NDS slot2 device is already supported on dsx86v0.13?
Yesterday i saw in the "dos memory area" that there is a "unknown owner area" at 001010 - 04200F size, 41mb. I'm not sure if this could be my "Supercard Lite slot2 card". Supercard Slot2(Not rumble) device have an 32MB "extended"memory.
In DSLinux it reeds 34mb as extended memory (intern memory).
Hire are the screen shots i have made:
http://members.multimania.nl/md008/Slot2dsx86supercard_lite32mb.htm
If so, this good mean that "Warcraft 2" maby could work in the future, the speed of the memory dassent matter with this sort of games i believe.
|
there is a reason it reads 260.0K next to 041000 - as 041000 is in hexadecimal - which converts to 266240 in decimal - which is 260.0K.
#174314 - erbsengehirn - Fri May 28, 2010 8:46 pm
tested working Games from Lucasarts
Their Finest Hour The Battle Of Britain
Indiana Jones 3 Last Crusade
Indiana Jones 4 Fate of Atlantis
and
Dune 2 hangs when you overwrite a savegame
#174315 - ninjalj - Fri May 28, 2010 11:34 pm
@madd
Are you using dsx86 on a slot2 supercard? Did you boot from the supercard? Which dldi are you using? What is the meaning of life, the universe and everything?
#174317 - jam_888 - Sat May 29, 2010 4:40 am
42
_________________
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#174319 - madd - Sat May 29, 2010 3:02 pm
ninjalj wrote: |
@madd
Are you using dsx86 on a slot2 supercard? Did you boot from the supercard? Which dldi are you using? What is the meaning of life, the universe and everything? |
I'm using a Supercard lite for DSx86, also with dslinux for the "extra" ram. It dosen't matter with micro sd cart reader you use to boot a application from (R4 or sclt) to excess the "ram" beside the 2gig micro sd cart itself (no speed issues or slowdowns).
Hire is the "sclt dldi" that i'm using:
http://members.lycos.nl/md008/sclt.dldi
madd
#174320 - elhobbs - Sat May 29, 2010 3:35 pm
dslinux is coded t o use the extra ram - dsx86 is not. it is not using the supercard lite ram for dsx86 - I explained in a previous post what the numbers you were seeing meant - 260 KB of ram.
#174322 - aero7707 - Sat May 29, 2010 9:18 pm
aero7707 wrote: |
Trolls works fluently in EGA mode (there's no background however in a level), VGA also works but the fps is too low to be able to play it.
|
After comparing with dosbox, there's no background in EGA either so it's not a bug in dsx86. Sorry for the misinformation, please update the wiki accordingly.
Another game I tested: Jill of the jungle works perfectly now.
Keep up the good work with the emulator :)
Edit: Hocus Pocus gives an unsupported opcode, log: http://tinypaste.com/863817
Last edited by aero7707 on Sat May 29, 2010 9:35 pm; edited 1 time in total
#174323 - ninjalj - Sat May 29, 2010 9:21 pm
madd wrote: |
It dosen't matter with micro sd cart reader you use to boot a application from (R4 or sclt) [snip] |
So did you actually boot dsx86 from the Supercard? I'm asking because I have a M3lite (Slot 2), and dsx86 fails at fatInit(). There's also another guy having problems with a Max Media Dock and HBMenu, so I'm strongly suspecting there's something wrong with current devkitARM/libfat/slot 2.
Anyway, I managed to compile a working libfat example from devkitPro r3497, so I'll just try to do a bisect.
#174324 - fanman93 - Sat May 29, 2010 10:19 pm
Out of curiosity, did anyone get a mouse working for Windows 2.03 under DSX86 0.13? I can use it fine the way it is (I'm only using it for typing notes and such), but I'd like to have some mouse functionality. Could anyone give me a hand here? Thank you!
#174327 - Master_Thief - Sun May 30, 2010 1:21 am
fanman93 wrote: |
Out of curiosity, did anyone get a mouse working for Windows 2.03 under DSX86 0.13? |
I don't think the mouse is working for windows yet (not 100% on this though), but in 0.12 it wasn't working due to the PS/2 mouse not being currently emulated.
I've tested the games I had installed in ScummVMDS.
Cruise For A Corpse - Playable - Works perfectly. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Day Of The Tentacle - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Future Wars - Playable - Gives a single "unsupported port I/O" error on startup, but works perfectly after that. Touchpad mode not working (scrolls ok but the cursor doesn't match touchpad movement)
Indiana Jones And The Last Crusade - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Indiana Jones And The Fate Of Atlantis - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Legend Of Kyrandia - Playable - Works perfectly. Touchpad Works Great
Loom - Not Working - Gives "unsupported opcode" error on startup
Lure Of The Temptress - Playable - Works perfectly. Touchpad Works Great
Maniac Mansion - Playable - Mouse not working (arrow keys work fine to move the cursor), but works perfectly
Monkey Island - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Monkey Island 2 - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Nippon Safes - Partially Working - Gives several "unsupported INT call" errors after selecting your character, then an "unsupported opcode" error. Touchpad Works Great
Operation Stealth - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Sam And Max Hit The Road - Playable - Works perfectly. Touchpad mode not working (scrolls ok but no cursor movement)
Simon The Sorceror - Playable - Works perfectly. Touchpad Works Great
Zak McKracken - Playable - Mouse not working (arrow keys work fine to move the cursor), but works perfectly
The logfile http://pastebin.com/Ku24KnDX
_________________
DSx86 Compatibility List
#174328 - madd - Sun May 30, 2010 2:00 am
@elhobbs,
Thanks for the info. It was clear to me after your first response, so thanks for the info.
Indeed, at my excitement i totally misplaced it when i posted it.
@ninjalj
Yes i boot DSx86 from the Supercard lite with no problems or what so ever.
Devkitpro supports slot 2 devices. You just have to "dldi patch" the DSx86.nds and your ready to go. I've never experiments that a program that was build with Devkitpro was not working on my supercard lite after dldi patching it. (i don't know why it don't work an your "M3lite (Slot 2)" card, i hope that you had something of the "dldi file" i posted, to make it work on your card).
Madd
Edit:
Interesting links:
http://www.mdgx.com/secrets.htm#EMM
http://www.mdgx.com/ori.htm
http://www.uwe-sieber.de/umbpci_e.html
.
#174331 - Master_Thief - Sun May 30, 2010 4:41 pm
@madd - I've had a bit more success with Emu386, using the ctload file from the last link in your previous post. [use ctload.com EMU386S.exe and use the user breakpoint button when it says "please wait"]
http://i48.tinypic.com/2nvt0yw.gif
I've tried it with The Hobbit, but it didn't make any difference.
_________________
DSx86 Compatibility List
#174333 - madd - Sun May 30, 2010 6:17 pm
@Master_thief
Verry nice, also thanks for your testing!.
Tonight i have same time to do the testing with CTload, i think the best way to test it is to make use of the "UMBPCI.SYS"from the "umbpci", from the info, it should take less "memory" to emulate, if I'm not wrong.
http://www.uwe-sieber.de/gif/umbpci.gif
This site is very interesting, and almost all the alternatives can by downloaded from hire:
http://www.mdgx.com/umb.htm
There is a lot information and .sys files on mdgx.com.
I'm going to read it on the site, and test same different options whit the different .sys files.
Madd
Edit:
UMBPCI.SYS takes ONLY 160 Bytes of conventional RAM (144 Bytes code + 16 Bytes environment), while providing up to 629 KiloBytes (KB) of FREE conventional ("low") memory, IF loading ALL devices/drivers/TSRs "high"!
#174334 - elhobbs - Sun May 30, 2010 7:04 pm
doesn't emu386 require a 386 or higher processor? doesn't dsx86 only emulate a 186/286? has Pate decided to emulate a 386? I thought he was pretty firm about it only every supporting a 286 and nothing higher.
#174335 - Pate - Sun May 30, 2010 7:25 pm
elhobbs: I believe the EMU386 is a program that attempts to support some 386 opcodes on a 286. It probably traps the "unsupported opcode" interrupt, which DSx86 does not generate (yet), so it most likely won't work on DSx86.
I do not have plans to support 32-bit registers, but I might add support for some 386 opcodes that are just enhancements over the 286 opcodes, like long conditional jumps. There are not that many games that would need these and still run on a 286, so this is not a high priority for me.
madd: There is no need to use UMBs on DSx86 (which is why I haven't coded support for that), as DSx86 already leaves 629KB of low memory free. All the device drivers are in "BIOS" so they don't take space from the RAM memory.
Master_Thief: Thanks for the additional debug logs and test reports!
fanman93: Welcome to the forum! Windows 2.03 seems to need a PS/2 mouse, which DSx86 does not yet emulate. It's on my TODO list, so it should work eventually.
Pate
_________________
#174338 - madd - Mon May 31, 2010 9:50 am
Pate,
The id was indeed to "trap" the "unsupported opcode interrupt", i also thats that "386" needed a upper memory to function. It is indeed useless to use "UMB'S" or trying to add more memory. Thanks for "waking me up" ;)
Keep up the great work!
Madd
#174342 - phoenixclaws - Mon May 31, 2010 4:14 pm
Wow, nice blog post Pate. Would not have realized that Galactix would reveal such a nasty bug in the IRQ handling. I wonder if this fixes the single note that hangs in WC1 when you go out to fight a mission.
Btw, I've played the first two WC1 missions and won by the skin of my teeth. Heh, with the game being somewhat slow/laggy and my wingman wanting to get in my face a bit it was rather difficult. :P.
#174345 - elwing - Wed Jun 02, 2010 6:19 am
hum, I have to make more test to confirm this, but while playing "veil of darkness" I got some corrupt texture after a little while, no unsupported opcode, nor crash, everything was still playable but with some texture (like the hero portrait) were just random noise. I was using jitter 30fps mode and TPM... I'll try to see if that's related to a certain draw mode...
#174348 - midwinter - Wed Jun 02, 2010 2:51 pm
Hi Pate - trust dev goes well :-)
Tested just a couple more games and was sitting on them for awhile and thought I better get in with the couple of opcode errors
Log:- http://pastebin.com/8ie9zB3P
Another World - Issues - Op Code Error
Dragon Lord - Playable - OK TPM not working correctly
Hard Drivin - Issues - Op Code Error
Power Monger - Playable - OK TPM not working correctly
Rampart - Playable - OK TPM not working correctly
Just an FYI Pate - I posted about DSx86 (was talking it up ;-)) on another forum and one of the people came back reporting that when you close the lid it freezes the game. Just tried it then using LSL and all seemed fine (at age prompt) but thought hang on better check another so did Ultima V and sure enough if you close the lid when you reopen it the game was frozen. Havn't had a good look at it but might be something to add to the To do List ;-)
Master_Thief - Sure that damn wiki pages just infected me with something (was cheking it to see if the games had allready been checked). Now keep getting some script error about some bloody chineese site redirect or something - any one else had issues? Gotta move it to a cleaner host I reckon.
Looking forward to the next release - whats the focus now? Seems the TPM implementation is the one that stands out (plenty of games incorrect screen positioning etc.)
Cheers
#174349 - kusma - Wed Jun 02, 2010 3:02 pm
midwinter wrote: |
Another World - Issues - Op Code Error
|
Another World requires 386, so don't expect it to ever work.
#174350 - Master_Thief - Wed Jun 02, 2010 4:43 pm
@midwinter - Seems some of the advertising's at fault.
I haven't personally had a problem (probably down to using adblock), but it does seem to be an issue with a few people.
I've had a look round for an ad-free solution and have mirrored the wiki here. It would mean everyone who has signed up for the other site would have to create another account though. What does everyone else think??
EDIT - kusma wrote: |
Another World requires 386, so don't expect it to ever work. |
Mobygames says it only requires a 286
_________________
DSx86 Compatibility List
#174354 - Pate - Wed Jun 02, 2010 7:55 pm
midwinter: I haven't gotten much development done during this week, so the last blog post pretty much has the most up-to-date info. I did manage to find out what causes the problems in the Moonstone game, but haven't yet figured out a way to fix all of them.
I haven't done anything special about the lid switch, but my understanding is that it might be wired to some power saving stuff in the hardware, so I'm not sure what to do about that. I'll look into it at some point.
Current focus is mostly just to fix the opcode issues, thanks for the extra log btw. The TPM issue is a difficult one, I tried to look at DOSBox for reference, but then I realized that it does not need to keep the hardware cursor in sync with the emulated cursor, as it only shows the emulated cursor. I think the problem is that a game can scale the coordinates it reads from the mouse driver however it wishes, and then draw a software mouse cursor, and I don't think DSx86 has any proper way of knowing where the game decides to put the cursor. So, as I haven't yet figured out a solution, the TPM issues will probably be the same in the next version. Perhaps your original idea about a simple touchpad area on the lower screen would be the best after all.
The opcode error in the log about Another World is not related to 386 opcodes, so it could perhaps run on a 286. It's that annoying INT 03 thing again...
Master_Thief: Thanks for working on the wiki, I believe an ad-free host would indeed be a better solution.
Pate
_________________
#174357 - midwinter - Thu Jun 03, 2010 2:35 am
Hey Master_Thief - definatley got hammered. Spent a couple of hours soring it out. Not sure if it is 100% clean but I am probaly well past due for blowing away this build and starting from scratch anyway.
Hi Pate - No worries on the log - mean't to post it earlier but have been pretty busy. Bugger about the TPM mouse issue, thought it might have been an easy fix as most of the issues are related (offset - only extents etc.). Maybe an option could be some sort of calibration routine that way I guess you would know where the game is putting the cursor and then offset accordingly?? No idea - just thinking along the lines of lightgun type emulation in MAME etc.
Good luck with whatever you sort out :-) - me I was running through a heap of stuff and it was a real struggle to find anything worth testing as you have all of what I am interetsed in covered (or they were protected mode or 386).
#174358 - elwing - Thu Jun 03, 2010 7:07 am
hum, I can confirm that veil of darkness starts to show garbled texture after a bit of play. but not a single missing OP code... seems like it gets worst the more you play... and it happens regardless of DSX86 display mode. now I'm wondering if I got a problem with my copy of veil of darkness" or if it shows a problem in dsx86...
#174359 - kusma - Thu Jun 03, 2010 8:45 am
Then please excuse me for being confused (and for the noise) :)
I did some quick googling, and found some sources claiming it to require 386, but I trust Mobygames more than I trust random internet search-hits, so you're probably right :)
#174360 - Master_Thief - Thu Jun 03, 2010 1:01 pm
Right, I've locked the old wiki and moved everything over to the new ad-free site.
http://dsx86compatibility.pbworks.com/
_________________
DSx86 Compatibility List
#174361 - headspin - Thu Jun 03, 2010 2:19 pm
Can anyone confirm if DarkSun 1 and 2 works?
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game
#174362 - sverx - Thu Jun 03, 2010 3:24 pm
erbsengehirn wrote: |
Dune 2 hangs when you overwrite a savegame |
it hangs even while playing, unfortunately :|
#174364 - Master_Thief - Thu Jun 03, 2010 3:40 pm
headspin wrote: |
Can anyone confirm if DarkSun 1 and 2 works? |
They both give "386 opcode" errors (they both need a 386, so it's not surprising).
_________________
DSx86 Compatibility List
#174365 - olesolo - Thu Jun 03, 2010 4:26 pm
I`ve tried to run a Master of Orion on the last build and it`s failed. Anybody has a luck to run it?
#174367 - Pate - Thu Jun 03, 2010 7:01 pm
elwing: OK, I'll add Veil of Darkness to my list of games I need to test myself at some point.
Master_Thief: Thanks, I updated the links on my DSx86 pages to point to the new wiki. By the way, Master of Orion is not mentioned on the compatibility list.
sverx: If you can give more info about where Dune 2 hangs I could try looking for the problem. There is of course a chance that my recent IRQ handling rewrite might have fixed the hanging problem in the upcoming version.
olesolo: Welcome to the forum! What kind of problems you have with Master of Orion? It runs fine here, and I don't think I've heard from others having problems with it.
Pate
_________________
#174369 - olesolo - Thu Jun 03, 2010 10:36 pm
Pate: Thanks, 013 and 012 gives me the same failure result. I`ll try different MOO version. By the way any chance to run Master of Magic? :)
It`s needs more EMS memory.
------------------- [ORION] --------------------
[43;1mUnsupported port I/O![39;1m
GraphMode=13, EGAMode=40, Chain4=OFF
AX=00FF BX=0031 CX=FFFF DX=00DD SP=FEC2 BP=FEC4 SI=0009 DI=0009
DS=21F9 ES=48EB SS=21F9 CS=48EB NV UP DI NG NZ ?? ?? NC
48EB:04D7 A840 test al,40
Disassembly of code around the location:
48EB:04B7 2E8B164104 mov dx,cs:[0441]
48EB:04BC EBE3 jmp short 04A1 ($-1d)
48EB:04BE 2E8B163F04 mov dx,cs:[043F]
48EB:04C3 8A4606 mov al,[bp+06]
48EB:04C6 EE out dx,al
48EB:04C7 5D pop bp
48EB:04C8 CB retf
48EB:04C9 55 push bp
48EB:04CA 8BEC mov bp,sp
48EB:04CC 9C pushf
48EB:04CD FA cli
48EB:04CE 2E8B164104 mov dx,cs:[0441]
48EB:04D3 B9FFFF mov cx,FFFF
48EB:04D6 EC in al,dx
48EB:04D7 A840 test al,40
48EB:04D9 7404 je 04DF ($+4)
48EB:04DB E2F9 loop 04D6 ($-7)
48EB:04DD EB1D jmp short 04FC ($+1d)
48EB:04DF 8A4606 mov al,[bp+06]
48EB:04E2 EE out dx,al
48EB:04E3 B9FFFF mov cx,FFFF
48EB:04E6 2E8B164104 mov dx,cs:[0441]
48EB:04EB EC in al,dx
48EB:04EC A880 test al,80
48EB:04EE 750A jne 04FA ($+a)
48EB:04F0 2E8B163F04 mov dx,cs:[043F]
48EB:04F5 EC in al,dx
48EB:04F6 3CFE cmp al,FE
48EB:04F8 7407 je 0501 ($+7)
48EB:04FA E2EA loop 04E6 ($-16)
UPDATE
Yes. I try different version of MOO and it works fine!
#174370 - sverx - Fri Jun 04, 2010 1:27 pm
Pate wrote: |
sverx: If you can give more info about where Dune 2 hangs I could try looking for the problem. There is of course a chance that my recent IRQ handling rewrite might have fixed the hanging problem in the upcoming version. |
I still had no chance to test it thoroughly, I will report news later.
#174371 - olesolo - Fri Jun 04, 2010 2:09 pm
Dune 2 - Playable Works awesome )))
I`m dreaming about Master of Magic )))
#174377 - jam_888 - Sun Jun 06, 2010 4:29 am
wow adding all this new stuff is shore slowing down the cpu emulation originally 11.6 then 10.8 and now 10.6 but oh well you'll get it faster later but the 386 that goes at like 30 is a dx the early 386's go at 12 so im sure if you wanted to you could add split suppport for both 286 and 386 but it is your decision :)
_________________
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#174379 - Pate - Sun Jun 06, 2010 9:03 am
Version 0.14 released!
This version has mostly minor fixes and improvements, no user interface (or touchpad mouse) changes yet.
olesolo: If Master of Magic needs more EMS than what DSx86 currently shows available, it won't run until I add support for some RAM expansion packs. I am currently very close to the 4MB memory limit of NDS, so increasing the EMS memory size is not possible.
I might actually have to make the EMS memory a bit smaller in the future, as DSx86 still misses various features that will need some more memory. Or, I could take the MCGA Direct mode away, as it currently takes 8KB of text segment, 4KB of data and 5KB of ITCM memory. That mode is not used by very many games that would not run nearly as well with the blitted mode. I'm actually keeping that memory as a reserve so I won't take it away until I absolutely need to. :-)
Anyways, please send me debug logs again, and use the compatibility wiki for other info!
Pate
_________________
#174380 - phoenixclaws - Sun Jun 06, 2010 2:43 pm
Minor? lawl thanks Pate for fixing up Galactix and possibly other games :).
This also fixed the annoying stuck note in WC1 :).
#174381 - midwinter - Sun Jun 06, 2010 3:17 pm
Hey Pate - Great to see another update (as per schedule) :-)
Keep em comming.
Not a big difference for my testing this time round. Bards Tale I and II - both still error however where previously they did it on Create member now it doesn't. Anyway log file:-
http://pastebin.com/Us3i0HLk
Results of my testing V 0.14 (did you not want us to post results here Pate? Have done so hoping Master_Thief updates the wiki ;-))
Ancient Art of War - Playable - OK N/A
Another World - Playable - OK - No sound maybe a little slow N/A
Bards Tale - Issues - Opcode error on Add/Delete Member TPM Not Working (stuck bottom right)
Bards Tale II - Issues - Opcode error on Add/Delete Member TPM Not Working (stuck bottom right)
Battle Tech - Playable - OK N/A
Battle Tech II - Issues - Unsupported INT Call/OpCode (using mouse emu) - Graphical Glitches with Sprites Seems OK
Castles II - Playable - OK Great
CC - Issues - No control cursor (mouse or keyboard) so unplayable. Main menu graphics not drawn properly (vector titles) Cant Test
Dragon Lord - Playable - OK TPM Not Working (Only Extents)
Dragon Wars - Playable - OK TPM Not Working (Top Left = 0, Increasing Offset as move away from TL)
Dungeon Master - Issues - Ingame Error about Master Disk TPM Not Working (Top Left = 0, Increasing Offset as move away from TL)
Eye Of Beholder - Playable - OK Great
Gunship - Issues - EGA - Map issues resolved but still steems to have Weapon issues (CGA appears fine) N/A
Hard Drivin - Playable - OK (no sound) N/A
Kings Quest - Playable - OK N/A
Kings Quest II - Playable - OK N/A
Kings Quest III - Playable - OK N/A
Kings Quest IV - Playable - OK N/A
LHX Attack Chopper - Playable - OK N/A
Lesuire Suit Larry - Playable - OK N/A
LOM Ddarks Revenge - Playable - OK N/A
Lords Of Midnight - Playable - OK N/A
Mechwarrior - Playable - OK N/A
Midwinter - Playable - OK TPM Not working (only extents)
Midwinter II - Playable - OK TPM Not working (only extents)
Power Monger - Playable - OK TPM Not Working (positions don?t match)
Populous - Not Working - Op Code Error at start Not Checked
Police Quest - Playable - OK N/A
Police Quest II - Playable - OK Works
Quest For Glory - Playable - OK Great
Rampart - Playable - OK TPM Not Working
Rogue - Issues - Main CHR now shown however some items still not (Gold) N/A
Sentinel - Issues - CGA Screen draw/scroll issues VGA messed up graphics, EGA no graphics drawn
Space Quest - Playable - OK N/A
Space Quest II - Playable - OK N/A
Stunts - Issues - INT Error - Can B through to main game N/A
Ultima I - Playable - OK N/A
Ultima II - Issues - Stuffed when game starts (background can't move etc.) Also on main menu scale/zoom do nothing?? N/A
Ultima III - Playable - OK N/A
Ultima IV - Issues - OP Code + Packed file is corrupt error (works with loadfix avatar) N/A
Ultima V - Playable - OK N/A
Anyway thanks again for another upadate of this great bit of DS homebrew Pate - will lookforward to seeing what you can acheive for the next update. Good luck with the TPM issues and whatever you decide to work on :-)
#174382 - olesolo - Sun Jun 06, 2010 8:56 pm
Log
Warlords - Playable Graphics glitches fixed. But there is some controls problems.
Darklands - Partly playable Fight part didn`t load.
Ultima: Worlds of Adventure 2: Martian Dreams - Partly playable Controls don`t work. Stuck in main menu.
Dominus - Don`t work Dos4gw\16M error but Main menu shows with a graphic glitches.
Tie fighter - Don`t work 386 opcodes not supported. Just a first frame of intro displayed before error.
Stronghold - Partly playable Skip intro or recieve an error. But stuck when choose people on the screen(?).
Some other games like Privateer, Syndicate, Heroes of Might & Magic, Theme Hospital, Dungeon hack - don`t work. See my log.
#174383 - olesolo - Sun Jun 06, 2010 9:11 pm
Pate thanks for a update!
olesolo wrote: |
Log
Warlords - Playable Graphics glitches fixed. But there is some controls problems.
Darklands - Partly playable Fight part didn`t load.
Ultima: Worlds of Adventure 2: Martian Dreams - Partly playable Controls don`t work. Stuck in main menu.
Dominus - Don`t work Dos4gw\16M error but Main menu shows with a graphic glitches.
Tie fighter - Don`t work 386 opcodes not supported. Just a first frame of intro displayed before error.
Stronghold - Partly playable Skip intro or recieve an error. But stuck when choose people on the screen(?).
Some other games like Privateer, Syndicate, Heroes of Might & Magic, Theme Hospital, Dungeon hack - don`t work. See my log. |
#174385 - phoenixclaws - Mon Jun 07, 2010 2:32 am
olesolo wrote: |
Some other games like Privateer, Syndicate, Heroes of Might & Magic, Theme Hospital, Dungeon hack - don`t work. See my log. |
I don't see Privateer working for a while (or at all possibly). It uses a really specialized kind of memory handling (JEMM) that took a long time for even DOSBox to handle correctly. Plus I think it required a 386 back then. [Mobygames - System Specs Source]
JEMM Source/Homepage. I'm not sure how relevant this is but if you read the "readme.txt" on the site there is mention of Privateer and Strike Commander. Both used some form of JEMM.
#174386 - vandyk - Mon Jun 07, 2010 4:04 am
dsx86.ini configuration to Supaplex, the classical configuration with DOS I get ERROR: FILE NOT FOUND. I Could say the configuration of Supaplex. says it's playable compatibility compatibility.
Please help! Pate , Mindwinter , etc .. xD!
Tell me the configuration
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#174387 - Pate - Mon Jun 07, 2010 5:08 am
phoenixclaws: Glad to hear the music problem in WC1 got solved! Yeah, Privateer seems to in fact require a 386 and 32-bit registers, so it won't work on DSx86.
midwinter: OK to post results here, but I think they will be more widely usable on the compatibility wiki. Too bad about the Bard's Tale, I had hoped it would run properly now. Fixing the current issue looks easy, however the problem in REVENGE in your log seems to be of the "executing data" type, so it will be more difficult to find and fix.
olesolo: Thanks for the log! The 386 opcodes in TIE and AESOP are of the kind that could be supported, so if the games don't really need 32-bit registers those might possibly work in the future. Privateer won't, though.
vandyk: Have you used the CD command to go the supaplex directory before launching the game? Sounds like supaplex.exe does not find the files it needs, and it tries to load the files from the current directory.
Thanks for testing again, keep the reports coming!
Pate
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#174388 - sePL80 - Mon Jun 07, 2010 7:06 am
Wow Pate, another great update, thank you so much.
here?s my log
http://pastebin.com/EjUkBNkh
A lot of more games are working now. (updating comp-wiki with my tested games)
This is so awesome...
#174392 - MrSkiz - Mon Jun 07, 2010 1:58 pm
Oh god Ultima Underworld works quite fine ! Now I must find a way to play it accurately TPM doesn't work and DPAD mode is slow.
#174395 - Master_Thief - Mon Jun 07, 2010 4:27 pm
MrSkiz wrote: |
Oh god Ultima Underworld works quite fine ! Now I must find a way to play it accurately TPM doesn't work and DPAD mode is slow. |
Did you get the saving to work?? Because I just get a "restore game failed" error. But other than that it seems to be running fine, if pretty slowly on anything but low detail (though I did get an "unsupported INT call error" when pressing shift, but that could be skipped).
midwinter wrote: |
Populous - Not Working - Op Code Error at start Not Checked |
That's weird, I managed to get it running fine??
From the testing I've done so far (currently about half of my games) there's plenty of progress in the games that had problems or weren't working at all.
The Catacomb Abyss, Armageddon and Apocalypse are now all working perfectly. Corporation, Crime Time, Goblins 2, Allan Border's Cricket, Crime City, Heimdall, Igor - Objective Uikokahonia, The Immortal, James Pond 2, Ken's Labyrinth, Lord Of The Rings : Fellowship of the Ring, Lost Files of Sherlock Holmes - The Case of Serrated Scalpel, Martian Memorandum, Stunt Car Racer, Populous, Nippon Safes, Mystic Towers and Out Of This World are also now all working.
Jimmy Whites Whirlwind Snooker, Laser Squad, Lord Of the Rings : The Two Towers, Moonstone, Speedball 2, A-Train, Batman Returns, Battlechess 4000, Gunship 2000 and Raiden have all improved over the previous release (but currently aren't quite playable).
Another great release pate :-)
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DSx86 Compatibility List
#174396 - Dwedit - Mon Jun 07, 2010 6:13 pm
Not the same JEMM. Hence the emoticon in the readme file.
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"We are merely sprites that dance at the beck and call of our button pressing overlord."
#174397 - Pate - Mon Jun 07, 2010 7:38 pm
sePL80:Thanks for the log! I appreciate how you add descriptions to your log file, makes it easy for me to check the specific game if needed.
Master_Thief: Thanks for the intermediate results, take your time with your testing the rest of the games! Looking forward to your log file when ready.
Btw, I managed to fix the horizontal scrolling jerkiness in Supaplex and Crystal Caves, however fixing that made the scrolling in Commander Keen 4 very jerky. Argh! I hate it when fixing the behaviour of one game makes another game misbehave. Well, I guess I still need to think of another approach to this fix.
Pate
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#174399 - vandyk - Mon Jun 07, 2010 9:38 pm
Pate wrote: |
phoenixclaws: Glad to hear the music problem in WC1 got solved! Yeah, Privateer seems to in fact require a 386 and 32-bit registers, so it won't work on DSx86.
midwinter: OK to post results here, but I think they will be more widely usable on the compatibility wiki. Too bad about the Bard's Tale, I had hoped it would run properly now. Fixing the current issue looks easy, however the problem in REVENGE in your log seems to be of the "executing data" type, so it will be more difficult to find and fix.
olesolo: Thanks for the log! The 386 opcodes in TIE and AESOP are of the kind that could be supported, so if the games don't really need 32-bit registers those might possibly work in the future. Privateer won't, though.
vandyk: Have you used the CD command to go the supaplex directory before launching the game? Sounds like supaplex.exe does not find the files it needs, and it tries to load the files from the current directory.
Thanks for testing again, keep the reports coming!
Pate |
Thank Pate you I me work perfectly!!! ..!!
Dangeouros Dave Playable !!!
#174400 - phoenixclaws - Tue Jun 08, 2010 2:00 am
Dwedit wrote: |
Not the same JEMM. Hence the emoticon in the readme file. |
I wondered about that but I couldn't find any detailed information besides that webpage.
#174401 - vandyk - Tue Jun 08, 2010 2:19 am
vandyk wrote: |
Pate wrote: | phoenixclaws: Glad to hear the music problem in WC1 got solved! Yeah, Privateer seems to in fact require a 386 and 32-bit registers, so it won't work on DSx86.
midwinter: OK to post results here, but I think they will be more widely usable on the compatibility wiki. Too bad about the Bard's Tale, I had hoped it would run properly now. Fixing the current issue looks easy, however the problem in REVENGE in your log seems to be of the "executing data" type, so it will be more difficult to find and fix.
olesolo: Thanks for the log! The 386 opcodes in TIE and AESOP are of the kind that could be supported, so if the games don't really need 32-bit registers those might possibly work in the future. Privateer won't, though.
vandyk: Have you used the CD command to go the supaplex directory before launching the game? Sounds like supaplex.exe does not find the files it needs, and it tries to load the files from the current directory.
Thanks for testing again, keep the reports coming!
Pate |
Thank Pate you I me work perfectly!!! ..!!
Dangeouros Dave Playable !!! |
The supaplex does not save the game. A solution Pate!
#174402 - Dwedit - Tue Jun 08, 2010 2:34 am
phoenixclaws wrote: |
I wondered about that but I couldn't find any detailed information besides that webpage. |
Check out Ross Ridge's MyJEMM, it's a rewrite of JEMM that lets Privateer run under Windows 95/98/ME. With source code too.
http://www.csclub.uwaterloo.ca:11068/myjemm.html
_________________
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#174403 - phoenixclaws - Tue Jun 08, 2010 4:02 am
Ah that's right. I forgot all about MyJEMM. I was already using WindowsXP when they figured out that method.
#174410 - drdim - Tue Jun 08, 2010 6:07 pm
Thank You so much Pate!!
I had more or less serious graphical glitches in most CGA/EGA games I've played, but with 0.14 I've yet to see any glitch! Even RISK works without any problems (so far)!
btw - has anyone already posted these lists?:
http://www.mobygames.com/browse/games/dos/tic,11/ti,64/list-games/
http://www.mobygames.com/browse/games/dos/tic,11/ti,65/list-games/
I think they could be helpful to track down games, which haven't been tested yet. If DSx86 reaches almost max compatibility at some point, there will be 1500-1800 playable DOS games :D
#174411 - Master_Thief - Wed Jun 09, 2010 12:47 am
Finally got the rest of my testing fished (all 245 of them...blimey, didn't realise there was quite that many).
Here's the log file
And here's the complete list of games with the updated comments
Like I said in my earlier post, there been progress in plenty of games, with quite a few more now being fully playable.
Great work again Pate :-)
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Last edited by Master_Thief on Wed Jun 09, 2010 7:13 pm; edited 1 time in total
#174413 - midwinter - Wed Jun 09, 2010 3:31 am
Ha Master_Thief that's epic. I know how long it took to run through my paltry list so I can only imagine how long it would take for ~250.
Great effort - I reckon you need to ask Pate do do you special test build. Somthing similar to a batch file so you set up your games list up and have DSx86 run first item on list, have a special key to dump memory properly (that virtual x dump/reset need work Pate - currently need to do a DS hard reset which is a bugger as DSx86 doesn't reset properly) and then it automatically runs second item etc. Would save a heap of time for testing. I know for me even using 4start.bat the fact that you need to hard reset the DS and then relaunch DSx86 menas it takes ages to work through.
And yeah - populous doesn't work for me. Could be the build however. Have to run via batchfile or vga switch after populous.exe etc. so might try another source when I get the time. Going to have to go through your list and see if there is any thing I fancy sourcing to play on the DS and thanks also drdim for those urls - will likewise have to go through those at some stage :-)
Hey vandyk - do I read that right - you finally got Suppaplex to work? I know the saves are an issue but you actually got it to run on the DS yeah?
Hey Pate - on the TPM whilst I reckon some sort of calibration could be an option however it does seem as if there are a couple of consistent behaviors (like the 0 offset top left corner increases as it moves away from that point and only being able to move around the extents) so might be some scope for workarounds maybe?
#174414 - Pate - Wed Jun 09, 2010 6:00 am
vandyk: I'll try to look into the supaplex save game problem soon.
drdim: Thanks for testing, and for the list of games. Should be very useful!
Master_Thief: Big thanks again for your herculean testing effort! Lots of interesting stuff in your log, mostly graphics opcodes which are easy to fix, but also a couple of weird issues and a few data execution problems. Will keep me busy for the next couple of days for sure. :-)
midwinter: Yeah, I'm aware the soft reset does not fully reset the DSx86. The problem with this is that some of the internal data structures are in the PC-mapped memory area (F000 segment mostly), which can be overwritten by a badly behaving game (especially those "Packed file corrupt" games), which then can't be reset in any other way besides fully booting DSx86.
I'll work on the TPM issues at some point, but I'm currently more interested in fixing the "Not working" games on the compatibility wiki. I think you can live with the D-Pad mouse in the games that don't work properly with the TPM, but you can't work around the "Not working" issue. :-)
Btw, I got the horizontal scrolling finally working properly. I finally figured out that I need to report the opposite "in VBlank"/"not in VBlank" bit to the PC program, as I actually blit the screen during the NDS VBlank time (which from the emulation point of view is the active screen scan time), and then do nothing with the PC emulated VRAM while the NDS screen scan is active, so I can report VBlank to the PC program during that time. Weird but works. :-)
Pate
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#174415 - midwinter - Wed Jun 09, 2010 7:04 am
No worries Pate - Actually in terms of regression testing your dev work to date hasn't really buggered anything. Maybe in terms of the compatibility wiki and testing for all the currently working games just leave the last known working version and then maybe just test the games that have problems? Would certainly be quicker and then if/when major work is undertaken could hit the relevant games (e.g. if you work on TPM then retest games that could use TPM).
I reckon the emu is pretty mature as is anyway Pate ? heaps of games work so big thanks
#174416 - sePL80 - Wed Jun 09, 2010 7:05 am
@Pate and Master_Thief
regarding Dune "386 opcode":
This is because of the "dune.bat", it says:
@echo off
logo
duneprg ENG VGA EMS 386
It is just there to play the logo before startup. I changed the 386 into 286 and it all works fine. So it?s just a bad written .bat.
The setup program of Dune creates a differently named .bat-file.
The game seems to run fine since 0.13, but without sound for me. Tried all audio devices. It also doesn?t play sound on DOSBox. (Dune downloaded at abandonia, maybe it?s a no sound version)
@Pate
Regarding sound -general question-
I think I have somewhere read a comment from you about the "SB DSP" op-commands, and how your sound emulation works in general.
But I can?t remember where that was...maybe if you could point me out to where it is written. The information could be included to a FAQ on the Compatibility List.
I got around the skippable "SB opcodes" opcodes in "The Island of Dr. Brain" (debug.log sent) and "Ecoquest 2" (no debug.log sent) by making sure that the Soundblaster-device isn?t selected for both Music and for Audio/Speech on the game-setup menu
Regarding sound -Thunderboard detection-:
Ecoquest 2 - the installation.exe of this game detects a Thunderboard device for the Audio section. It can be selected in the menu and the game runs fine (the same in DOSBox)
The Island of Dr. Brain - installation.exe does not detect the Thunderboard device for Speech section. It can not be selected. (the same in DOSBox)
and...Well great progress, I like horizontal scrolling :-)
@drdim: these lists could also be very useful for a FAQ. I was looking for a thing like this on wikipedia with no luck.
@midwinter: look at this page on the compatibility wiki for a preview version of the planned software sub-pages http://dsx86compatibility.pbworks.com/Xenon-2-Megablast
this is not the final layout, but Master_Thief and I are working on a template sheet right now.
#174417 - elwing - Wed Jun 09, 2010 8:45 am
sePL80 wrote: |
@Pate and Master_Thief
regarding Dune "386 opcode":
This is because of the "dune.bat", it says:
@echo off
logo
duneprg ENG VGA EMS 386
It is just there to play the logo before startup. I changed the 386 into 286 and it all works fine. So it?s just a bad written .bat.
The setup program of Dune creates a differently named .bat-file.
The game seems to run fine since 0.13, but without sound for me. Tried all audio devices. It also doesn?t play sound on DOSBox. (Dune downloaded at abandonia, maybe it?s a no sound version)
|
I can confirm that I got dune1 working nicely with version 0.13, however version 0.14 now return an out of memory error at startup.
#174419 - sePL80 - Wed Jun 09, 2010 9:41 am
@elwing:
Dune runs fine here on clean started DSx86 0.14.
I started it up several times now, using all different executables. all run fine (text in dune.bat needs to be corrected to 286 instead of 386)
Are you perhaps using a DS emulation program?
@Dune2 (problems mentioned before in this thread)
I didn?t have problems with freezes or with overwriting savefiles in 0.13.
(although regarding the freeze issue, I only played for about three hours without a freeze) Maybe you should check if the Dune2 version is updated with the latest update, this could eventually help.
At abandonia.com you can download an unofficial patch/fix for Dune II (v. 1.07)
#174420 - sverx - Wed Jun 09, 2010 10:45 am
sePL80 wrote: |
@Dune2 (problems mentioned before in this thread)
I didn?t have problems with freezes or with overwriting savefiles in 0.13. |
I've had that freeze only once, but I had very little time to test it on. I'm using patched version btw. I think we can ignore that freeze atm if we're experiencing it so rarely...
#174421 - midwinter - Wed Jun 09, 2010 11:38 am
Hey sePL80 - Had a look at the compatability wiki and yeah its looking good and the individual game pages would be great. Just a bit of work for somebody to update. Hadn't even realised you guys had a discussion going on there so had a read and noticed you posted a question about graphical interfaces. I had a huge DOH! moment - never even thought to try something like that. Used Dos Navigator for DOSBOX on the PSP so thought I would try that and it actually works pretty good :-)
http://www.ritlabs.com/en/products/dn/
Download the 1.51 binary and dump it on the card and then run DN. Gives and INT error (log below) but that can be "B" through.
When it first loads (provided the screen is zoomed to the Top Left which is the default at start) then just switch to the mouse and click into the left navigator pane (easiest to navigate via this pane). Then you can switch back and navigate with keys (easier) or just use the mouse. Actually works really good - just having a play then and could load and exit (back to DN) games really easily so could be a good tool maybe for testing.
Anyway folks check it out and let me know if it helps :-)
http://pastebin.com/vBiiRN8U - Log file for INT error
#174422 - madd - Wed Jun 09, 2010 1:26 pm
Thanks Pate, for this 0.14 release!
- Supaplex looks much better.
- Simpsons Arcade game, works great whit no errors and great screen colors!! now, also whit the trainer it works fine.
There is a little slowdown same time (example; when there are 5 or 6 cpu enemies). At "LEVEL 5: SPRINGFIELD BUTTE" when your walking near the waterfall the graffic's change fore same reason (darker colors), after completing stage 5 the colors are back to normal.
- Lamborghini American Challenge, works good.
It is very nice that you have add a debugger "E" command.
A gen a creed release.
#174425 - vandyk - Wed Jun 09, 2010 9:30 pm
Pate wrote: |
vandyk: I'll try to look into the supaplex save game problem soon.
drdim: Thanks for testing, and for the list of games. Should be very useful!
Master_Thief: Big thanks again for your herculean testing effort! Lots of interesting stuff in your log, mostly graphics opcodes which are easy to fix, but also a couple of weird issues and a few data execution problems. Will keep me busy for the next couple of days for sure. :-)
midwinter: Yeah, I'm aware the soft reset does not fully reset the DSx86. The problem with this is that some of the internal data structures are in the PC-mapped memory area (F000 segment mostly), which can be overwritten by a badly behaving game (especially those "Packed file corrupt" games), which then can't be reset in any other way besides fully booting DSx86.
I'll work on the TPM issues at some point, but I'm currently more interested in fixing the "Not working" games on the compatibility wiki. I think you can live with the D-Pad mouse in the games that don't work properly with the TPM, but you can't work around the "Not working" issue. :-)
Btw, I got the horizontal scrolling finally working properly. I finally figured out that I need to report the opposite "in VBlank"/"not in VBlank" bit to the PC program, as I actually blit the screen during the NDS VBlank time (which from the emulation point of view is the active screen scan time), and then do nothing with the PC emulated VRAM while the NDS screen scan is active, so I can report VBlank to the PC program during that time. Weird but works. :-)
Pate |
Good Pate I expect for your response to record since the item in supaplex.
Duke Nukem 3D not Playable>. <
#174426 - Sektor - Wed Jun 09, 2010 9:51 pm
#174427 - phoenixclaws - Wed Jun 09, 2010 10:23 pm
Haha, I wouldn't expect Duke Nukem 3D to function natively in DSx86.
This emulation port though will make due. No Sound but at least it is playable.
#174430 - jam_888 - Thu Jun 10, 2010 6:59 am
@vandyk
there is a port of duke nukem 3d to ds anyway just play that
edit: here is the link: http://nintendo-ds.dcemu.co.uk/duke3ds-duke-nukem-3d-for-nintendo-ds-released-56734.html
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#174431 - MrSkiz - Thu Jun 10, 2010 9:43 am
Too bad there were no updates to this DN3D port...
sePL80 : great idea this subpage !
About Alien Breed : I managed to run the game but at the title screen I can't move anything so I can't choose "start a new game" any advice ?
I also noticed that mobygames refers quarantine as with 286 minimum requirements. I must test this one !
#174434 - Master_Thief - Thu Jun 10, 2010 10:58 pm
Well it looks like Heimdall isn't working quite as perfectly as I first thought. The screen which is displayed when you talk to someone is corrupt (in both VGA and EGA modes).
@MrSkiz - RE: Alien Breed, you'll probably need to set up the controls by running config.exe.
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DSx86 Compatibility List
#174437 - Pate - Fri Jun 11, 2010 5:24 am
Wow, I enjoy very much following your work with the compatibility list! Very exciting to see new games added and existing getting updated, with even game-specific subpages! Lots of good info there both for me and for the users of DSx86, so again big thanks for all your work on that!
sePL80: Good find about the Dune .bat file. The 386 opcode on the logs really is a 386-specific opcode, so I was wondering how it is supposed to be running on a 286 with that. :-) I'm not sure what/where I have described to SB DSP stuff of DSx86... If it's not on my blog (or in this thread) I don't know where it might be.
Regarding a FAQ, the most frequent questions I get asked are "When will DSx86 run 386 programs?" (Answer: Never), "The music plays very silently, can you fix that?" (Answer: Yes, I plan to fix this and other audio issues during my summer vacation), and "Will game X work in DSx86?" (Answer: Please test it yourself and report the results!).
madd: Thanks for testing, glad you find the debugger "E" command useful. :-)
Master_Thief: Yeah, I also noticed the graphics corruption problem in Heimdall. No idea yet what causes that.
Also, Supaplex should perhaps not be on the compatibility list with the "Perfect" status, as the scrolling is pretty bad and the bottom score panel does not stay put. Since it will work better in DSx86 0.15, it can't be perfect yet in 0.14. :-)
Yesterday I again downloaded new games to test, and managed to fix the .DSK file problem in Wizardry 1 (and probably other Wizardry games). That was caused by the game trying to open file "WIZ1 .DSK", and my file routines not removing the spaces from the file name.
Edit: Btw, if you need game screen copies on the compatibility wiki, you can use the DSx86 debugger for that. Just break into the debugger with the upper screen showing the image you want, and use the debugger "P" (for Printscreen) command (followed by "v" for Enter). That will write a SCR00.BMP file to the root of your SD card. It always writes to that same file, but if you feel it is worthwhile I'll add a proper counter to the file name for the next version. Oh, the BMP is upside down and 512x240 pixels, but you can flip and crop it with any image application.
That's what I use for the game screen copies on my blog.
Pate
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#174438 - jam_888 - Fri Jun 11, 2010 9:01 am
oh cool thought you had to use emu to print screen
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#174442 - dantheman - Fri Jun 11, 2010 8:40 pm
jam_888 wrote: |
oh cool thought you had to use emu to print screen |
The standard DS homebrew library contains a function to dump a specific VRAM bank into a screenshot, which can be written to the filesystem, effectively allowing a programmer to include screenshot functionality. However, it can only be done with a single screen (the "main" screen, decided by the programmer), and it must be something the programmer manually supports in the program. Hacking the screenshot ability into already compiled homebrew programs that don't support it would be very difficult, and I've never seen it done, so for those you would still need to use an emulator.
#174443 - jam_888 - Sat Jun 12, 2010 4:32 am
ha so if i were to make a hommebrew game i had better put in the screen shot function early
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#174445 - another world - Sun Jun 13, 2010 7:36 am
Quote: |
Regarding a FAQ, the most frequent questions I get asked are "When will DSx86 run 386 programs?" (Answer: Never) |
any comments on the SuperCard DSTWO (with onboard CPU/RAM) and the announced release of an official SDK? it would be nice to see a development fork to support the additional hardware. perhaps we could be playing 386.
cheers,
-another world
#174446 - jam_888 - Sun Jun 13, 2010 8:25 am
wow on board CPU i doubt the ds will be able to access it fast but we will see
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#174448 - Pate - Sun Jun 13, 2010 12:44 pm
I just read your review of the DSTWO. It sounds interesting, especially with the onboard CPU and an SDK. I did not find info about the speed and type of the CPU, though, so it's hard to say how useful that would be. If it would happen to be faster than the current ARM9 (though I somehow doubt that), then it could perhaps be used for the 386 CPU core emulation, with ARM9 emulating the VGA features and ARM7 emulating the SoundBlaster. That really sounds intriguing. :-)
Pate
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#174449 - jam_888 - Sun Jun 13, 2010 1:17 pm
like your idea pate if you can would you make 2 versions of dsx86 or would you just have one version with 2 option non supercardtwo or supercardtwo
(also heard it will be 200mhz)
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#174450 - Normmatt - Sun Jun 13, 2010 1:21 pm
Pate wrote: |
I just read your review of the DSTWO. It sounds interesting, especially with the onboard CPU and an SDK. I did not find info about the speed and type of the CPU, though, so it's hard to say how useful that would be. If it would happen to be faster than the current ARM9 (though I somehow doubt that), then it could perhaps be used for the 386 CPU core emulation, with ARM9 emulating the VGA features and ARM7 emulating the SoundBlaster. That really sounds intriguing. :-)
Pate |
Its a mips cpu clocked at 333mhz and its the same cpu used in the latest dingoo revision.
#174452 - phoenixclaws - Sun Jun 13, 2010 9:14 pm
Heya Normmatt :).
I'm loving the progress you are making on DSx86 in your latest blog post Pate. It's amazing how much enthusiasm there is for the old DOS OS.
#174464 - another world - Mon Jun 14, 2010 4:53 am
Normmatt wrote: |
Its a mips cpu clocked at 333mhz and its the same cpu used in the latest dingoo revision. |
the dingoo cpu has already been over-clocked to 465 MHz by the person who ported dingux to the a330. many have already reported stable over-clocking of 433 MHz. it would be intesting to see how well the scds2 cpu over-clocks.
#174476 - madd - Wed Jun 16, 2010 3:39 pm
Maybe interesting;
Full Throttle, it requires an 80486DX whit an minimum ram of 8mb (according to mobygames).
It runs fine/Greed on the NDS by using ScummVM Emulator with support of a slot 2 card with extra ram. When testing an my superCard-lite, there are no slowdown or what so ever (tested the uncompressed game files) also not in the video's and by using sound/speeds.
Hire is the source available:
http://forums.scummvm.org/viewtopic.php?t=7044&postdays=0&postorder=asc&start=0
Maybe this can also helps for dsx86?
#174478 - sverx - Wed Jun 16, 2010 3:50 pm
ScummVM emulates a scumm, not a PC. It's a completely different thing...
#174482 - thedopefish - Wed Jun 16, 2010 6:49 pm
I just went through and tested a bunch of my old games again. Here's the ones that weren't already on the wiki.
Playable:
Overkill
Overlord (aka Supremacy)
Quadralien
Not Playable (Debug log):
Starflight 1 & 2
Sentinel Worlds 1: Future Magic
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#174483 - Pate - Wed Jun 16, 2010 7:33 pm
Normmatt, another_world: Interesting, I had no idea they would put such a fast CPU on a flash cart device. Looking forward to more info about the SDK. I'm not sure yet if I will actually use it with DSx86, but it would be interesting to look into all the same.
phoenixclaws: Thanks, the progress has been a bit slow this week, though. I am rather busy at work as I need to get a project there mostly done before my summer vacation, so I don't have much time to work on DSx86 during the week.
madd: Thanks for the source code link, I'll take a look at the sources for how the RAM packs are accessed.
thedopefish: Thanks for the log and info! Looks like the Starflight games specifically cause a division-by-zero interrupt, which however is not handled by the program itself. I wonder why they do that.. The problem in Sentinel looks easy to fix.
Pate
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#174522 - vandyk - Sun Jun 20, 2010 3:23 am
Pate wrote: |
Normmatt, another_world: Interesting, I had no idea they would put such a fast CPU on a flash cart device. Looking forward to more info about the SDK. I'm not sure yet if I will actually use it with DSx86, but it would be interesting to look into all the same.
phoenixclaws: Thanks, the progress has been a bit slow this week, though. I am rather busy at work as I need to get a project there mostly done before my summer vacation, so I don't have much time to work on DSx86 during the week.
madd: Thanks for the source code link, I'll take a look at the sources for how the RAM packs are accessed.
thedopefish: Thanks for the log and info! Looks like the Starflight games specifically cause a division-by-zero interrupt, which however is not handled by the program itself. I wonder why they do that.. The problem in Sentinel looks easy to fix.
Pate |
Jazz Jackrabbit Not Working "386 opcodes not supported" error when starting up . version 0.14 >.< ......help pate :P
#174525 - Pate - Sun Jun 20, 2010 8:52 am
Version 0.15 released!
This version has again various minor fixes, the biggest one being the removal of the need for the LOADFIX command for some games.
My summer vacation begins after next week! I have moved all the bigger issues forward so that I'll start working on them during my summer vacation, when I can focus on these properly. Can hardly wait. :-)
Please update the wiki after you have tested this 0.15 version, and send me the debug logs again. Thanks!
vandyk: I believe Jazz Jackrabbit really is a 386-game, so it won't run on DSx86, sorry.
Pate
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#174526 - midwinter - Sun Jun 20, 2010 12:50 pm
Hey Pate - Gotta love the fortnightly release window (which you are yet to miss)
Tested my list in it's entirety against V0.15
Pretty much status quo aside from a few fixes - Bards Tale I and II now work and UIV works due to your integrated LOADFIX (including when not the first run EXE)
Log: - http://pastebin.com/nCYigecw (includes a couple of DN (Disk Navigator) issues that are hard to replicate - i.e multiple loading of games etc. Left them in if you were interested however only the first DN error is consistent.
Games List:-
Ancient Art of War - Playable - OK N/A
Another World - Playable - OK (slow) N/A
Bards Tale - Playable - OK TPM Not working - Cursor fixed bottom Left
Bards Tale II - Playable - OK TPM Not working - Cursor fixed bottom Left
Battle Tech - Playable - OK N/A
Battle Tech II - Issues - OP Code error when using mouse, Missing Sprites/Graphics otherwise OK
Castles II - Playable - OK OK
CC - Not Working - Vector Graphics not drawn correctly and unable to draw cursor thus control game so can't start Unable to test
Dragon Lord - Playable - OK TPM Not working - Cursor only at extents of screen
Dragon Wars - Playable - OK Upper Left 0 offset - increases from this point
Dungeon Master - Issues - Ingame error - Master Disk Upper Left 0 offset - increases from this point
Eye Of Beholder - Playable - OK OK
Gunship - Issues - EGA - Issues with Weapons (CGA is fine) N/A
Hard Drivin - Playable - OK N/A
Kings Quest - Playable - OK N/A
Kings Quest II - Playable - OK N/A
Kings Quest III - Playable - OK N/A
Kings Quest IV - Playable - OK N/A
LHX Attack Chopper - Playable - OK N/A
Lesuire Suit Larry - Playable - OK N/A
LOM Ddarks Revenge - Playable - OK N/A
Lords Of Midnight - Playable - OK N/A
Mechwarrior - Playable - OK N/A
Midwinter - Playable - OK TPM Not working - Cursor only at extents of screen
Midwinter II - Playable - OK TPM Not working - Cursor only at extents of screen
Power Monger - Playable - OK Upper Left 0 offset - decreases from this point
Populous - Not Working - Op code error on Start Unable to test
Police Quest - Playable - OK N/A
Police Quest II - Playable - OK OK
Quest For Glory - Playable - OK OK
Rampart - Playable - OK TPM Not Working
Rogue - Issues - Slight Graphical Issues - Gold Not Shown N/A
Sentinel - Not Working - VGA - Garbage graphics - unable to play Unable to test
Space Quest - Playable - OK N/A
Space Quest II - Playable - OK N/A
Stunts - Playable - INT Error on start - Can B Through N/A
Ultima I - Playable - OK N/A
Ultima II - Not Working - Graphical Errors at start (Stuck character) N/A
Ultima III - Playable - OK N/A
Ultima IV - Playable - OK N/A
Ultima V - Playable - OK N/A
Another Great release Pate - will look forward to seeing what sort of stuff you tackle when you have some time if were planning to look at it whilst you are on holidays. Cheers :-)
#174527 - jam_888 - Sun Jun 20, 2010 2:02 pm
good release pate and as always more games work
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#174528 - drdim - Sun Jun 20, 2010 2:34 pm
great release as always!
I've got one question:
I'm currently playing a game with 640?200 EGA resolution.
(Falcon AT - works almost perfect! (some intro/menu screen issues))
Is it intented, that I only get 4:3 aspect correction when scaling the screen?
(although it's just a minor aesthetical thingy)
#174529 - vandyk - Sun Jun 20, 2010 4:19 pm
Pate wrote: |
Version 0.15 released!
This version has again various minor fixes, the biggest one being the removal of the need for the LOADFIX command for some games.
My summer vacation begins after next week! I have moved all the bigger issues forward so that I'll start working on them during my summer vacation, when I can focus on these properly. Can hardly wait. :-)
Please update the wiki after you have tested this 0.15 version, and send me the debug logs again. Thanks!
vandyk: I believe Jazz Jackrabbit really is a 386-game, so it won't run on DSx86, sorry.
Pate |
Pate help supaplex ...saved does not work!!! version 0.15 Y-Y
#174530 - phoenixclaws - Sun Jun 20, 2010 5:26 pm
vandyk wrote: |
Pate wrote: | Version 0.15 released!
This version has again various minor fixes, the biggest one being the removal of the need for the LOADFIX command for some games.
My summer vacation begins after next week! I have moved all the bigger issues forward so that I'll start working on them during my summer vacation, when I can focus on these properly. Can hardly wait. :-)
Please update the wiki after you have tested this 0.15 version, and send me the debug logs again. Thanks!
vandyk: I believe Jazz Jackrabbit really is a 386-game, so it won't run on DSx86, sorry.
Pate |
Pate help supaplex ...saved does not work!!! version 0.15 Y-Y |
Take it easy, vandyk. Pate is going to have summer vacation really soon: Quote: |
My summer vacation begins after next week! I have moved all the bigger issues forward so that I'll start working on them during my summer vacation, when I can focus on these properly. Can hardly wait. :-) |
So He might get a chance to work on that one game problem. Right now Pate is trying to get as many features that affect multiple programs. We can hope that he might be able to figure out your problem too.
Thanks again for your continual work on DSx86 :) and I'm glad that DOSBox has been of help since they (about 4 to 6 dedicated programmers) have worked long and hard on that program for many years. I helped out a tiny bit one year (still part of the beta team.)
#174531 - bob_fossil - Sun Jun 20, 2010 10:34 pm
Hi Pate,
Just wanted to say thanks for your continued work on this, especially as version 0.15 now runs Pushover. :)
bob_fossil
#174532 - Pate - Mon Jun 21, 2010 4:55 am
midwinter: Thanks for the testing and log!
jam_888: Thanks!
drdim: I use a game called Doubolo for testing the 640x200 EGA mode, and it scales normally, from 640x200 to 256x192. What exactly do you mean by only getting 4:3 aspect ratio correction?
vandyk. I quickly looked into the Supaplex save problem, but couldn't find other options than to save onto a floppy, and as DSx86 does not yet support A: or B: drives I moved on to other issues. Does Supaplex have the option to save into C: drive?
phoenixclaws: Yes, I use DOSBox all the time to test and compare games I try to run in DSx86. My usual method of debugging the games is to first run them in DOSBox and checking with the VS debugger what DOSBox does with the game at the situation I am studying, and then running the same game in DSx86 with iDeaS, and using the iDeaS debugger to debug the DSx86 behaviour at this same situation. :-)
bob_fossil: Thanks, glad to hear that!
Pate
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#174534 - jinjin - Mon Jun 21, 2010 6:47 am
I think Jitter mode is useless when I try to read texts in high resolution games. Supporting new scale mode will be nessesary.
#174536 - MrSkiz - Mon Jun 21, 2010 10:01 am
Looking forward to 3DSx86 emulating a Pentium IV 2,5GHz... :D
#174538 - jam_888 - Mon Jun 21, 2010 1:18 pm
what???
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#174539 - MrSkiz - Mon Jun 21, 2010 1:49 pm
Just dreaming of Pate making a kickass homebrew for the 3DS...
#174540 - Necrotek - Mon Jun 21, 2010 1:56 pm
Thank you, Pate, at last I was able to play Alone in the Dark. Maybe it's obvious but it's fully playable now, I played it through from beginning to the end, no errors.
#174541 - Pate - Tue Jun 22, 2010 4:39 am
jinjin: Yeah, my plan is to add a software smooth scaling method during my summer vacation. After that I might remove the Jitter mode completely, as it is not that much better than the hardware scaling.
MrSkiz: If 3DS can be made to allow the running of homebrew software, it does sound like an interesting platform to develop an advanced version of DSx86 on. We shall see..
Necrotek: Thanks for the info, it certainly was not obvious. I only test the games up to starting of the actual game (and I suck in playing games anyways), so it is very useful to know a game is playable all the way through.
Pate
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#174545 - Master_Thief - Wed Jun 23, 2010 1:05 pm
Another great release, plenty of new games now working and lots more improvements.
The 2 Castle Master's as well as Bubble Bobble no longer seem to be working though.
Now Playable
Alone In The Dark - Playable - Works perfectly, though is slow in places (mainly combat).
B.A.T - Playable - Works perfectly.
Batman Returns - Playable - Works perfectly.
Berlin 1948 - Playable - Works perfectly.
Cadaver - Playable - Works perfectly, though there are some minor graphical glitches.
Darkseed - Playable - Works perfectly.
Ford Simulator 50 - Playable - Works perfectly.
Hook - Playable - Works perfectly.
Indy 500 - Playable - Works perfectly, though is really slow.
Jimmy Whites Whirlwind Snooker - Playable - Works perfectly using just keybohard, using mouse gives an "unsupported opcode" error.
Laser Squad - Playable - Works perfectly.
Lemmings - Playable - Works Perfectly though is a little slow.
Lords Of Doom - Playable - Works perfectly using just keyboard, using mouse gives an "unsupported opcode" error.
Lost In time - Playable - Works perfectly.
Moonstone - Playable - Works perfectly
Oh No Not More Lemmings - Playable - Works Perfectly though is a little slow
Sleeping Gods Lie - Playable - Works perfectly, though is a little choppy
Space Crusade - Playable - Works Perfectly.
Speedball 2 - Playable - Has some graphic glitches ingame, but it is playable .
Spellcasting 101 - Playable - Works perfectly
Star Control 2 - Playable - Works perfectly
Stunt Island - Playable - Works perfectly, though is a little slow
The Great Escape - Playable - Works perfectly (needs moslo though).
Wizardry 1-5 - Playable - All work perfectly
Xenomorph - Playable - Cursor not shown correctly, but it's perfectly playable
Improvements
Formula 1 Grand Prix - Partially Working - Now gets ingame but gives an "unsupported opcode" error when entering a circuit
Gods - Partially Working - Game now runs, but there are various graphics problems
Guy Spy - Partially Working - Now gets in-game but gives an "unsupported opcode" when entering game
Heimdall 2 - Partially Working - Now gets ingame but gives continuous "unsupported INT call" errors
Heroes Of The Lance - Partially Working - Gets ingame, but has graphics issues
Killing Clouds - Partially working - Now gets ingame, but no cursor visible in EGA or VGA modes
Maupiti Island - Not Working - Gives lots of "unsupported port I/O" errors, then an "unsupported INT" error.
PGA Golf - Partially Working - Has some graphics errors with the menus and buttons, also the courses aren't shown properly.
Prophecy Of The Shadow - Partially Working - Now boots ingame, but crashes after selecting your character
Robocop 3 - Not Working - Graphics are corrupt, then freezes after selecting language
Spellcasting 201 - Partially Working - Graphic errors prevent some text being able to be read
No longer working
Bubble Bobble - Not Working - Now freezes at title screen (music continues to play)
Castle Master 1 - Not Working - Now freezes on character select screen
Castle Master 2 - Not Working - Now freezes after selecting begin game
Keep up the great work Pate :-)
The Logfile | Full List Of Games
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DSx86 Compatibility List
#174546 - Pate - Wed Jun 23, 2010 3:23 pm
Great, thanks for the log and updated compatibility list, Master_Thief! I was looking forward to your test report. :-)
Glad to see a lot of improvement, I'll need to check Castle Master and Bubble Bobble for what I broke in them in the new version.
GODS should work in the next version, I fixed the major graphics issues it had. There is still a problem with the zoom mode as I want to fix the weird graphics mode handling properly and not just for this game.
Pate
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#174555 - sverx - Fri Jun 25, 2010 2:22 pm
I noticed a little weird thing with the latest version: when switching video mode to 'jitter', some pixels on the right part of the (PC) screen goes off screen, but this happens only with some games, I guess it's because of different video modes. For instance it happens with Xenon2.
Btw keep up the good work Pate :)
#174571 - Crookedmouth - Sat Jun 26, 2010 11:56 pm
First I would like to thank you Pate for an incredible emulator. Its very exciting to me and brings so much to the DS.
Sorry if this is nothing new...
I know that probably most people might just use Windows 2.02 as a graphical user interface but I found a very small File Manager/Menu that is freeware and really works well for navigating your folders and executing executable files. Additionally it offers other file management. After version 0.15 Wolf File Manager began to work.
Furthermore, as many probably already know, AUTOEXEC.BAT files work with DSx86 when they are placed in the root of the C:/ drive. So now Wolf File Manager starts when you run DSx86.nds. For convenience I put the edited AUTOEXEC.BAT and WFM.EXE in an archive so all you need do is extract it to the root of your flash card and when you run DSx86.nds WFM will start.
Download it here
http://www.mediafire.com/?0wyj02qzko0
As an after thought I added the AUTOEXEC.BAT for Windows 2.02 so if you have the Windows folder in the root of your C: drive just place the AUTOEXEC.BAT file found in the Windows202AutoStartUp folder in the root also. It runs the VER 4 command automatically before running win.com.
I found Wolf File Manager at DOS Museum, check it out and the other great files such as ZZT which seems to work great in DSx86. Sorry you need to do the simple search in the corner because the direct links were to long. There are also a bunch of Ultima style RPGs that I haven't checked for compatibility.
http://www.dosmuseum.com/pages/themes.php
Thanks again!
#174573 - Pate - Sun Jun 27, 2010 5:02 am
sverx: Ah, yeah, I moved the actual screen data 8 pixels to the right for EGA modes in 0.15 (for the improved horizontal scroll handling), but I guess I forgot to adjust the Jitter mode screen start positions. Thanks for letting me know!
Crookedmouth: Welcome to the forum! Good info about the file manager and menu options! I hadn't realized a plain AUTOEXEC.BAT also works, I have just used the 4START.BAT in the 4DOS directory for autolaunching programs. If you feel like it, feel free to update http://dsx86compatibility.pbworks.com/Compatibility-List with info about the Wolf File Manager!
Thanks again for your continuing interest and encouragement for my work on DSx86! :-)
Pate
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#174577 - bob_fossil - Sun Jun 27, 2010 10:41 pm
Hi,
Here's an odd configuration file related issue, I noticed with Pushover.
1. Start game with push.exe
2. After configuration, frntend.exe is launched which shows title animation. dsx86 uses my defined frntend entry from the .ini file.
3. Games starts up. dsx86 claims frntend.exe is the current config but the emulator has switched back to the default configuration.
I tried the same with DosBox and at point 3, DosBox was showing Push.exe as the current process and not frntend. Looks like the switch back to the parent process is not seen?
Two other things: Here's a log file from Cannnon Fodder and could you make the tab key a bit wider as I keep getting a q instead of a tab keypress. :)
Thanks,
bob_fossil
#174582 - Pate - Mon Jun 28, 2010 8:30 am
Ok, thanks for the info about the config issue, it is certainly possible that return to parent process is not always detected properly. I'll look into this.
A few versions ago I increased the Tab key touch area leftward, so that you can aim for the left edge of the Tab button and it will register as a Tab key press. That should help you avoiding the 'q' button presses. :-)
The Cannon Fodder log looks like the game has jumped to F000:FFF0, which is the PC reboot address. I haven't yet coded support for that behaviour (as I'm not quite sure what would be the best way to handle a game requesting a reboot), but it is on my TODO list. This also happens in Wayne Gretzky Hockey and Jimmy White's Whirlwind Snooker if you answer the copy protection questions wrong.
Oh, btw, the new extended keyboard stuff as mentioned in my latest blog post might affect your dsx86config program. Just a heads-up in case you wish to add support to the extended keys.
Pate
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#174584 - sverx - Mon Jun 28, 2010 10:02 am
Hi Pate
... do you plan to add support for Covox/Disney Sound Source? I guess it would be quite simple... just reserve an aligned 4 bytes buffer (actually a 32bit var somewhere) and impose to one of the DS audio channel to play it continuously, at high rate, the higher the better I guess.
Then every time there's a byte sent to the parallel port, just multiply it by 0x01010101 and write it to that 32 bit var. This should do the trick :D
Two list of games supporting that printer-port-connected-DAC can be found here,here and some also here.
#174585 - Pate - Mon Jun 28, 2010 11:36 am
Interesting idea sverx! I did not realize a DS audio channel could play a 4-byte buffer in a loop, I thought it needed a minimum of 16 bytes (or was it words). Is there more info about that trick somewhere (how to initialize such a playing method)? I think that would solve the SB DSP command 1C problem as well, where the PC timer is used to handle timing and the SB DSP is sent one DAC byte at a time.
Oh, and my own LineWars II game also supports Covox audio, so I don't have to go far to look for a test program. :-)
Pate
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#174586 - sverx - Mon Jun 28, 2010 11:48 am
Yes, in Martin's GBATek I also read that a minimum of 16 bytes (4 words) is needed (here), but in my tests on my DSlite it worked also with just 1 word, both with 4 8-bits samples AND with 2 16-bits samples.
To play that, you just give SOUNDxSAD the buffer address, SOUNDxPNT should be 0 and SOUNDxLEN should be 1, then start replay with SOUNDxCNT = BIT(31)|BIT(27)|(64<<16)|127 ... which is SCHANNEL_ENABLE|SOUND_FORMAT_8BIT|SOUND_REPEAT|(64<<16)|SOUND_VOL(127)
edit: I forgot the freq. You can use libnds defines and use SOUND_FREQ(n) with n like 131072 (4 times 32KHz), IHMO.
#174589 - Pate - Mon Jun 28, 2010 2:33 pm
Cool, I quickly tested this with the SB Direct DAC handling, and it seems to work fine. :-) Audio quality is not all that great, though, but I'll experiment with different sampling rates and check if flushing the cache after every write will help.
Thanks again for the idea, that was very useful!
Edit: Ah, audio quality improved noticeably when I xored the byte with 0x80 instead of decimal 80. :-)
Pate
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#174591 - sverx - Mon Jun 28, 2010 2:51 pm
Pate wrote: |
Audio quality is not all that great, though, but I'll experiment with different sampling rates and check if flushing the cache after every write will help. |
I believe you should flush that part of the data cache after every write operation or it'll result in a lot of samples 'skipped'. Then, to have less delay possible in the sample reproduction, I'd use the higher frequency possible, but making sure that it doesn't slow down main memory access too much. I'd start with 23KHz x 4 for SB (it should be impossible to achieve more than 23KHz on a real SB using DSP command 1C, since it requires 2 writes -command&data- for every sample) and I'd use 44KHz x 4 for DAC (I believe nobody's using more than 44KHz replay rate...)
Hope it helps to improve, now I'm waiting to test it in the next release :)
(for the 1st parallel port the base I/O address should be written in BIOS at address 0x408. Usually the value there is 0x378)
edit: of course exadecimal is better ;)
edit again: maybe you should avoid the caching and the flushing writing directly to the buffer uncached address, I guess it's faster.
#174597 - bob_fossil - Mon Jun 28, 2010 11:00 pm
Pate wrote: |
A few versions ago I increased the Tab key touch area leftward, so that you can aim for the left edge of the Tab button and it will register as a Tab key press. That should help you avoiding the 'q' button presses. :-)
|
Yes, that works. Thanks.
Pate wrote: |
The Cannon Fodder log looks like the game has jumped to F000:FFF0, which is the PC reboot address. I haven't yet coded support for that behaviour (as I'm not quite sure what would be the best way to handle a game requesting a reboot), but it is on my TODO list. This also happens in Wayne Gretzky Hockey and Jimmy White's Whirlwind Snooker if you answer the copy protection questions wrong.
|
The same files with DosBox seem to work OK - the game starts up and is playable so I'm not sure why it's trying to reboot.
Yeah, I noticed the extended keyboard stuff. I'm guessing this is the default for entries and that you'd only want to turn it off for certain games. Not sure how to specify whether a particular entry in the config file needs non extended keys?
bob_fossil
#174599 - sverx - Tue Jun 29, 2010 9:49 am
Yesterday evening I tried "Pinball Dreams", I didn't see it was already on the list as "Not Working"... well, in fact it doesn't work, it freezes.
Turns out that in the directory there are a lot of SDR files, which are executable files (they have the 'MZ' well known signature) and I guess these are TSR that works as sound driver (even 'nosound' has one).
Pate, are you already supporting TSR?
I think this would be a perfect game to try sound routines, it has separate drivers for SB, SB2, SBPro and SB16, a driver for the PC speaker (which I believe it's using PWM) and a driver for Covox too.
PWM could be also achieved on dsx86 using a similar technique to which you're using now for SB direct sample... in this case I guess you just have to dynamically adjust the maximum value the program writes to the PIT (I guess you won't ever know that before...) so that it becomes 255 in your 8 bit buffer... or -even better- turn it into 65535 and you could use a 2x16bit sample buffer... well, this sounds good also for your SB direct sample and for DAC.
#174603 - Pate - Wed Jun 30, 2010 4:21 am
bob_fossil: Cannon Fodder probably detects something about the PC it does not like, so it wants to reboot. I'll try to look into that problem at some point. I have no ideas about how to select between extended/non-extended cursor keys in dsx86config, I'll leave that up to you. :-)
sverx: Yes, TSR programs are supported. I need to debug Pinball Dreams myself, but I'll probably test with other Covox programs first.
The PC Speaker PWM handling could indeed also use this trick of yours, I think the only problem is detecting when to use PWM and when normal PC Speaker sounds. I haven't yet looked into this to see whether it can be detected simply by the values/commands sent to the speaker ports.
The advantage with the 16-bit samples would be that I only need 2x sample rate instead of 4x rate, correct? I'll test this as well. The 8-bit direct DAC audio sounds pretty good already, but no harm in testing various options. :-)
I'll look into using non-cached RAM address as well, so far I haven't had a need to make a distinction between cached and non-cached RAM, so I am pretty unfamiliar with this thing.
By the way, I just quadrupled the AdLib-emulation audio volume (so it is now as loud or even louder than the SB sounds) and am in the process of implementing the rhythm instruments. I also looked into the auto-init DMA for SoundBlaster, but haven't implemented that yet. In any case looks like the focus of the next DSx86 version are the audio features. :-)
Pate
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#174609 - sverx - Wed Jun 30, 2010 9:35 am
Pate: yes, using 16 bits samples the sample rate can be halved. Of course your 'original' 8 bit value should be multiplied by 0x01000100 to fill your 32 bit buffer correctly with two 16 bit samples.
For the PC speaker mode, check this document taken from the GPE. In short, you can say how the speaker is working checking the 'mode' of the PIT and the value of the speaker port. If the speaker is connected to the PIT (bit 0 of port 0x61 set to 1, also bit 1 has to be set to 1 too) then it could be playing 'normal' square waves OR it could be playing PWM if the PIT mode is set to the so called interrupt on terminal count. Otherwise, if the speaker isn't connected to the PIT (bit 0 of port 0x61 set to 0) then the speaker could be playing -at 1 bit resolution- using bit 1 of that same port. (it's very noisy, but I did this in my games because I wasn't satisfied by the PWM very very low volume...)
About non-cached RAM: in this case you can write directly to memory avoiding to flush your cache and save time and cache contents too.
Good to hear about AdLib volume too :D
#174626 - sverx - Fri Jul 02, 2010 12:51 pm
Sid Meier's Railroad Tycoon ( http://dsx86compatibility.pbworks.com/Sid-Meier's-Railroad-Tycoon ) have a funny behavior with VGA mode: when you select an item from the menu, it 'disappear'. This funny behavior isn't present when choosing MCGA instead, so I guess you might be interested, and also those who mantain the compatibility website :)
#174628 - Pate - Fri Jul 02, 2010 3:39 pm
sverx, I just got your "Three" game playing music both with the DAC (Covox) setting and with Sound Blaster setting. The music has a bit more distortion than I think it should, but this same distortion happens in my LineWars II game using the Covox option, so it is not a problem in "Three". I'm not sure what the problem might be... I guess "Three" uses mod-style music with several samples mixed into the output, similar to what LineWars II does? Perhaps the SB and Covox hardware had some low-pass filters so that this distorion was not so apparent. Or perhaps we were not so critical about sound quality back then. :-)
Anyways, it was a bit too time-consuming using your "Three" game to test the audio features, as many times I forgot what I was testing when I got so into the actual game. It is too addicting! :-)
The current status of the SB auto-init DMA support is that it works in situations where both the SB's DMA Block Size and the DMA controller's buffer length are divisible by 128. Weird things will happen if they are not.
I'll take a look at that Railroad Tycoon, I suspect it might use the EGA/VGA boolean operators, which I have noticed are broken in DSx86, due to my exotic graphics memory layout.
In any case, lots of audio improvements are coming in the next version. :-)
Pate
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#174629 - sverx - Fri Jul 02, 2010 4:04 pm
It's nice you found my old game worth a try ;) Thanks :) Yes, Three uses a very very very simple mod-style system with 4 channel (mono/8 bits/not interpolated/not ramped) mixed together. In stereo "where available" (are you already supporting that too?). [Those were my first module playing routines ever...]
The sample mixing rate is variable and depends on CPU speed (8000 to 44100 AFAIR) so I guess it's not going very high on DSx86... you can try switching off sound effects and see if the rate changes (well, you could actually see the exact rate trapping the SB DSP command...).
The same with Covox (and PC speaker too), of course only MONO.
In short... do not expect that to play perfectly ;) (my DAC didn't have any filter at all in it, I can assure you... on the other hand don't forget the DS audio resolution is 10bit/32KHz...)
#174637 - Pate - Sun Jul 04, 2010 6:22 am
Version 0.20 released!
This version has mostly audio-related improvements, so not a lot has improved in the compatibility front, sorry. I hope the next version will add more compatibility improvements.
Let me know of any new problems that have crept up, as this version has some internal architectural changes which might have broken something.
Thanks for your interest in DSx86!
sverx: Only mono audio support in DSx86, as the stereo SoundBlasters would need stereo FM sounds as well, and the poor ARM7 can not cope with 36 sound operators that should be mixed at 32Khz speed.
bob_fossil: I removed the "Direct" screen output mode in this version, so that option can be removed from dsx86config as well.
Btw, the weather forecast here predicts temperatures up to 30 degrees C for the whole of next week, and we don't have air conditioning here in the north, so I might not get all that much done in DSx86 next week. My brain does not work in such temperatures!
Pate
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#174638 - phoenixclaws - Sun Jul 04, 2010 6:42 am
Thanks for another sweet update :D.. Hurrah for 0.20! It's so late here (1:45AM) that I don't have the time to really check this one out yet. Just wanted to thank Pate for his work :).
Note: Galactix 1.5 is working fine. I had one weird crash that showed an odd screen that i took a printscreen of
[Images not permitted - Click here to view it]
... Not sure what the deal is with it but Code: |
------------------- [GX1] --------------------
[42;1mUser-requested breakpoint[39;1m
GraphMode=13, EGAMode=40, Chain4=ON
AX=2580 BX=FFFF CX=0000 DX=A000 SP=36CA BP=371E SI=36F4 DI=371A
DS=18B7 ES=A000 SS=18B7 CS=02EE NV UP EI PL NZ ?? ?? NC
02EE:2995 833E160100 cmp word [0116],0000
Disassembly of code around the location:
02EE:2975 16 push ss
02EE:2976 268B0E2A0C mov cx,es:[0C2A]
02EE:297B 268B162C0C mov dx,es:[0C2C]
02EE:2980 03C8 add cx,ax
02EE:2982 52 push dx
02EE:2983 51 push cx
02EE:2984 FF76D8 push word [bp-28]
02EE:2987 FF76D6 push word [bp-2A]
02EE:298A 9A2409D813 call 13D8:0924
02EE:298F 83C40A add sp,000A
02EE:2992 E90000 jmp 2995 ($+0)
02EE:2995 833E160100 cmp word [0116],0000
02EE:299A 7E03 jle 299F ($+3)
02EE:299C E9F6FF jmp 2995 ($-a)
02EE:299F C70616010600 mov word [0116],0006
02EE:29A5 8346BE01 add word [bp-42],0001
02EE:29A9 837EBE5A cmp word [bp-42],005A
02EE:29AD 7D03 jge 29B2 ($+3)
02EE:29AF E9E5FE jmp 2897 ($-11b)
02EE:29B2 C746BE0000 mov word [bp-42],0000
02EE:29B7 E91C00 jmp 29D6 ($+1c)
02EE:29BA 9A782BEE02 call 02EE:2B78
02EE:29BF E90000 jmp 29C2 ($+0)
02EE:29C2 833E160100 cmp word [0116],0000
02EE:29C7 7E03 jle 29CC ($+3)
02EE:29C9 E9F6FF jmp 29C2 ($-a)
02EE:29CC C70616010400 mov word [0116],0004
02EE:29D2 8346BE01 add word [bp-42],0001
02EE:29D6 837EBE0A cmp word [bp-42],000A
02EE:29DA 7D03 jge 29DF ($+3) |
That is what the log showed.
Edit: You know I vaguely remember this being an error that rarely showed up when playing it on the PC ages ago. So it might be nothing.
Got to Wave 53 in DSx86 before I gave up.. It gets really hard after wave 49 and I could never hold onto my level 1 gun during the 5 wave cycle especially in wave 3 to get the level two gun.. ugh...
So much easier to play on the larger screen :P.
Btw, I noticed some crazy sound garbling that happened occasionally as I played. Not sure what that was about but it cleared up when a new sound was accessed.
Last edited by phoenixclaws on Mon Jul 05, 2010 3:18 am; edited 1 time in total
#174640 - midwinter - Sun Jul 04, 2010 11:50 am
Nice work Pate :-) - Probably won't be able to check out my games list for a couple of days so will post results when I am able.
Enjoy your holidays :-)
#174645 - nogginthenog - Sun Jul 04, 2010 6:08 pm
I finally got around to trying DSx86 today. I've been meaning to for ages. Wow! What can I say? This is a really cool emulator. I've been playing a few games from back in my college days. Great stuff!
A few comments:
Golden Axe: Graphics are really nice, music plays well. It's a little bit slow.
Space War: Works great, but it's far too fast!!!
Carrier Command (one of my old favourites): Seems to work well with minor glitches. The mouse pointer is not visible in any mode except CGA. Mouse also not visible when using touch pad and CGA. CGA+D-Pad is ok, but not very usable for a mouse orientated game.
The Sentinel: EGA/VGA not working, CGA OK. Scrolling is *very* weird! It's hard to explain, the graphics are changing but the screen's not scrolling.
Keep up the good work! :-)
p.s. can anyone recommend a DOS file manager that works well with dsx86? Something like Xtree, Norton Commander etc?
#174646 - phoenixclaws - Sun Jul 04, 2010 8:14 pm
nogginthenog wrote: |
p.s. can anyone recommend a DOS file manager that works well with dsx86? Something like Xtree, Norton Commander etc? |
I haven't had any problems yet with the last version of Norton Commander, 5.51, so far.
Btw, I tried some of the old Sierra CD games with DSx86 0.20 and now the digitized voices work but they are heavily distorted. You can make them out sometimes. The sound is like Joey from Beneath the Steel Sky distorted.
In Dsx86 0.15 they would just fail at playing the voices in general.
#174650 - Pate - Mon Jul 05, 2010 4:39 am
phoenixclaws: Thanks for the info, good to know that Galactix is playable so far! The digitized sound distortion/warble is a known problem, I believe it is caused by the screen update code. You can try if the distortion changes when you switch between 60FPS, 30FPS and 15FPS screen update. If it does, then this is the cause. :-) I'll need to figure out some tricks to improve this, currently I have no good solutions in mind.
midwinter: That's ok, no hurry in testing! This version probably does not show much improvement in your games anyways, sorry.
nogginthenog: Thanks for testing DSx86! I'll try to take look at Carrier Command and The Sentinel to get rid of the glitches.
Pate
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#174651 - jam_888 - Mon Jul 05, 2010 1:37 pm
i played dune2 to see if the voices would work but no they dont it does on dosbox oh well anyway one thing i did notice is the intro plays alot faster same with the gameplay i think it is cause of the speedup so thanks pate
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#174652 - sverx - Mon Jul 05, 2010 2:02 pm
DuneII digitized sound needs XMS, and I think that's quite low in DSx86 priority list...
#174654 - phoenixclaws - Mon Jul 05, 2010 6:16 pm
Grr, too bad DSx86 can't run Gabriel Knight: Sins of the Fathers.. It requires support of the DOS/4GW (Dos Extender) with 32-bits... Which I doubt will ever be supported unless SCDSTWO releases their SDK. And then only maybe. Other games used DOS/4GW, notably Doom, Star Trek: A Final Unity, and a lot of others... Though yeh all this required at least a 386 or a 486 to play some of those.
See http://en.wikipedia.org/wiki/Sierra's_Creative_Interpreter
Everything before SCI2 should be runnable on DSx86 but some of the games have timer/trigger issues with it.
LB2(Laura Bow 2 Disk or CD) for instance. I tried playing it but after you try to hail a cab you don't get in it. You just stand there forever with the cab running. Also in the intro there is a part where some cloaked man puts a strangled mans body into a trunk but he stands there forever until the music is over and then he puts the body in the trunk. So something isn't working quite right.
Edit: looks like URL tags were disabled in posts..
Last edited by phoenixclaws on Mon Jul 05, 2010 8:25 pm; edited 1 time in total
#174655 - Dwedit - Mon Jul 05, 2010 7:39 pm
Am I supposed to see scanlines flickering on and off on the bottom screen? It's happening regardless of whether the top or bottom is the main screen.
Edit: Nope, it's just my LCD screen breaking. :(
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#174664 - sePL80 - Tue Jul 06, 2010 2:00 pm
Hey Pate,
thanks for the new release, it?s great as always.
I tested a couple of games and I am going to update them on the wiki soon. Here?s my log for v0.20: http://pastebin.com/trj62AAk
The debug.log includes Opcodes for:
Ugh!
Warlords
Murder in Space
(Captain Blood)
(Visions of the Aftermath: Boomtown)
Island of Dr. Brain, and other Sierra games (skippable codes when running setup)
Troddlers
Die Hard 2
and reports for:
Gods
Battle Isle
Dizzy Prince of Yofolk
Dizzy Bubble
Alien Breed
Elf
some general questions:
Does v0.20 also support the extended key for right shift? (for Elf-game)
If there are any more keys supported than these mentioned in your previous blog entry, could you eventually also post these key-codes?
I?m regularily finding 000-Files in the root of my microSD, I think this is related to DSx86. They have a long numbers as names and are about 2 kb big (32 kb on microDS)
I always delete them, but I?m still a bit curious about how/when they are created (does anybody else have this?, I?m using cycloDS with b3 firmware)
@midwinter: thanks for the tip with the DOS Navigator (long time ago)
It seemed to be interesting with the integrated text-editor, but there were a lot of opcodes.
And to be honest. I dig your .bat file, now that I got used to it. (I put sections in it like: "Play", "test" and "test with next version" with some big X-es and underlines etc. around it. It?s probably the fastest way to start a program without using up additional memory-space.
Happy playing/programming/testing to all.
sePL80
#174667 - sePL80 - Tue Jul 06, 2010 11:17 pm
in addition:
I tested Alien Breed more thoroughtly now.
Here?s my actualized report on the game, as well as the opcodes.
I have not tested this game in the older versions of DSx86,
so I do not know if these are problems created by the 0.20-release or not.
http://pastebin.com/RaB3yDbH If some of these problems have already been reported, I?m sorry.
Best regards
#174668 - jam_888 - Wed Jul 07, 2010 4:39 am
hhmmm tried duke nukem 2 just to see if game play was faster in this vr but it just doesn't load at all hdd light goes on then after it is off the game still wont play just a black screen and nothing in the debug log
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#174671 - Pate - Wed Jul 07, 2010 2:07 pm
Ah, back on the net... A thunderstorm killed my ADSL filter and surge protector, so I didn't dare go online until I got new ones. The ADSL modem stayed alive, so I guess the surge protector did what it was meant to do. :-)
phoenixclaws: Looks like there are some issues with the PC timers still, I'll see if I can work something out.
sePL80: Thanks for the logs and testing info! The opcode problems in Ugh! and Warlords are taken care of by the internal architecture change I am working on. Same with Alien Breed, but it also uncovered a new bug introduced in 0.20. The beginning of BIOS F000:0000 area gets overwritten by my SB Direct DAC initialization, and Alien Breed seems to have hit this problem. Sorry about that..
The other games I need to test myself to see what is wrong in them, except the Die Hard 2 problem which is quite interesting! It sends byte 43h to port 36h, which is not a recognized port. Immediately after this it setups new timer speed to port 40h, which suggest this is most likely a bug in the game, as sending value 36h to port 43h would actually be the command to prepare for a new timer value. :-)
The key code for right shift is 36 (hex), which is not an extended key code, so it will work also in versions prior to 0.20. For a list of key codes, take a look here. DSx86 should now support all of those: http://www.arl.wustl.edu/~lockwood/class/cs306/books/artofasm/Chapter_20/CH20-1.html
The 000-files do sound like some sort of lost files, which points to a problem in libFAT. I don't use the absolutely latest version in DSx86, as I can't get iDeaS to run with it, for some reason.
jam_888: Duke Nukem 2 works fine here, so I don't know what might be the problem.
Pate
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#174674 - jam_888 - Thu Jul 08, 2010 7:05 am
hhhmmm odd i tried duke 2 on dosbox then on dsx86 same one copied and it worked on dosbox but not dsx86 so i re downloaded it same problem well i guess its just my ds acting up oh well
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#174706 - Master_Thief - Fri Jul 09, 2010 4:58 pm
phoenixclaws wrote: |
LB2(Laura Bow 2 Disk or CD) for instance. I tried playing it but after you try to hail a cab you don't get in it. You just stand there forever with the cab running. |
It doesn't happen if sound is set to PC Speaker, it only seems to occur if soundblaster is selected.
sePL80 wrote: |
I?m regularily finding 000-Files in the root of my microSD, I think this is related to DSx86. They have a long numbers as names and are about 2 kb big (32 kb on microDS)
I always delete them, but I?m still a bit curious about how/when they are created (does anybody else have this?, I?m using cycloDS with b3 firmware) |
They're something to do with the batch files. If you open them in notepad they contain the list of games in the first section of the batch file. Not sure when/why they're created though as after testing all my games there was just 7 created.
Right, on to the testing.
There was not much in the way of compatibility improvements (though that was to be expected), but there's several games that are no longer working.
Improvements
A-Train - Partially Working - Has some graphical glitches with the menus, but is now playable. (though did give a random opcode)
Gods - Playable - Game now runs, though there are some minor graphical problems
Pools Of Darkness - Playable - Works perfectly
Treasures Of The Savage Frontier - Playable - Works Perfectly
Now not working
Adventures Of Willy Beamish - Not Working - Now freezes with a black screen.
Catacomb Abyss - Not Working - Now freezes at when entering game screen
Catacomb Apocalypse - Not Working - Now freezes at when entering game screen
Catacomb Armageddon - Not Working - Now freezes at when entering game screen
Crime City - Playable - Now gives "unsupported INT call" errors after selecting most things ingame (though they can be skipped)
Dungeon Master - Not Working - Asks for you to insert the Dungeon Master disk into C: . Text is now not shown properly (text is just black bars).
Elvira 3 : Waxworks - Not Working - Now freezes with a black screen.
Ishar 1 - Not Working - Now freezes on startup
Leisure Suit Larry 5 - Not Working - Now gives a couple of "unsupported opcode" errors on startup
Mystic Towers - Not Working - Now freezes on startup (soundblaster sound is just garbled)
Police Quest 3 - Not Working - Now gives a couple of "unsupported opcode" errors on startup
Simon The Sorceror - Not Working - Now freezes on startup.
Star Trek - 25th Anniversary - Not Working - Now freezes on startup.
Star Trek - Judgement Rites - Not Working - Now complains about not finding dlgr.bmp.
Ultima Underworld 2 - Not Working - Now freezes with a black screen
X-Wing - Not Working - Now freezes with a black screen after mission brief
Logfile | Full list of games
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DSx86 Compatibility List
#174708 - Pate - Fri Jul 09, 2010 6:23 pm
Thanks for the extensive testing again Master_Thief!
Looks like several games now freeze, that is somewhat surprising. I found out that the freezing problem in Castle Master is due to my swapping the vertical retrace bit in the VGA Display Status register. I haven't yet looked into it properly to see why that would cause a freeze, though. I'll try to look into several of those freezing games to see what is going on before releasing the next version.
The Sierra game problems are weird, as those opcodes are supported and that code has not changed between 0.15 and 0.20. I'll need to check that myself as well.
Edit: I just tested Catacomb Abyss, and for me it doesn't even load properly in 0.20. In my current 0.21 development version it runs fine, though. Start Trek - 25th Anniversary freezes similarly in 0.20, but again runs fine in my 0.21. Perhaps the problems are caused by the bug in 0.20 that overwrote the start of the F000 segment.
Pate
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#174713 - phoenixclaws - Fri Jul 09, 2010 11:57 pm
Master_Thief wrote: |
phoenixclaws wrote: | LB2(Laura Bow 2 Disk or CD) for instance. I tried playing it but after you try to hail a cab you don't get in it. You just stand there forever with the cab running. |
It doesn't happen if sound is set to PC Speaker, it only seems to occur if soundblaster is selected. |
Ah, I would have never set the sound to PC Speaker since I never played the game that way nor would have I enjoyed it. :P
#174714 - midwinter - Sat Jul 10, 2010 12:37 am
Hey Pate - if the mission was to improve sound you certainly succeded. Finally got around to checking through my games list over the last few days and either hearing sound (or improved sound) was definatley noticed. Great stuff :)
Log file was here:- http://pastebin.com/HWxHHH22 however I reckon there are a few error entries that were not written to the log. For example Battle Tech II gave a port issue and then later a 386 opcode error (?? not idea why that one) however only the port error was in the log. There was also an INT error for Stunts (that can be B'd through however that also isn't in the log).
Anyway in regards to the testing :)
BattleTech II - Still issues using the TPM (port and this time a 386 op code error) however I allso had a crash/gamefreeze whilst using the TPM.
Carrier Command - Same issues as before (mouse cursor and graphics)
Dangeon Master - Somthing has changed - now the copy protection screen error the text is blacked out and the screen/DS is locked
Eye Of the Beholder - This game is working great (TPM etc.) however I did notice that there seems to be a weird issue with the dpad keys. Basically the directions are not mapping correctly to (i.e N,S,E,W) to the Direction pressed (U,D,L and R). Didn't really get a chance to check however has anyone else noticed this? (could have been an issue previously).
Gunship - CGA is fine but EGA has a wierd ingame issue that you cannot target and use weapons.
Populous - I get an opcode error but others have reported fine. I still need to source and check another version
Rogue - Same issue with CHR being drawn on screen (Gold and potion CHR's are not displaying)
Sentinel - VGA graphics are all messed up so not working.
Disk Navigator - Now get OPcode errors and it isn't working
Ultima II - Now appears to be working fine whereas it wasn't
Hmmmmmmmm........thats about it from me. As I said the sound really stood out as improved (i.e actually working in many instances or music and sound effects now working etc.) so as that was the goal - well done, another great release :-)
Looking forward to the next version so keep up the good work.
Also just out of interest how feasible is some sort of memory dump and restore? Most EMU's include a save/restore state and I just wondered if that was even possible (does DOSbox have anything like this? I am assuming not due to the variable dump size etc. however I guess my thinking was DSx86 was working within confined restraints (mem size) so might be possible to write 4 Meg file etc.). Anyway was just wondering :)
#174726 - Pate - Sat Jul 10, 2010 7:11 pm
Thanks for the log again midwinter! Glad to hear the audio improvements are noticeable. :-) Too bad I introduced some bugs and compatibility problems in this version, but I hope to work on the compatibility issues more in the next version.
I haven't coded DSx86 with a memory dump feature in mind, so it might be rather difficult to implement. Not impossible, but not quite straightforward, either. I'll add this to my TODO list, but no promises. :-)
Pate
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#174727 - Lazy1 - Sat Jul 10, 2010 9:00 pm
Obviously just daydreaming here, but would it even be technically feasible to add 386 features/instructions without having to implement the MMU portion?
#174732 - Pate - Sun Jul 11, 2010 10:36 am
Well, the 386 opcodes themselves do not necessarily need access to the whole 4GB memory address space, so if a game would only use 386-opcodes in real mode that could be supported. However, most games that need 386 processor want to use DOS4GW or some other protected mode enhancement, so by adding only real-mode 386 opcodes only a few more games would work, and even those might run too slow to play properly.
Also, implementing a MMU emulation is not impossible, and as DOSBox already does that I would have a good reference, but again I think the resulting performance would be the biggest hindrance.
I've got enough things to do with 286 real mode support for a while, so I haven't even looked at 386 support all that closely.
However, Nintendo 3DS looks like a great platform for full 486 (or even Pentium) emulation, so hopefully it allows homebrew development eventually. Could be that it is fast enough to run a port of DOSBox, though, in which case there would be no need for a platform-optimized emulator.
Pate
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#174764 - jam_888 - Sat Jul 17, 2010 5:00 am
the suspense of the new version is killing me
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#174766 - midwinter - Sat Jul 17, 2010 1:20 pm
midwinter wrote: |
Eye Of the Beholder - This game is working great (TPM etc.) however I did notice that there seems to be a weird issue with the dpad keys. Basically the directions are not mapping correctly to (i.e N,S,E,W) to the Direction pressed (U,D,L and R). Didn't really get a chance to check however has anyone else noticed this? (could have been an issue previously).
|
Ha - so I had a look at this and I am an idiot. Of course the U,D,L and R aren't mapping correctly, thats because in TPM mode the L and R are mapped to left and right mouse clicks so when I was using L and R the direction was simply picking up a movement IF the mouse cursor was over an ingame movement button.
DOH!!!!
Looking forward to a new version Pate :)
#174769 - Pate - Sun Jul 18, 2010 6:01 am
Version 0.21 released!
Perhaps the most noteworthy change is that this version runs Windows 3.0. I also tried to fix many of the problems introduced in the 0.20 (and some in 0.15) versions, so this is mostly a bug fix version. I have also done quite a bit of internal refactoring, so this version is also somewhat slower than the previous versions. Sadly that can not be avoided until I get the whole refactoring done.
Oh, and if you haven't noticed, I also released the source code for my AdLib emulation last week, so feel free to use that in your own programming projects if you want.
Thanks again for your interest in DSx86!
Pate
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#174770 - jam_888 - Sun Jul 18, 2010 7:07 am
yay windows 3 way better then windows 7
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#174771 - jam_888 - Sun Jul 18, 2010 7:52 am
ha i got 7 .ima files for windows 3.0 and i know there image filess but i have tried everything and i cant mount them im pretty sure there floppys but they just dont mount in dosbox dsx86 r any other program
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#174772 - Sektor - Sun Jul 18, 2010 8:09 am
Bet you didn't try google or wikipedia IMA file format.
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GTAMP.com/DS
Last edited by Sektor on Sun Jul 18, 2010 8:21 am; edited 1 time in total
#174773 - jam_888 - Sun Jul 18, 2010 8:16 am
i spent like 15 minutes on google aaarrgghhh oh well thanks
_________________
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#174774 - wlq1992123 - Sun Jul 18, 2010 9:21 am
I'm a newer here!But I also test several dos games!I've found many games that can be perfectly used.But I also found several games that had problems.The games have the same problems!
The nds screen shows the games like this!Oh,double game screen!
but the lower one is very bad!It's said that these games have the same
problems on dosbox!But I think the games can be well played if the scale (not only zoom,scale,jitter)can be free changed in the dsx86.ini.
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I'm sorry that my english is very bad!
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lingqiang wang
#174775 - phoenixclaws - Sun Jul 18, 2010 6:14 pm
Well at least the timers work properly now in LB2 :). Hope you can find a way to fix the digitized voices but otherwise this is an excellent emulator :).
Edit: Spoke too soon. The TAXI timer still is freezing up for me. The Intro one with the guy into the suitcase is working fine though.
#174776 - Master_Thief - Sun Jul 18, 2010 11:00 pm
Well I've managed to test those games that were broken in the last 2 versions (and a few others). And all of them apart from Ishar, were all back to where they were in previous versions.
Also A-Train and Batman : Caped Crusader now both seem to be working perfectly.
A-Train - Playable - Menus no longer have graphical errors and no more opcode errors given
Adventures Of Willy Beamish - Playable - Works perfectly.
Batman : Caped Crusader - Playable - Works perfectly
Bubble Bobble - Playable - Works perfectly (seems much quicker than it was in 0.14)
Castle Master 1 - Playable - A little choppy, but works perfectly
Castle Master 2 - Playable - A little choppy, but works perfectly
Catacomb Abyss - Playable - Works perfectly
Catacomb Apocalypse - Playable - Works perfectly
Catacomb Armageddon - Playable - Works perfectly
Crime City - Playable - Works perfectly
Dungeon Master - Partially Working - Asks for you to insert the Dungeon Master disk into C: on starting a new game.
Elvira 3 : Waxworks - Playable - Works perfectly.
Ishar 1 - Partially Working - Graphics are now corrupt (pallette not correct)
Leisure Suit Larry 5 - Playable - Works perfectly
Mystic Towers - Playable - Works perfectly (soundblaster sound is just garbled)
Police Quest 3 - Playable - Works perfectly
Simon The Sorceror - Playable - Works perfectly
Star Trek - 25th Anniversary - Playable - Works perfectly
Star Trek - Judgement Rites - Playable - Works perfectly
Ultima Underworld 2 - Partially Working - Gives a "386 opcode" error after creating your character
X-Wing - Playable - Works perfectly, though is pretty choppy
Not sure when I'm going to get the rest tested though, unplugging the charger earlier this week, ripped out the centre bit of the bloody slot. So my DS currently has a flat battery and no way of recharging it :(
EDIT - One other thing I noticed, was that the screen scrolling wasn't working as it should in some games. In a couple of the games I tested, the cursor would go completely off the side of the screen before it would start scrolling the screen, in Willy Beamish the screen scrolled when the cursor only got half way across the screen and in Blood Wych the screen doesn't scroll at all.
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DSx86 Compatibility List
#174778 - Pate - Mon Jul 19, 2010 4:38 am
wlq1992123: Welcome to the forum! Sorry, but I don't quite understand what kind of a problem you mean. Can you give examples of games that don't work properly?
phoenixclaws: I'll try to figure out something for the digitized voices, and I think I need to test that game myself to look into the timer issue.
Master_Thief: Thanks for the quick test! My aim was to fix the games broken in recent versions, glad to hear I reached that goal. Sorry about your broken DS, hope you can figure something out. The poor thing probably got overworked by all your intensive testing of DSx86. :-)
I was afraid the new D-Pad scrolling might not work properly in some games. The problem happens probably in games that use relative instead of absolute mouse coordinates, and draw their own mouse cursor. In this case the game can scale the mouse coordinates in whatever way it wishes, so the mouse does not need to match the coordinates DSx86 thinks the mouse is at. I need to improve on this handling, but I haven't yet figured out a way that would work in all situations.
Thanks to all of you for your testing again!
Pate
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#174790 - Master_Thief - Tue Jul 20, 2010 12:59 am
I've tested a few of the non working games using ideas (god it's alot slower than I remember). I can't comment on how fast they run or if the sound is working in them
Formula 1 seems to have been affected by the CPU detection change as it now says it needs a 286 processor. The background in Raiden now is shown correctly but the UI is still missing. The others now get in-game and all seem to be working correctly (though with the terrible speed of the emulator I wasn't able to do very in-depth tests).
Fates Of Twinion - Playable - Works perfectly??
Formula 1 Grand Prix - Not working - Now gives a "F1GP needs a 80286" error
Guild Of Thieves - Playable - Works perfectly??
Hill Street Blues - Playable - Works perfectly??
Race Drivin - Playable - Works perfectly??
Raiden - Partially Working - Background now showing, but there's no UI. (some other minor graphical glitches aswell)
Test Drive 2 - Playable - Works Perfectly??
Twilight 2000 - Playable - Works perfectly??
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DSx86 Compatibility List
#174803 - sePL80 - Tue Jul 20, 2010 5:47 pm
Hey Pate. Another interesting new release.
However I sank my Nintendo into a bathing lake 2 weeks ago...
and right now I can?t afford a new one... I hope to be back with a bigger DS soon...maybe just in time for DSx86 v1.00? (or sooner I hope)
If someone would is interested to further test the games that I have been testing, you?re welcome..
matster thief:
The only solution I can think of right now is a charger thats running with "induction?" energy. It?s a device with which you can load your mobile phone (or any other charged device) by just laying it on a "charger mat".
So just look for "induction charger" on the net and you should be able to continue to play with your DS.
Best regards
#174813 - elwing - Wed Jul 21, 2010 6:13 am
Master_Thief wrote: |
Not sure when I'm going to get the rest tested though, unplugging the charger earlier this week, ripped out the centre bit of the bloody slot. So my DS currently has a flat battery and no way of recharging it :( |
as mantioned by sePL80 a "solution" would be to use an induction charger... not sure they do it for the dsl through...
other solutions would be:
-solder a new port.
-use an external battery charger.
on this merchant: http://forum.gbadev.org/viewtopic.php?t=14429
you can find replacement port for DSi with "sku.42224" or for DSlite with "sku.15854". you can also find some external battery charger as for example "sku.25618" I've not seen a wireless charger on this site through...
obviously, replacing the port would be the best option, but it is not easy to do...
edit: hum forget about induction charger, all the one I find for DSLite use a kind of clip on design and use the charger port...
#174828 - Pate - Thu Jul 22, 2010 8:21 am
Sorry to hear that my two active testers have broken their DS! :-(
Master_Thief: Thanks for looking into testing with iDeaS, though I think it takes too much time to be worthwhile. Would you mind updating the compatibility wiki for the games you have managed to test? There does not seem to be all that many 0.21 version test reports there yet..
It would be nice to get the "Not Working" games (that at least partially work in the latest version) updated, in case people look at the list and decide not to try the game even if it would work fine in a newer version.
For DSx86 news, I just got the internal refactoring done, and it did make the emulation quite a bit slower, so now I am looking into optimizing the code again. I am also toying with the idea of attempting to emulate also the protected mode of a 286 processor. That would make DSx86 able to run Windows versions up to 3.11 in Standard mode, which should then run most of the 16-bit Windows software. I fear emulating a protected mode would really slow things down, though, so I'm not sure if it is worthwhile. On the other hand it would be very interesting for me to learn the internals of protected mode CPU behaviour...
Pate
_________________
#174830 - usotsuki - Thu Jul 22, 2010 2:58 pm
Well, keep the current emulation method for real mode, and just use the slower one for protected xD
As for disk images - Windows 3.x (including WFW 3.1x) will install on a real DOS if you just throw all their files in a folder (say c:\winstall), and run setup from there. You'll obviously need to take the files out of the disk images to do that (winimage, mtools, etc.)
3.0 in particular is picky about what can and can't be running in 286 mode (less so 386 mode).
#174831 - another world - Thu Jul 22, 2010 10:22 pm
i've played around with win3a a bit the last few days and some of it works while other parts of it crash. its fun but i don't see myself attempting to run applications in it.
does paint work for anyone? its just crashing for me.
any plan to optimize win3a for dsx86? a new zoom mode perhaps or better mouse-as-stylus tracking accuracy?
cheers,
-another world
#174847 - jam_888 - Sat Jul 24, 2010 9:39 am
paint in windows 3.x works fine for me
_________________
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#174848 - jam_888 - Sat Jul 24, 2010 9:40 am
hay i just realized it was recently dsx86's one year anniversary
_________________
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#174858 - Master_Thief - Mon Jul 26, 2010 3:20 pm
@sePL80 + elwing - Cheers for the suggestions, though in the end I picked up a cheap second hand DS Lite.
So onto the testing.
There's been improvements in a few more games. Along with some speed increases in a couple of games (Bubble Bobble, Lemmings and Oh No More Lemmings all now run much faster)
Heroes Of The Lance - Playable - No lomger has corrupt graphics
Jimmy Whites Whirlwind Snooker - Playable - Mouse now works perfectly
Legend - Playable - The cursor is now visible
Spellcasting 201 - Playable - No longer has graphical glitches
Terminator - Playable - No longer has any grphical glitches, though is still a little slow
The Adventures of Robin Hood - Partially Working - Now gets ingame, but gives an "unsupported opcode" error at random.
Veil Of Darkness - Playable - No longer has graphical corruption when leaving the house
Worlds Of Legend - Son Of The Empire - Playable - The cursor is now visible
Though there's been a few that have taken a step backwards.
Curse Of Enchantia - Not Working - Now freezes with a black screen after the intro.
Darkseed - Not Working - Now freezes when it gets ingame
Falcon 3 - Not Working - Now freezes after selecting mission
Gunship 2000 - Not Working - Now says it needs a 286/386/486 processor.
Hired Guns - Partially Working - Now gives an "unsupported opcode" when moving cursor ingame.
Igor - Objective Uikokahonia - Partially Working - Now gives randon opcode errors. Soundblaster gives "unsupported port I/O" error (can't be skipped)
Ishar 2 - Partially Working - Graphics are now corrupt (pallette not correct)
Lords Of Doom - Not Working - Now gives an "unsupported opcode" error after title screen
Nomad - Partially Working - Now has lots of graphical glitches
Transarctica - Partially Working - Graphics are now corrupt (pallette not correct)
Also there's seems to be a strange issue with Realms Of Arkania. Running it on my flashcard it always freezes with a blank screen on startup. However when I tested it using ideas the intro ran fine then gave an error about there not being enough room on the disk. So I tried it again on my flashcard and it still just gave a blank screen, I tested it on a different sdcard and downloaded a different version of it and it still wouldn't run on my flashcard but ran using ideas.
Logfile | Full game list
_________________
DSx86 Compatibility List
#174868 - Pate - Tue Jul 27, 2010 5:48 am
usotsuki: Yeah, I don't plan to sacrifice the Real Mode emulation speed to support Protected Mode. The new internal architecture should support adding protected mode as a separate memory access technique, like RAM, EGA and Mode-X are currently.
another world: I'll see what I can do about making Win 3.00a working better in DSx86. The improved zoom mode and stylys accuracy are both on my TODO list, but I also have all sorts of cleanups remaining from the internal refactoring, so I'm not sure what I have time to do for the next version.
jam_888: Yeah, you are right, I have been working on DSx86 for over a year now. Strange how time flies... :-)
Master_Thief: Great to have you back on the testing team! :-) The games in the log file all seem to be executing data instead of code now, so I'll need to debug those myself.
Edit: I debugged Curse of Enchantia, and found a bug in my refactored CMPSW opcode. I fixed that and Enchantia stopped hanging, so at least that should run better in the next version. I have also reverted back to my original CPU type reporting, as I noticed that Windows is happy with a single protected mode opcode that it uses to distinguish between 286 and 386.
Pate
_________________
#174908 - Pate - Sun Aug 01, 2010 5:42 am
Version 0.22 released!
It now has the refactored internals, and I have debugged and fixed various problems in the games mentioned on the compatibility list. No major new features, though, as my focus was still on the refactoring and getting it to work properly after the major internal changes.
My summer vacation ends today, so from now on I am back to the old rather slow progress with DSx86.
Thanks again for your interest in DSx86!
Pate
_________________
#174909 - phoenixclaws - Sun Aug 01, 2010 8:29 am
Ah I knew you'd have an update for us today :P.
Awesome to see the size of the program shrinking some more. Now it's smaller than the size it was at 0.02. Also all the various bug fixes for games are great.
One tiny bug I noticed (right off). I see there is a readout for Screen size in the middle box in the upper screen. Well if you put the lower screen into mouse/touchscreen mode (push select twice) then the screen size data (320x200 for instance) overrides the text that lets you know that you are in touchscreen mode. Nothing serious but rather obvious :p.
#174910 - midwinter - Sun Aug 01, 2010 10:30 am
Hey Pate - you are still too good - great to see another release :)
Missed the last one and by the time I was in a position to look at it I figured I might as well wait as you have been damn consistent with the updates. Just finished and all looks good. A couple of improvements in my games list now with only a couple left having issues. I didn't notice any difference in speed but then I haven't had a play with it for a couple of weeks so I others may be better placed to tell if there is any slowdown in some games.
BattelTech II gives unsupported OPcode when using the mouse still (however the graphical issues are now resolved) and I still get an OPcode error with Populous (although others have reported no issues - I have yet to source another version) and lastly Disk Navigator now gives a single INTerror that can be "B" through and looks to be working pretty good (testing booting into and out of a fair few games without issue).
Log file:- http://pastebin.com/Yyf9zWti
I did notice the mouse scroll when zoomed that I hadn't noticed it previously so that was a bit wierd (havn't changed default behaviour have you?) but no biggie (I thought I had it set - i.e default - to null). For the games I notice that Carrier Command is now all sorted so great stuff as well as the graphical issues with BTech II are likewise resolved. Couple of games still have persistent issues (the Gunship EGA one is wierd) but they are detailed in the game list.
Ancient Art of War - Playable - OK N/A
Another World - Playable - OK N/A
Bards Tale - Playable - OK TPM Not working - Cursor fixed bottom Left
Bards Tale II - Playable - OK TPM Not working - Cursor fixed bottom Left
Battle Tech - Playable - OK N/A
Battle Tech II - Issues - OP Code error when using mouse OK
Castles II - Playable - OK OK
CC - Playable - OK TPM fixed bottom Right
Dragon Lord - Playable - OK TPM Not working - Cursor only at extents of screen
Dragon Wars - Playable - OK Upper Left 0 offset - increases from this point
Dungeon Master - Issues - Ingame error - Master Disk Upper Left 0 offset - increases from this point
Eye Of Beholder - Playable - OK OK
Gunship - Issues - EGA - Issues with Weapons (CGA is fine) N/A
Hard Drivin - Playable - OK N/A
Kings Quest - Playable - OK N/A
Kings Quest II - Playable - OK N/A
Kings Quest III - Playable - OK N/A
Kings Quest IV - Playable - OK N/A
LHX Attack Chopper - Playable - OK N/A
Lesuire Suit Larry - Playable - OK N/A
LOM Ddarks Revenge - Playable - OK N/A
Lords Of Midnight - Playable - OK N/A
Mechwarrior - Playable - OK N/A
Midwinter - Playable - OK TPM Not working - Cursor only at extents of screen
Midwinter II - Playable - OK TPM Not working - Cursor only at extents of screen
Power Monger - Playable - OK Upper Left 0 offset - decreases from this point
Populous - Not Working - Op code error on Start Unable to test
Police Quest - Playable - OK N/A
Police Quest II - Playable - OK OK
Quest For Glory - Playable - OK OK
Rampart - Playable - OK TPM Not Working
Rogue - Issues - Slight Graphical Issues - Gold and some item characters not Shown N/A
Sentinel - Not Working - VGA - Garbage graphics - unable to play Unable to test
Space Quest - Playable - OK N/A
Space Quest II - Playable - OK N/A
Stunts - Playable - OK N/A
Ultima I - Playable - OK N/A
Ultima II - Playable - OK N/A
Ultima III - Playable - OK N/A
Ultima IV - Playable - OK N/A
Ultima V - Playable - OK N/A
Anyway great to see another release Pate and commiserations on the end of your summer holidays. Will look forward to any future updates as or when you are able - keep up the great work :)
#174911 - aero7707 - Sun Aug 01, 2010 2:00 pm
Highway hunter is now also working perfectly (very smoothly!), but the music is missing, though the sound effects are fine.
Nice work!
#174932 - Master_Thief - Wed Aug 04, 2010 9:10 pm
Plenty more improvements again Pate, keep up the good work :-)
BAT 2(minus the intro and sound issues), Flashback and Formula One Grand Prix are the new games playable in this version and a handful of those broken in previous versions are now working again.
Raidens graphical glitches are now fixed (which did indeed fix Alien Breeds too), Allan Border no longer freezes, Nomads graphical glitches seem to have been fixed too minus a minor one during the intro, the cursor is now visible in Killing Clouds so is now playable and Plan 9 now gives one of those new fangled "mode-x opcode" errors which can be skipped but is in theory now playable.
Allan Border's Cricket - Playable - Works Perfectly
B.A.T 2 - Playable - Playable, though the intro isn't working properly and the sound isn't working at all.
Curse Of Enchantia - Playable - Works perfectly
Darkseed - Playable - Works perfectly
Falcon 3 - Playable - Works perfectly, though is pretty slow ingame. Choosing config on title screen freezes game though.
Flashback - Playable - Works perfectly
Formula 1 Grand Prix - Playable - Works perfectly, though is pretty slow
Gunship 2000 - Playable - Works perfectly, though is pretty slow
Ishar 1 - Playable - Works perfectly
Ishar 2 - Playable - Works perfectly
Killing Clouds - Playable - Works perfectly
Nomad - Playable - Works perfectly, some minor graphical glitches though
Plan 9 From Outer Space - Partially Working - Gets ingame, but gives "unsupported mode-x opcode" errors at random (though these can be skipped)
Raiden - Playable - Works perfectly, though has lots of slowdown
Realms Of Arkania - Playable - Works if you run bladem.exe though is a little slow. The intro doesn't work though (running blade.bat) it just freezes with a black screen(no error given).
Transarctica - Playable - Works perfectly
Though there's been some that have taken a step backwards (or have stayed the same just now have different errors).
Colonization - Not Working - Now gives an "unsupported opcode" where it used to give an "out of conventional memory" error
Guy Spy - Partially Working - Now gets in-game but gives an "unsupported EGA opcode" when entering game in both EGA and VGA modes. CGA seems to be running fine.
Hexx - Heresy of The Wizard - Partially Working - Now gives an "unsupported INT call" error when entering game
Igor - Objective Uikokahonia - Partially Working - Now freezes at random
Lords Of Doom - Partially Working - No longer gives an "unsupported opcode" but has lots of graphical glitches.
Might And Magic 4+5 - Not Working - Now gives "unsupported string op seg/dir" error on startup
Race Drivin - Not Working - Freezes with blank screen after selecting your options
Space Hulk - Not Working - Now gives an "error in midi driver" error.
Ultimate Soccer Manager - Partially Working - The game works, but freezes at random
I'll have to take a closer look at Battle Chess 4000, Sleepwalker and Wizardry 6 though as my versions still don't work.
Logfile | Complete List Of Games
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DSx86 Compatibility List
#174934 - Pate - Thu Aug 05, 2010 5:21 am
Thanks for all your testing again! I've been busy with work-related stuff for the past few days, haven't been able to work on DSx86 at all since the end of my summer vacation yet. :-(
phoenixclaws: Ah, I forgot to hide the new resolution display in the touchapd mouse mode! Well, luckily that is just a minor cosmetic glitch.
midwinter: Thanks for the log and info! Yeah, I added screen scroll to the D-Pad mouse handling (mainly for Windows) in 0.21, I think.
aero7707: Thanks for the info!
Master_Thief: Thanks for your testing again! Good to hear I managed to improve some games. I downloaded my versions of Battle Chess 4000, Sleepwalker and Wizardry 6 from Abandonia, and just tried to run them (mostly without configuring them first). I didn't test them thoroughly, but was able to move the cursor or get ingame in all of them, so I wasn't sure what else to test. :-)
Pate
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#174946 - aero7707 - Sat Aug 07, 2010 8:52 am
I sometimes encountered a few unsupported sound blaster opcodes while playing highway hunter, but nothing too serious, I could skip past them and it continued fine.
Here's the log
http://tinypaste.com/9e05f
#174951 - jam_888 - Sun Aug 08, 2010 12:43 pm
heh maybe i should buy a dstwo kard i mean i can still use my psp to run a 486 in dos box but the reason i use dsx86 is because i like the interface a lot better i mean a lot so hope this goes well
_________________
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#174957 - phoenixclaws - Mon Aug 09, 2010 3:42 am
I am greatly encouraged by your continued support of DSx86 and can't wait to see how it runs as DS2x86 :). I'm glad I have the SCDSTWO as my primary flashcart now.
#175003 - Pate - Sun Aug 15, 2010 5:41 am
Version 0.23 released!
Not a lot of changes in this version, as I have been busy with other stuff. I tried to fix some problems introduced in 0.22, though.
Btw, could some of you testers look into the "Not Working" games on the compatibility wiki that have last been tested with 0.13 or 0.14 versions? It would be nice to get the status of those updated to reflect the latest versions of DSx86. Thanks!
Thanks again for your interest in DSx86!
Pate
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#175006 - erbsengehirn - Sun Aug 15, 2010 10:20 am
big Thx Pate :D
When you have time, can you take a look at the Game Fire&Ice? it runs fine but has no soundblaster sound.
http://www.abandonware-france.org/ltf_abandon/ltf_jeu.php?id=434&fic=liens
#175032 - Pate - Thu Aug 19, 2010 4:08 pm
Yeah, I noticed when I tested Fire&Ice that it does not play audio. I'll try to look into that at some point. Currently I am busy with the "DS2x86" version, so I don't know when I will get around to looking at it, though.
Pate
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#175036 - Sata - Sat Aug 21, 2010 8:41 pm
Hey Pate, you fixed the horizontal jittering in Commander Keen 4 and 5, but the jittering is still in the first 3 Commander Keen games. I think they might be the exact same problem but you never fixed it. Do you think it's the same problem too? It's just horizontal scrolling jittering, because vertical scrolling works perfectly.
#175055 - jam_888 - Sun Aug 29, 2010 1:35 pm
i like that your working on ds2x86 or whatever but can you please work on direct input of keyboard for some applications
_________________
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#175056 - Pate - Mon Aug 30, 2010 4:50 am
Sata: Welcome to the forum! The horizontal jittering in the older Commander Keen games is probably due to their using yet another method to sync to the vertical retrace signal (or possibly they don't sync at all!). It was rather difficult to get the vertical sync to work even as well as it does currently, so I am not sure if I can still fix it further to work also for the older CK games. I'll take a look at this after I have got DS2x86 running.
jam_888: I am not sure I understand what you mean, what direct keyboard input you mean? Perhaps you mean the proper stdin/stdout handling that is still missing? This is on my TODO list, but currently I am more interested in getting DS2x86 running so far that I can see if and how much speedup it will give compared to the plain DSx86.
Pate
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#175058 - jam_888 - Mon Aug 30, 2010 6:41 am
yes that's what i mean the stdin and stdout support and thanks for the answer that it's on your to do list
_________________
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#175215 - jam_888 - Mon Oct 04, 2010 8:56 am
hope you sought out that problem
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#175216 - headspin - Mon Oct 04, 2010 9:04 am
Pate wrote: |
Sata: Welcome to the forum! The horizontal jittering in the older Commander Keen games is probably due to their using yet another method to sync to the vertical retrace signal (or possibly they don't sync at all!). It was rather difficult to get the vertical sync to work even as well as it does currently, so I am not sure if I can still fix it further to work also for the older CK games. I'll take a look at this after I have got DS2x86 running.e |
That would be the "smooth scrolling" routine by John Carmack.
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game
#175223 - jam_888 - Tue Oct 05, 2010 1:22 pm
its good you got that problem with the slow down mostly sorted out
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#175224 - Pate - Tue Oct 05, 2010 7:14 pm
Thanks! Yeah, looks like 386 (or perhaps even 486) emulation will be quite possible with DS2x86, now it is just a question of adding all the new opcodes. Next I need to study the protected mode, and look into the needed memory access changes that would require.
Pate
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#175241 - jam_888 - Mon Oct 11, 2010 9:35 am
hay are you going to get a second compatibility list for ds2x86 or what
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#175245 - phoenixclaws - Wed Oct 13, 2010 2:42 am
I wouldn't doubt that there will have to be a second compatibility list pertaining to DS2x86.
#175406 - jam_888 - Mon Nov 15, 2010 9:46 am
very good interview it explained a lot :)
_________________
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#175778 - Lazy1 - Sat Feb 05, 2011 12:34 am
I finally got a chance to pick up my DS again and I am really impressed.
Flight Simulator 4 appears to be quite playable when set to EGA 320x200. :)
Do you plan on adding 16bit protected mode for the DSi?
Standard mode Windows opens up a tonne of cool apps and games. (especially a few favorites like Warpath and Oil Baron)
Would a packet driver be a feasible at all?
There are lots of neat network apps around.
#175780 - Pate - Sun Feb 06, 2011 7:16 am
DSx86 version 0.24 released (and also DS2x86 version 0.03)!
This version is built with the latest libnds so that it can run in DSi mode (with the proper hardware). No other changes yet.
Lazy1: Thanks for the compliments! A great idea about adding 16-bit protected mode features! I have been wondering how best to take advantage of the DSi mode, as adding 386-opcodes would be a lot of work and the resulting speed would still be very disappointing. Adding 16-bit protected mode opcodes (and thus emulating a proper 80286 processor) is a much better idea, as a 80286 processor can access only 16MB of memory and the protected mode features should be reasonably simple to add (now that I have already done that for DS2x86).
The packet driver would be interesting, but the problem is that I had to remove the WiFi code from the ARM7 side in order to fit my AdLib emulation there. I might attempt to make them both fit at the same time, but I don't consider that a very high priority.
Thanks for the protected mode idea, I think I'll attempt to do exactly that! :-)
Pate
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#175781 - Sir_Voe - Sun Feb 06, 2011 9:58 am
Nice. The DS2 version functions as you described, and I look forward to seeing it progress as it already seems off to a strong start.
The DSi mode version doesn't appear to function via sudokuhax, in case you didn't know, or anyone else was curious ("libFAT FAILURE!").
#175783 - yellowstar - Sun Feb 06, 2011 7:24 pm
Sir_Voe wrote: |
The DSi mode version doesn't appear to function via sudokuhax, in case you didn't know, or anyone else was curious ("libFAT FAILURE!"). |
Does it work with other cards? Does the latest hbmenu(compiled with latest libnds for DSi sdmmc) work? If not, we may need to tweak the sdmmc delay in libnds to fix that.
EDIT:
There was a change in sdmmc delay in SVN after the libnds release, some cards(like one of my cards) may only work with SVN not the recent libnds release.
#175784 - yellowstar - Mon Feb 07, 2011 1:54 am
I never used DSx86 before(never needed it) but I tested it via sudokuhax just to see if I'd get same libfat fail as Sir_Voe. Same libfat error with both of my cards, for DSi SD card support to work you need to update everything updated here: http://devkitpro.org/viewtopic.php?f=13&t=2551
#175785 - Lazy1 - Mon Feb 07, 2011 4:12 am
Pate wrote: |
Thanks for the protected mode idea, I think I'll attempt to do exactly that! :-)
Pate |
Excellent!
Would this be a DSi only feature?
Or would us cheapos with a lite be able to use the 16bit protected mode version?
Obviously there would be a performance impact, but some neat games for standard mode aren't dependent on speed. (Castle of the Winds, Oil Baron for example.)
#175786 - Pate - Mon Feb 07, 2011 6:48 am
Lazy1: I think the protected mode features could work also on DS Lite, but a problem might be the small amount of memory. The emulation itself takes about a megabyte, then there is the megabyte of normal DOS RAM, so there can only be less than 2 megabytes of extended RAM on DS Lite. On DSi I think I can add something like 12MB of extended RAM, which should be enough for many Windows applications.
yellowstar, Sir_Voe: I wasn't aware of a "sudokuhack", and still don't quite know what it means. Also, looks like the libnds was updated several times last week (which I missed), so in fact DSx86 0.24 is not built with the latest version that works with the sudoku hack. I don't know how I could test whether it would work even when built with the current libnds, I can only test with the CycloDS iEvolution, sorry.
Pate
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#175787 - yellowstar - Mon Feb 07, 2011 7:42 am
Pate wrote: |
yellowstar, Sir_Voe: I wasn't aware of a "sudokuhack", and still don't quite know what it means. Also, looks like the libnds was updated several times last week (which I missed), so in fact DSx86 0.24 is not built with the latest version that works with the sudoku hack. I don't know how I could test whether it would work even when built with the current libnds, I can only test with the CycloDS iEvolution, sorry.
|
http://forum.gbadev.org/viewtopic.php?p=175747#175747
I'm sure there's some other people here who would like to test it. As long as DSx86 doesn't need to write to the FS it should work fine with latest libraries/default arm7.(See libnds arm7 sdmmc.c source for why that code is disabled)
#175788 - sverx - Mon Feb 07, 2011 10:23 am
Pate wrote: |
Adding 16-bit protected mode opcodes (and thus emulating a proper 80286 processor) is a much better idea, as a 80286 processor can access only 16MB of memory and the protected mode features should be reasonably simple to add |
mmm... would that mean also having XMS on DSx86? (I really don't know if there was XMS [or EMS] on 286, I skipped that processor completely...)
edit: http://www.ludd.ltu.se/~ams/freedos/fdxms286/ looks like there's at least one XMS driver for 286. Now it would be nice to know how to load a device driver (.sys file) with DSx86 ... ;)
#175790 - Lazy1 - Mon Feb 07, 2011 6:50 pm
This may be a bit much, but what about monochrome graphics mode?
I know it's not immediately an OMG feature but think of this:
- Can be easily scaled by 1/2
- Rendered using subpixels (DS Screen would be 768x192, enough to fit a full screen width)
- Simple 1bpp framebuffer (well, IIRC you could program the video controller but I don't know how many apps used this)
#175797 - Pate - Tue Feb 08, 2011 2:42 pm
yellowstar: Ok, I'll see about supporting the sudokuhack in the future versions (if it needs some specific support).
swerx: Yes, I think XMS would need to be supported in DSx86 for the protected mode. I think I'll add an inbuilt XMS driver instead of an external device driver, that way I can support the features I want. :-)
Lazy1: I see what you mean by the monochrome support, but I don't think that would be very widely useable graphics mode. Perhaps then when I can think of no other improvements. :-)
Pate
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#175798 - sverx - Tue Feb 08, 2011 3:06 pm
Pate wrote: |
Yes, I think XMS would need to be supported in DSx86 for the protected mode. I think I'll add an inbuilt XMS driver instead of an external device driver, that way I can support the features I want. :-) |
The link I posted above also points to (286 ASM) source code :D
#175816 - jam_888 - Fri Feb 11, 2011 8:26 am
just realized there was no dsx86 like page on fb (im not an fb addict) anyway so i made one hope no one minds
_________________
i'm in the corner of your eye were you never want to look http://www.mediafire.com/?noymnnmtwmm
#175855 - Pate - Sun Feb 20, 2011 8:13 am
Version 0.25 released!
I added some preliminary Smooth scaling support, so far only in CGA and MCGA modes. Also, this version is again built with the latest (Feb 14th) libnds, so it now might actually run with the so-called "sudoku hack" in DSi mode.
jam_888: I don't mind, feel free to advertize DSx86 on Facebook. :-)
sverx: Interesting, an ASM source should be a very useful reference when adding the support into DSx86. I haven't yet started with the support, as I have still been mostly working on DS2x86.
Pate
_________________
#175857 - Sir_Voe - Sun Feb 20, 2011 8:44 am
Nice. It does indeed seem to function via Sudokuhax now. Those few freezing issues I reported previously no longer occur.
The "smooth" scaling looks great too. Thanks!
#175864 - nogginthenog - Sun Feb 20, 2011 11:56 pm
Just wondering: Any chance that DSx86 could take advantage of the DS memory expansion pak? (the one included with the DS browser)
#176037 - reveur81 - Fri Mar 25, 2011 2:17 pm
Hi,
very good job with Dsx86 for DS, it's wonderfull.
However, I'd like to play M&M4 on my ds. According to the compatibility list, it's working in 0.21 (no more after that).
But, i can't find the version (0.21). Please can you tell me where I could ?
I tried with the 0.25 :
Code: |
------------------- [XEEN] --------------------
[41;1m386 opcodes not supported![39;1m
GraphMode=13, EGAMode=40, Chain4=OFF
AX=1F88 BX=1F88 CX=00B0 DX=007D SP=0FDC BP=0000 SI=1F88 DI=0000
DS=5D8C ES=E320 SS=5A3F CS=3BD8 NV UP EI PL ZR ?? ?? NC
3BD8:6F47 8EE3 mov fs,bx
Disassembly of code around the location:
3BD8:6F27 2E8B16F20B mov dx,cs:[0BF2]
3BD8:6F2C 2E2B16F00B sub dx,cs:[0BF0]
3BD8:6F31 8BF3 mov si,bx
3BD8:6F33 2E8B0EEE0B mov cx,cs:[0BEE]
3BD8:6F38 2E2B0EEC0B sub cx,cs:[0BEC]
3BD8:6F3D 2E833E6A1C00 cmp word cs:[1C6A],0000
3BD8:6F43 7419 je 6F5E ($+19)
3BD8:6F45 2BED sub bp,bp
3BD8:6F47 8EE3 mov fs,bx
3BD8:6F49 8BDD mov bx,bp
3BD8:6F4B D1E9 shr cx,1
3BD8:6F4D D1D5 rcl bp,1
3BD8:6F4F D1E9 shr cx,1
3BD8:6F51 F366A5 repe movsd
3BD8:6F54 D1D3 rcl bx,1
3BD8:6F56 03CD add cx,bp
3BD8:6F58 03CB add cx,bx
3BD8:6F5A 03CB add cx,bx
3BD8:6F5C 8CE3 mov bx,fs
3BD8:6F5E D1E9 shr cx,1
3BD8:6F60 F3A5 repe movsw
3BD8:6F62 83D100 adc cx,0000
3BD8:6F65 F3A4 repe movsb
3BD8:6F67 81C34001 add bx,0140
3BD8:6F6B 4A dec dx
3BD8:6F6C 75C3 jne 6F31 ($-3d)
3BD8:6F6E 8CC8 mov ax,cs
3BD8:6F70 8ED8 mov ds,ax
3BD8:6F72 8B2E9816 mov bp,[1698]
3BD8:6F76 3E8B860A00 mov ax,ds:[bp+000A] |
#176038 - sverx - Fri Mar 25, 2011 5:36 pm
on filetrip I found the 0.22, maybe it works?
#176040 - Master_Thief - Sun Mar 27, 2011 12:58 pm
reveur81 wrote: |
However, I'd like to play M&M4 on my ds. According to the compatibility list, it's working in 0.21 (no more after that). |
Try changing the sound options. If I remember correctly M&M4 (and M&M5) gives a 386 opcode error if the sound's set to use SBPro.
_________________
DSx86 Compatibility List
#176046 - sverx - Mon Mar 28, 2011 8:51 am
I forgot, I have a copy of it on my microSD... now I placed it here :)
#176048 - Pate - Mon Mar 28, 2011 12:00 pm
@All: Sorry for being so silent lately, been busy...
@Lazy1: I just tested Oil Baron on the latest DSx86 build (which has the Win 3.0 Standard Mode support) and it seems to work. Starts up at least.. And it does not need DSi mode, it will run on DS Lite as well.
@sverx: I added built-in HIMEM.SYS support for XMS memory handling into DSx86. Looks like in "DS Lite" mode there will be about 570KB of XMS memory available (and 1.5MB of EMS). I could enhance the memory system so that the 2MB memory area could be provided as EMS or XMS depending on the game/software, but that will be for later.
@noggingthenog: I don't have a way of testing the DS memory expansion pack support, so I'd rather support DSi mode in situations where extra memory is needed.
@reveur81: Looks like you sent me an email about this problem as well? I replied to your email and attached the 0.21 version. It looks like the game does not realize it is running on a 286 machine, so there might be something wrong in my implementation of whatever method the game uses to determine the CPU type. I have had to change some of such code for Windows 3.0 Standard Mode, so the situation might be different in the next version again.
Pate
_________________
#176049 - sverx - Mon Mar 28, 2011 12:33 pm
Pate wrote: |
I added built-in HIMEM.SYS support for XMS memory handling into DSx86. Looks like in "DS Lite" mode there will be about 570KB of XMS memory available (and 1.5MB of EMS). I could enhance the memory system so that the 2MB memory area could be provided as EMS or XMS depending on the game/software, but that will be for later. |
Wonderful :) Can I suggest to place a slider on the lower screen to change XMS/EMS memory size? So that if you need XMS only you just slide completely -say- on the left and you'll have the whole 2MB available for XMS... many games/programs usually need a given amount of either one or the other, not both...
[edit: Dune II incidentally requires 2MB (total? or they mean XMS?), according to what's written on the box ;) ;) ]
Keep up the good work, Pate! :)
#176081 - Pate - Tue Apr 05, 2011 9:03 am
Version 0.30 released!
I actually released this last Sunday, but the forum has been down since.
The new version 0.30 implements 286 protected mode features, so you can run Windows 3.00a in Standard Mode! It works in DS Lite and DSi mode, but you will have much more memory available in DSi mode.
Feel free to test which 16-bit Windows programs you can get running, and let me know of the problems you encounter.
Thanks!
Pate
_________________
#176123 - sverx - Wed Apr 13, 2011 10:39 am
OK, maybe the on screen slider it's a bit too much... what about a setting in DSx86.ini configuration file about how many KBs allocate to EMS? Then the remaining RAM will be set to XMS, thus making it possible to have up to almost 2MB XMS also on the 'standard' (4MB RAM onboard) DS...
something like:
in the [DSx86] section. Uh? ;)
#176164 - Pate - Mon Apr 25, 2011 7:31 am
sverx: Yeah, I plan to add something like that. I think my problem with that is that I think the setting should be game-specific for maximum configurability, but since 4DOS already takes some EMS it is difficult to change the amount of EMS/XMS after some EMS is already in use. But I'll see what I can do.
Btw, DSx86 version 0.31 has been released a while ago. Sorry for being away for a while, but my work place has recently started blocking some sites, including this one (silly workplace, if you ask me). I can only access this site from home, and when at home I usually prefer coding over visiting forums. :-)
Pate
_________________
#176168 - sverx - Tue Apr 26, 2011 2:55 pm
Yes, I also think a per-game setting would be perfect, but if it isn't so feasible (because of 4DOS using EMS) then I think a 'global' setting would be anyway a good idea. After all I remember on my 386 each time I needed some more EMS or XMS I had to edit config.sys and/or autoexec.bat and reboot...
#176204 - Pate - Sun May 08, 2011 10:35 am
Version 0.32 released!
This version only has one minor fix, the direct file reading to EGA VRAM has been implemented. This allows Rockford to run, and fixes the graphics corruption problems in Heimdall when talking to other characters.
Pate
_________________
#176241 - Pate - Sun May 29, 2011 9:13 am
Version 0.33 released!
This version has the following fixes and improvements:
- Fixed a serious hanging issue introduced in version 0.24, caused by an incompatibility between my ARM7 code and libNDS version 1.5.0.
- Improved the speed and quality of EGA Smooth screen scaling code.
- DSi mode only: Implemented Smooth scaling for VGA 640x480 mode.
- Added a new configuration option "EMSSize" for choosing EMS/XMS RAM allocation.
Sorry about the past few versions having the hanging bug, it should now be fixed in this version.
Also, I added the new EMSSize configuration flag specifically for you sverx, hope you find some use for it. :)
Pate
_________________
#176251 - olesolo - Thu Jun 02, 2011 3:38 pm
Pate,
About this EMSSize option. I've DS Lite and use dsx86 ver 0.34
I setup EMSSize = 4 but when dsx86 started 4dos display "EMS swaping initialized (240K)"
As I understand it must say 4000K instead 240K? Bug?
#176252 - elhobbs - Thu Jun 02, 2011 4:35 pm
the ds lite only has 4 MB of memory in total. there is is not enough free memory to use that value on a ds lite.
#176253 - olesolo - Thu Jun 02, 2011 9:43 pm
elhobbs wrote: |
the ds lite only has 4 MB of memory in total. there is is not enough free memory to use that value on a ds lite. |
okay but even when I set EMSSize=1, 4dos still displayed 240K
#176254 - Pate - Fri Jun 03, 2011 4:04 am
The EMSSize does not affect the amount of EMS that 4DOS takes, it will always take 240KB. The parameter affects the amount of EMS you will have free after 4DOS has taken the 240KB!
So, if you set EMSSize to 1, you should have (1MB-240KB) free EMS for other programs.
You can check the available memory with the "memory" command on the 4DOS prompt.
Pate
_________________
#176255 - olesolo - Fri Jun 03, 2011 7:54 am
Pate wrote: |
The EMSSize does not affect the amount of EMS that 4DOS takes, it will always take 240KB. The parameter affects the amount of EMS you will have free after 4DOS has taken the 240KB!
So, if you set EMSSize to 1, you should have (1MB-240KB) free EMS for other programs.
You can check the available memory with the "memory" command on the 4DOS prompt.
Pate |
okay. now maximum EMS I received it's 1 638 400 even when I set EMSSize=4
:(
but as I understand it's possible to get more EMS on DSi?
#176256 - sverx - Fri Jun 03, 2011 12:45 pm
Pate wrote: |
I added the new EMSSize configuration flag specifically for you sverx, hope you find some use for it. :) |
Thank you! :) I've surely got some use for it :D :D
#176258 - sverx - Sat Jun 04, 2011 3:13 pm
Setting DSx86 EMS to the minimum (256KB) leaves DuneII enough XMS memory to run with digitized sound effects even on my DS lite, even if you really need to select 'Soundblaster' (and not 'Soundblaster Pro') from the game setup to achieve it... I suspect it's because it would try to store stereo samples otherwise, and this would require more memory. Sound score volume (OPL generated music) anyway is quite high compared to the digitized samples, I believe it's because of the amplification you applied in your adlib emulator. Another INI switch to disable that would be perfect ;)
BTW I'm experencing problems with the game, and it was working until some DSx86 versions ago. When you move an unit it just disappear from the game. I'm not sure if it's a bug in your emulator or something went wrong with my DuneII, but it remains even if I don't use any XMS/sounds/effects. I'll try to run some other tests as soon as possible.
Anyway it's been very nice to see the spoken DuneII intro on my DS screen :) I suggest everybody to try that, with 'smooth' scaling and 15fps refresh rate. Very very nice :)
Last edited by sverx on Sun Jun 05, 2011 6:02 pm; edited 1 time in total
#176260 - olesolo - Sat Jun 04, 2011 10:52 pm
sverx wrote: |
BTW I'm experencing problems with the game, and it was working until some DSx86 versions ago. When you move an unit it just disappear from the game. I'm not sure if it's a bug in your emulator or something went wrong with my DuneII, but it remains even if I don't use any XMS/sounds/effects. I'll try to run some other tests as soon as possible.
|
same here. units disappear from screen when start moving.
#176261 - Pate - Sun Jun 05, 2011 9:05 am
Yeah, DSx86 emulates SoundBlaster 2.0, not SB Pro. So selecting the plain SoundBlaster is the correct option. :-)
The problem with Dune II is probably in DSx86, and it would be a big help for me if you were able to determine in which version the problem began. You can download most of the old versions from my pages, just try for DSx86XXX.nds, where XXX=version number, like 031 (as in http://dsx86.patrickaalto.com/DSx86031.nds).
Thanks again for your interest in DSx86!
Pate
_________________
#176262 - sverx - Sun Jun 05, 2011 5:59 pm
I should have already most of the previous versions, btw yesterday evening I found out that the problem started with DSx86 version 0.30 and it was instead absolutely working in version 0.25 (which is 0.30 previous version).
I guess it's just a small bug in one of the opcodes you modified those days. Unfortunately I really can't give you any hint because I wouldn't know where to start. :| Probably this gives side effects on other games too, even if I didn't read about or directly experienced strange effects on other games...
Thanks for your great support :)
#176263 - Pate - Sun Jun 05, 2011 7:58 pm
Ok, thanks for the info! Version 0.30 brought some major changes, as I switched from 80186 emulation to 80286 emulation. So the cause has probably something to do with that change.
I'll do some diffs between the sources of those version to see if I can spot anything that seems suspect. At least that should give me some ideas for the parts of the code I need to debug.
Pate
_________________
#176284 - olesolo - Mon Jun 13, 2011 8:51 pm
Pate,
any chance to run Master of Magic in a near future on DSx86? ))
if you need any testing please let me know
#176285 - sverx - Tue Jun 14, 2011 8:54 am
Master of Magic? According to wikipedia it requires a 386... DSx86 actually emulates a 286.
#176286 - olesolo - Tue Jun 14, 2011 9:26 am
sverx wrote: |
Master of Magic? According to wikipedia it requires a 386... DSx86 actually emulates a 286. |
:(
#176287 - sverx - Tue Jun 14, 2011 9:39 am
You might be interested in DS2x86. Requires a SuperCard DSTwo and emulates a 386.
#176319 - Pate - Sun Jun 26, 2011 8:43 am
Version 0.35 released!
This version has the following fixes and improvements:
- Fixed a rare memory access problem introduced in version 0.30. This affected Dune 2 and possibly also other games.
- Fixed a register globbering problem in mouse callback routine, which caused Populous 2 to quit to DOS immediately after moving the mouse.
- Fixed an unsupported INT call and hanging problem in Battle Bugs.
- Improved PC Speaker audio handling and VGA 640x480 mode handling.
Enjoy!
Pate
_________________
#176328 - sverx - Tue Jun 28, 2011 9:47 am
Dune II seems to work perfectly now, though I just tried it a few minutes :)
Great work, as always, Pate! :)
#176446 - sverx - Thu Jul 28, 2011 10:41 am
JazzJackRabbit and Tyrian 2000 in latest DSx86 release, no longer give error about 286 CPU not correctly recognized, as said here:
http://dsx86compatibility.pbworks.com/w/page/27678449/Games%20not%20running%20because%20of%20internal%20CPU%20detection
They now complain about a "386 opcodes not supported", which is correct. ;)
#177056 - hacker013 - Sat Dec 03, 2011 1:17 am
I downloaded it and started to play around with it myself and I got some wierd bugs O.o and some good news ^^ (User DSx86 0.40)
It runs 4DOS 8.00 perfectly (But takes up 272 instead of 240)
So I started to build my personal dos version for it but it gave this error 386 opcodes not supported by QV & Arachne
For both i was using a version which was voor 286 and lower O.o
http://www.multimediaware.com/qv/dnreal.htm QV for playing wav & avi files
http://www.glennmcc.org/arachne/195-8086/ Arachne (Webbrowser) for viewing offline pages, and maybe sometime if you can add wifi support to dsx86 for viewing web pages online =D
~Hacker013
_________________
Website / Blog
Let the nds be with you.
#177261 - Asaki - Mon Feb 27, 2012 7:51 pm
I guess it's been a little while since the last post here, hope this thread is still checked...
Anyway, I've been playing a bit of DSx86 lately, and maybe this has been reported already, but the PC speaker audio in Ultima IV doesn't work.
I can't get PC speaker or SoundBlaster audio to work in Wizardry VI either. PC speaker just makes squealy noises (not surprised it doesn't work, the PC speaker audio in that game and VII is quite impressive), and SB mode doesn't do much of anything, except make small click noises. The graphics seem to be working fine now, though. I had tried the game a while ago in a previous version, and it didn't work very well.
Also, ugly things happen if you set the video to "smooth" in the CFG and switch to it.
#177262 - Pate - Tue Feb 28, 2012 8:46 am
I still occasionally check this thread, even though I have mainly moved to gbatemp forum (since I joined the Homebrew Bounty there).
The PC Speaker emulation in DSx86 does not support the digitized audio trickery used in some games, and also the SB Direct DAC support is rather poor. Perhaps these cause the problems in those games.
Do you mean the Smooth mode causes problems specifically in Wizardry VI, or in general if you have configured a game in DSx86.ini to use Smooth scaling? I'm not sure I understand correctly what you mean..
Pate
_________________
#177263 - Asaki - Tue Feb 28, 2012 1:35 pm
Pate wrote: |
I still occasionally check this thread, even though I have mainly moved to gbatemp forum (since I joined the Homebrew Bounty there). |
Do you have a link to that thread? I was looking around a bit, but I saw the link to this thread in the readme file, and figured that was a good place to start.
Pate wrote: |
The PC Speaker emulation in DSx86 does not support the digitized audio trickery used in some games... |
Yeah, I figured that much.
I don't know why the audio doesn't work in Ultima IV, though. I'm just using the regular default version of the game (no 256 color graphics or anything like that), and it doesn't sound like it's using any sorts of trickery in DOS or DOSBox.
Though I am using the GoG version of the game. I have another version that came on a magazine demo disc, I could try that and see if there's any difference.
Pate wrote: |
Do you mean the Smooth mode causes problems specifically in Wizardry VI, or in general if you have configured a game in DSx86.ini to use Smooth scaling? I'm not sure I understand correctly what you mean.. |
Yeah, I didn't word that very well. Just in general.
Say I have the U4 config set to be smooth, I switch to U4 in-game, and the screen goes all screwy. I have to switch through the options until I get back to smooth to fix it.
So I just set all the defaults to jitter, so I only have to tap the option once to get back to smooth.
----------------------------------
As an aside, to anyone who's interested, I've found a pretty decent little text editor that works in DSx86: http://www.gdsoft.com/shareware/ne300b.zip
All of the other Borland Turbo Vision based editors work too, and a couple other ones, but too bad I couldn't find one that ran in 320x200 (though I can understand why).
#177264 - Pate - Tue Feb 28, 2012 8:29 pm
The GBATemp DSx86 thread is here: Sorry, no gbatemp links please
The thread for DS2x86 is Sorry, no gbatemp links please
Even though the Homebrew Bounty is over, I have been using those threads to post info about update versions.
Okay, I guess I'll need to check the Smooth default in ini file, I don't think I have actually tested that ever! It probably skips the 16-bit color setting when using the ini file, and thus the screen gets corrupt. Should be an easy fix, thanks for letting me know!
Pate
_________________
#177273 - Pate - Sun Mar 04, 2012 2:29 pm
Version 0.41 released!
This version has the following fixes and improvements:
- Further "Jitter" mode screen scaling quality improvement.
- Implemented "scasb" opcode EGA VRAM access version (Titus the Fox)
- Implemented INT 6 (illegal opcode) for opcode 0x66 (Titus the Fox)
- Fixed the VideoParameterTable to have correct VGA Misc Register values in text modes.
- Fixed the "Smooth" mode initialization when used in dsx86.ini.
- New experimental proportional font used in 80x25 text "Smooth" mode.
Pate
_________________
#177274 - Cid2Mizard - Sun Mar 04, 2012 11:30 pm
Thanks ;)
_________________
www.nintendomax.com 100% Hack 0% Warez
#177290 - Asaki - Wed Mar 21, 2012 2:29 pm
You probably don't want to hear this, but the smooth scaling bug is still there on my end...
Also, is there a way to add autoexec commands, like DOSBox has in its conf file? I suppose I could try adding autoexec.bat and see if it loads it, it would be nice to have the program start out in C:\DOS, to save myself a lot of typing.
#177291 - sverx - Wed Mar 21, 2012 4:30 pm
#177292 - Asaki - Wed Mar 21, 2012 5:26 pm
Awesome, thanks.
#177293 - Pate - Sun Mar 25, 2012 6:48 am
Curious that the initial Smooth scaling setup still does not work for you, Asaki.. It might be that I only tested it for a certain graphics mode, and it does not yet work for all graphics modes.
I also need to work on the text mode proportional font system, so I guess I should again take a few days to work on DSx86 instead of DS2x86. I'll try to find this Smooth mode problem as well.
Pate
_________________
#177294 - Asaki - Mon Mar 26, 2012 2:03 pm
I suppose this little piece of info might help: None of the other settings seem to work, either. They don't glitch up like Smooth does, but they don't switch away from Zoom mode, either. So I just set it to Jitter, and then I only have to tap the vid mode once after switching to my config. I'm running on an original "fat" DS, if that makes any difference.
Would be nice if the vid/config didn't go back to default every time a new program launches. I like having the defaults for the command prompt, but some games switch between different EXEs (or COMs) as they're running.
#177338 - Pate - Sun Apr 22, 2012 6:31 am
Version 0.42 released!
This version has the following fixes and improvements:
- Fixed a couple of bugs in the proportional font 80x25 Smooth scaling.
- Another attempt to fix the "Smooth" mode initialization when used in dsx86.ini.
- Implemented DOS function INT 21 AH=87 (Moria)
http://dsx86.patrickaalto.com
Hopefully this version fixed the mode change problems for you, Asaki. I did not change the config going to defaults when the exe changes, as I fear that will cause problems, especially for new users.
Pate
_________________
#177488 - Pate - Sun Jul 01, 2012 6:31 am
DSx86 version 0.43 released!
This version has the following fixes and improvements:
- Opcode ADC used ARM adc instead of add in address calculations. Fixed.
- BCD opcodes (DAA, DAS, etc) did not work correctly. Fixed.
- Oveflow flag handling fixed in ADC and SBB opcodes.
- Fixed flags handling in opcodes REPNE CMPSB and REPNE SCASB when CX == 0.
- Fixed [bp+di+disp8] address calculation in several protected mode opcodes.
- Opcodes LIDT and LGDT did not clear the highest byte of 32-bit base address.
- Opcodes LAR and LSL did not handle selector type 0 correctly.
- Fixed pushing EGA memory value to stack in Lords of Doom.
- Fixed mouse scaling in proportional font 80x25 text mode.
Pate
_________________
#177560 - Maturion - Sat Aug 25, 2012 7:12 pm
Although it comes a bit late, congratulations for this new release. Getting better with every new version. :)
#177652 - =Polaris= - Sun Nov 18, 2012 10:13 pm
Hello
I am ashamed to come by here only to start whining, but I don't know who else could help me.
I am trying to get the first simcity game to work on ds2x86, but... I can't.
I am running the 0.34 version with 4DOS 7.50 DOS 5.00.
I can navigate to the game's exe file and launch it but then I have an error message, a bunch of number with "Unsupported port I/O!" written at the top...
I really hope I'm just unexperimented...
#177653 - sverx - Mon Nov 19, 2012 10:28 am
Have you tried using DSx86 0.43? I've been playing Simcity with no problems...
_________________
libXM7|NDS programming tutorial (Italiano)|Waimanu DS / GBA|A DS Homebrewer's Diary
#177654 - =Polaris= - Mon Nov 19, 2012 10:58 am
Only by copying the files and running the game ?
I'll try it.
Just tried it, same error message, if I keep pressing b, it loads up the main menu of the game line by line with the same error each time. Plus the colours of the menu are strange...
#177655 - sverx - Mon Nov 19, 2012 11:13 am
You should chose 'MCGA'. BTW here explains a fix, which might help you. I never used it, though.
_________________
libXM7|NDS programming tutorial (Italiano)|Waimanu DS / GBA|A DS Homebrewer's Diary
#177656 - =Polaris= - Mon Nov 19, 2012 12:13 pm
aaaand... Where should I choose MCGA ?
#177657 - sverx - Mon Nov 19, 2012 1:25 pm
if you type
then the following appears:
Code: |
USAGE: SIMCITY [/d{EeCTHM}] [/A] [/S{NITM}] [/JNGS] |
so you can try:
to run it in MCGA mode. Or follow the instructions to fix the EGA mode
_________________
libXM7|NDS programming tutorial (Italiano)|Waimanu DS / GBA|A DS Homebrewer's Diary
#177658 - =Polaris= - Mon Nov 19, 2012 7:45 pm
Now it says
Code: |
Cannot open graphics file:C:\SIMCITY\mono\CEGADAT.pgf |
#177659 - sverx - Mon Nov 19, 2012 10:21 pm
... my copy works without any problem, but I can't remember from which abandonware site I got it. Test your copy with DosBox, if it doesn't work then try searching it on some other website. Or try patching it as it was described...
_________________
libXM7|NDS programming tutorial (Italiano)|Waimanu DS / GBA|A DS Homebrewer's Diary
#177661 - =Polaris= - Tue Nov 20, 2012 11:52 pm
It runs perfectly in Dosbox...
Do you know any hexadecimal editor for the patching then ?
#177663 - sverx - Wed Nov 21, 2012 10:51 am
#177664 - =Polaris= - Wed Nov 21, 2012 12:45 pm
I didn't find those values the website is talking about...
And after a closer look I think it's because they are for Simcity Classic...
No information about Simcity on that website :(
Do you have any other ideas ?
#177665 - sverx - Wed Nov 21, 2012 1:48 pm
It doesn't find these strings in my copy too... check your PM.
_________________
libXM7|NDS programming tutorial (Italiano)|Waimanu DS / GBA|A DS Homebrewer's Diary
#177666 - =Polaris= - Wed Nov 21, 2012 4:25 pm
Your version works !!!
Thank you very much :):):)
Veryvery much !
Some colours are inverted, but it doesn't too disturbing.
#177667 - sverx - Thu Nov 22, 2012 10:02 am
It comes from one of the many abandonware websites, maybe you weren't so lucky and picked the wrong one...
_________________
libXM7|NDS programming tutorial (Italiano)|Waimanu DS / GBA|A DS Homebrewer's Diary
#177668 - =Polaris= - Thu Nov 22, 2012 6:23 pm
Seems like it...
The colours look fine if I launch it by typing
:)
Maybe you could help me out some more. I am now trying to run Little Big Adventure, which isn't listed on the compatibility list.
It's a game from 1994, which can run in DOS.
The video card is set on "Don't know", and the sound card on "No sound", "No music".
The game starts, but the screen is completely black, except a small line at the top which displays a scrambled image. I recognize the menu, but as soon as I press a button, (either on the DS or the keyboard), the game freezes.
edit : I changed the videocard to VESA compatible, now the screen is fine.
#177670 - sverx - Fri Nov 23, 2012 2:05 pm
VESA? Curious. I don't know that game, but I guess you should try selecting EGA or VGA as you first choice...
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#177671 - =Polaris= - Fri Nov 23, 2012 3:58 pm
All the others are specific ones, except the one that says VESA compatible...
Do you happen to know exactly what card does dsx86 emulates ?
And what sound card ? The official website says sound blaster, but I can choose from about 6 different ones, each asking for an adress, IRQ and DMA Channel.
Just tried out all the cards ith "VGA" in their name, I always get an
Code: |
Unsupported graphics mode
2E requested |
error.
With VESA compatible, it starts, but as soon as I push a button, the game freezes, but not the emulator, I can still tap on the keyboard...
#177672 - sverx - Fri Nov 23, 2012 4:27 pm
DSx86 emulates CGA, EGA, MCGA and VGA. It emulates a SoundBlaster 2.0 or lower (and upper, to some extent... BTW mono, AFAIR)
Should work with any SB address/IRQ/DMA but if it isn't so, try 0x240/5/1.
Where can I read the system requirements for this game?
edit: found them in Wikipedia. It says
Quote: |
256 colors SVGA VESA-compatible video card with 512 KB RAM |
which isn't emulated at all in DSx86, IIRC.
edit again: DS2x86 emulates SVGA. Read the Mar 4th, 2012 post in Pate's blog. (You need a DSTwo to run DS2x86)
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#177673 - =Polaris= - Fri Nov 23, 2012 5:54 pm
I do have a DSTwo and was running DS2x86 all along.
It now says
Code: |
Error MidiDriver: Sound Hardware not found. |
Tested both Sound Blaster 1 and 2.
And what about the freeze ?
#177674 - sverx - Sat Nov 24, 2012 1:51 pm
I see, I made a bit of confusion then. I don't have a DSTwo so I never tried DS2x86, buf AFAIR the SoundBlaster emulation isn't complete, so you should try with no music. Read Pate's blog posts (even older ones) if you need more info.
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#177676 - =Polaris= - Wed Nov 28, 2012 11:06 pm
It starts only if I set it on "no sound" and "no music". But it freezes as soon as I press a button...
What's frustrating is that when I stay on the menu long enough, it shows actual scenes from the game, they are a bit slow, but else perfect ! Why can't I press any damn button ? I'm going to ask at an LBA forum if anyone has encountered that kind of problem while emulating it on PC.
Thanks for all your help once again :)
#177678 - sverx - Thu Nov 29, 2012 10:39 am
Are you using DS2x86 0.35 btw? Because in Pate's blog is says:
Quote: |
Mar 11th, 2012 - DS2x86 version 0.35 released!
This version has the following fixes and improvements:
Improved keyboard emulation (fixes Little Big Adventure hang after key press). |
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libXM7|NDS programming tutorial (Italiano)|Waimanu DS / GBA|A DS Homebrewer's Diary
#177688 - =Polaris= - Thu Nov 29, 2012 7:10 pm
-.-
I... can't believe how dumb I am... Downloaded, works ! Except for the sound, but it's still playable.
Thank you very much !
LBA1 was my first computer game, running it on a portable device was I dream I had ever since... Thanks again !!!
#177702 - Pate - Tue Dec 04, 2012 7:48 am
Hi, sorry for being out of touch for a while..
I just posted a new blog post at http://dsx86.patrickaalto.com/ which at least partly explains what I have been doing instead of DSx86 since last April. :-)
Pate
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#177731 - olesolo - Sat Dec 22, 2012 8:49 pm
hi pate!
i've just tested ds2x86 on dsi and it's awesome! but i wonder could you add a Smooth scale to ds2x86?
#177973 - hacker013 - Thu Jun 20, 2013 1:48 am
I found a version of lynx for the 286 so I hoped you could emulate a ethernet driver of some sort so we can browse the internet from your emulator :)
http://users.ohiohills.com/fmacall/
286 Version of lynx
If we also can get mplayer running on the 286 then we can play Youtube and Dailymotion video on the nds :) Required tools can also be found on the same provided url ^^.
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#178503 - fabricio - Thu Oct 15, 2015 3:36 pm
Sorry for coming here and posting on an old thread,
In the hopes that people don't flame me too much I'd like to start by saying that I googled about this a lot and read through everything related to DSx86 which I could grasp uppon.
Is there a code I could map to a DS button to switch back and forth from TPM mode while in Smooth screen mode?