Search found 537 matches

by leilei
Tue 22 Sep, 2015 12:05 pm
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

Re: r.335 - Win9X Game issues

Revision 354 Dark Colony - Crashes before main menu. Frogger - Software mode sometimes displays garbage on water and cars' windows in level 1. Glide is fine. Jedi Knight - With Trio64, Weapon model doesn't appear in software rendering unless Backbuffer in System Memory is checked. Does not occur wit...
by leilei
Mon 21 Sep, 2015 2:02 pm
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

Re: r.335 - Win9X Game issues

3dfx Glide looks a lot better, but that has a buffer issue with the pause menu and also it freezes at some point during the first trip mission.

why i didn't think of testing I76 earlier i'm not sure. I'd assume that'd be fine if Battlezone works relatively better for being technologically derived
by leilei
Sun 20 Sep, 2015 2:26 pm
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

Re: r.335 - Win9X Game issues

That implies i've applied patches that don't really matter to these tests (except the ViRGE patch which i'll get to later)...which i have not though switching video to Trio64 does show that Giants fails on the ViRGE driver without a chance to initialize the Voodoo next, so chalk that as NOTPCEMBUG. ...
by leilei
Sun 20 Sep, 2015 7:21 am
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

Re: r.335 - Win9X Game issues

quick 347 tries: Interstate 76 - Game quits/crashes after game loads. Software and Glide tested. Pentium, Pentium MMX and Winchip Interpreter tested. The old demo also crashes after loading. NOT PCEM BUG: Giants: Citizen Kabuto - Blackscreens then crashes. errorlog.txt generated by Giants.xxe refers...
by leilei
Wed 16 Sep, 2015 8:58 pm
Forum: Development
Topic: 3DFX compatibility list
Replies: 72
Views: 25705

Re: 3DFX compatibility list

Serious Sam The First Encounter 1.00 works if you install WickedGL, despite the whole Voodoo2 requirement.
by leilei
Wed 16 Sep, 2015 4:00 pm
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

Re: r.335 - Win9X Game issues

The latest reivisions that aren't the ViRGE fix only deal with XT and Voodoo which is irrelevant to a ViRGE isolated issue.

and for the record, my last post dealt with revision 346.


Also I believe a hang in Rogue Squadron was also fixed by these recent changes
by leilei
Wed 16 Sep, 2015 3:54 pm
Forum: General
Topic: Serial mouse not working correctly in r347
Replies: 10
Views: 2828

Re: Serial mouse not working correctly in r347

My real WinBIOS-powered 486 motherboard has serial mice issues with the bios as well sometimes. Don't forget that WinBIOS itself was reviled back in the day for its problems and the gratuitous GUI trend, even though it's a nice concept for modern PCs nowadays and definitely better than the gray line...
by leilei
Wed 16 Sep, 2015 3:53 pm
Forum: Development
Topic: retrosoftware svn...... completely dead
Replies: 15
Views: 4836

Re: retrosoftware svn...... completely dead

Did you grab 347's zip at least? I only got 346 and didn't grab 347 because I didn't think i'd need to test XT stuff.
by leilei
Wed 16 Sep, 2015 3:23 am
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

Re: r.335 - Win9X Game issues

I believe 512x384x16 with ViRGE got regressed by the Dune2000 fix. Commandos is vertically stretched in that resolution now, as well as Springy Madness (Yay obscure shareware) They are fine in r335.

It also affected randomly in Jazz 2 with different resolutions.
by leilei
Mon 14 Sep, 2015 5:05 am
Forum: General
Topic: Cache size?
Replies: 7
Views: 2119

Re: Cache size?

I only use the "a lot" setting for Pentiums since infinite is quite a bit chokey on AMD. and I use "a little" on the faster 486s to get more of that m919 feel.

If the cache system is a progress/performance bottleneck I wouldn't mind it gone, i'll just use lower clocked CPUs instead.
by leilei
Sat 12 Sep, 2015 10:51 pm
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

Re: r.335 - Win9X Game issues

It happens everywhere - menu, briefing, ingame, etc. in both 8-bit and 16-bit color modes I think it even resizes the window


Here's a gif of the wobble in r341
by leilei
Fri 11 Sep, 2015 2:02 am
Forum: General
Topic: Illegal operation?
Replies: 5
Views: 1342

Re: Illegal operation?

Zacker wrote: It was very flipped up before i patched it to 1.1.1.0
Revision 330 fixed the flipping FYI.
by leilei
Thu 10 Sep, 2015 6:51 pm
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

Re: r.335 - Win9X Game issues

Performance is not a concern during these tests (and that's pretty important since gratuitous optimization flags can skew results and cause more bugs). If I wanted a boost right now i'd profile generate/use as usual
by leilei
Thu 10 Sep, 2015 6:12 pm
Forum: General
Topic: r.335 - Win9X Game issues
Replies: 25
Views: 6931

r.335 - Win9X Game issues

I will be updating this post as more things are tested , i'm posting my preliminary results right now Mobile Pentium MMX 133-200, a lot cache, S3 ViRGE DX, SB AWE32, Win98SE, 63MB RAM, DirectX 7.0 Standard -O3 -march=i686 -fomit-frame-pointer compile. S3 ViRGE driver is 4.10.01.2122 as shipped with...
by leilei
Fri 04 Sep, 2015 1:42 am
Forum: Development
Topic: Battler's speed issues
Replies: 27
Views: 7503

Re: Battler's speed issues

-flto and -ffast-math seems to help a bit. More random switch trial-and-error results 80% - -march=native -Os -flto -ffast-math -funroll-loops -fomit-frame-pointer 80% - -march=native -Os -flto -ffast-math -funroll-loops -fomit-frame-pointer -DRELEASE_BUILD 79% - -march=native -Os -flto -funroll-loo...
by leilei
Thu 03 Sep, 2015 9:55 pm
Forum: Development
Topic: Battler's speed issues
Replies: 27
Views: 7503

Re: Battler's speed issues

:roll: for what it's worth -march=native -O3 -funroll-loops -fomit-frame-pointer 'feels' the fastest but I'd rather have numbers than my feelings.... It's a different story for me. I found a nice spot in Quake to get nice consistent percentage of execution - E2M1's initial deathmatch starting positi...
by leilei
Thu 03 Sep, 2015 1:50 am
Forum: Development
Topic: 3DFX compatibility list
Replies: 72
Views: 25705

Re: 3DFX compatibility list

Not much change for 334 except for Half-Life being fixed. Also it turns out Battlezone's bugs are also evident with playing it on the ViRGE DX so it may be another CPU bug there probably, so striking that out
by leilei
Mon 31 Aug, 2015 2:53 am
Forum: Development
Topic: Battler's speed issues
Replies: 27
Views: 7503

Re: Battler's speed issues

I just noticed this unneccessary knowitall snap added to an edited post Oh and also, apparently on my low-end budget hardware, I can watch 1080p @ 60 fps videos on YouTube with essentially no lag. Are you going to tell me x86 emulation is more intensive than that? Accelerated video decoding is nowhe...
by leilei
Mon 31 Aug, 2015 2:32 am
Forum: Development
Topic: 3DFX emulation
Replies: 190
Views: 53754

Re: 3DFX emulation

I tried to expand the supported threads to 4 (2 is actually enough for the original V1, but...why not), not knowing a thing about multithreaded programming.

learning by trial and error is fun though
by leilei
Mon 31 Aug, 2015 2:16 am
Forum: General
Topic: [SOLVED] PCem screen stretch when attempting to restart
Replies: 6
Views: 1875

Re: PCem screen stretch when attempting to restart

I used to trigger the stretch bug by switching a platform or video card before maximizing in Direct3D sometimes. Swtiching off Resizable Window and to DirectDraw and back to D3D fixed that. The supported non-laptop motherboard chipsets are pre-ATX and hence doesn't do the 'shutdown' AFAIK. I know my...
by leilei
Sun 30 Aug, 2015 12:37 am
Forum: Development
Topic: Battler's speed issues
Replies: 27
Views: 7503

Re: Battler's speed issues

Doesn't occur here on my r330 i686 build. Still remains 100% when I switch to 32-bit and back.
by leilei
Sun 30 Aug, 2015 12:00 am
Forum: Development
Topic: Battler's speed issues
Replies: 27
Views: 7503

Re: Battler's speed issues

It isn't Catalyst. If there's a difference from that, it's pure placebo. Also, I should mention blindly applying optimization flags (like all those "faster superior secret weapon" SSE-related flags you fail to mention) will actually slow down the emulation and bring horrible cache hiccups, even on I...
by leilei
Sat 29 Aug, 2015 2:44 pm
Forum: General
Topic: Strange SpectreVR input / num lock bug
Replies: 2
Views: 1375

Re: Strange SpectreVR input / num lock bug

As of revision 330, the Win16 version of Spectre VR is now fixed. To prove it, I just shot something
by leilei
Tue 25 Aug, 2015 6:03 am
Forum: Development
Topic: Networking discussion
Replies: 228
Views: 54432

Re: Networking discussion

Not threaded, but optional and allegedly broken with r_smp. Game modules are already virtualized so all those mods out there should work in dos - in theory. :D The worst part would be the necessity to create a software renderer (which no one has done for q3 ever). you'd have to probably scrap up a f...
by leilei
Tue 25 Aug, 2015 4:59 am
Forum: Development
Topic: Networking discussion
Replies: 228
Views: 54432

Re: Networking discussion

Quake? Lol let's go a little more modern :)
pcemoaserver.jpg
pcemoaserver.jpg (69.1 KiB) Viewed 5032 times
(the shifted image is a SDL bug with the 3dfx ICD; not PCem related)
by leilei
Tue 25 Aug, 2015 1:29 am
Forum: Development
Topic: Networking discussion
Replies: 228
Views: 54432

Re: Networking discussion

My testing was done on Win98SE. I had to manually install a NE2000 (no PnP detection), let it configure itself, and then manually configure it after (IRQ 10, address 300). Left it at DHCP. 2 soft reboots followed by one hard reboot were had and it was working. Maybe it's the machine type? I don't k...
by leilei
Mon 24 Aug, 2015 10:54 pm
Forum: Development
Topic: Networking discussion
Replies: 228
Views: 54432

Re: Networking discussion

My testing was done on Win98SE. I had to manually install a NE2000 (no PnP detection), let it configure itself, and then manually configure it after (IRQ 10, address 300). Left it at DHCP. 2 soft reboots followed by one hard reboot were had and it was working.
by leilei
Mon 24 Aug, 2015 10:52 pm
Forum: General
Topic: Mode-X 320x240 graphics issues in Q2DOS
Replies: 6
Views: 1810

Re: Mode-X 320x240 graphics issues in Q2DOS

It might be a bug in Q2DOS as 320x240 ModeX seems to work in Quake on the TGUI9440 and TVGA
by leilei
Mon 24 Aug, 2015 10:35 pm
Forum: General
Topic: Mode-X 320x240 graphics issues in Q2DOS
Replies: 6
Views: 1810

Re: Mode-X 320x240 graphics issues in Q2DOS

It seems to work fine for me on ATI Mach64 GX, ATI-18800, ATI-28800 OAK OTI-067 S3 Trio 64, S3 Vision 864, S3 ViRGE, Tseng ET4000/W32p, Tseng ET4000AX,. It even works on the plain VGA it DOES NOT work on the Trident TGUI9440 and the Trident TVGA8900D (which is what that screenshot seems to represent)
by leilei
Mon 24 Aug, 2015 12:42 am
Forum: Development
Topic: Networking discussion
Replies: 228
Views: 54432

Re: Networking discussion

Cool!