On Fri, 11 Jan 2002 04:00, Stas Sergeev wrote:
> Hello.
>
> pesarif wrote:
> > I got dropped from the list for a while (don't know why so I rejoined),
> > did I miss any other of your patches? If so, please send them to me.
>
> No, I haven't posted any more due to a complete lack of interest.
> But I have just uploaded a latest version to
> http://www.dosemu.org/~stas/snd-patches0-1.1.2.tar.gz
> so give it a try.
> There is a sound patch and 2 additional small fixes that will improve an SB
> usage for some DPMI programs.
> Note: some features mostly related to a detection of soundblaster's
> presence are disabled because it requires a changes to PIC, which are not
> yet merged to a mainstream. But this is not very noticeable, I hope.
I did all your patches at that URL (sound + serial) and got:
patching file src/include/dma.h
patching file src/arch/linux/dosext/sound/linux_sound.h
patching file src/include/sound.h
patching file src/base/dev/dma/dma.c
patching file src/arch/linux/dosext/sound/linux_sound.c
patching file src/dosext/sound/sound.c
patching file src/dosext/dpmi/dpmi.c
Hunk #1 FAILED at 2519.
1 out of 1 hunk FAILED -- saving rejects to file src/dosext/dpmi/dpmi.c.rej
patching file src/base/dev/pic/pic.c
Hunk #1 succeeded at 882 (offset -11 lines).
patching file src/base/serial/ser_init.c
Hunk #1 succeeded at 510 (offset -3 lines).
patching file src/base/serial/ser_irq.c
i.e. the serial patches required "fuzzing" and the DPMI patch failed. Using
dosemu 1.0.2.1. What I am doing wrong?
And, btw, what do the serial patches do (do they make null-modem games work?)?
> Note2: you have to select "Sound Blaster clone" or "Sound Blaster or 100%
> compatible" in your games, but not "Sound Blaster Pro" and of course not
> "Sound Blaster 16 or AWE32".
Why not? I used to be able to select "Sound Blaster Pro", but I can't
anymore in any of my games and this is reducing the sound quality in some
games.
>
> > The particular patch that you sent with the email I'm replying to is
> > really great. Now Liero works perfectly (it didn't before) and so does
> > Warcraft II
>
> Thanks for a good feedback:)
>
I've had mixed results with your new patches. In general, the code seems to
have gotten slower but works better.
Here are some results of testing:
Program no sound patches original sound patches new sound
patches
(sb pro) (sb pro)
(sb or sb clone)
Jill of the Jungle no sound distorted
perfect (even better than win98!#)
Scream Tracker 3 locks up locks up
perfect
Wolfanstine 3D no sound no sound perfect #
Swiv3D no sound intro works perfect
Descent perfect stutters perfect
Warcraft 2 stutters horribly works perfect
Spitwad Willy no sound ? perfect
Count Down initial sound, lock up stutters,clicking
perfect,clicking
One Must Fall 2097 perfect music is too fast music
skips & stutters *
Liero no sound perfect sound stutters
*
Clyde's Adventure no sound partial partial
Need for Speed no sound no sound no sound
Shell Shock perfect no sound no sound *
Monster Bash no sound no sound no sound
Kiloblaster no sound no sound no sound
Clyde's Revenge no sound no sound bombs out
Mugen no sound dos4gw exception dos4gw
exception
Commander Keen 4 no sound no sound locks up :( *
Cosmo locks up locks up
locks up
(for Oliver Ob: with Stas' latest patches, Scream Tracker 3 works perfectly
if you use SET BLASTER=A220 I7 D1 T1 and it plays MODs very nicely)
The game, Count Down, seems to have this loud click every time someone
finishes talking.
I can't hear the music in any of the games above (except for OMF 2097 and
Swiv3D). This music is sb, not adlib.
KEY
-----
no sound patches: dosemu-1.0.2.1
original sound patches: dosemu-1.0.2.1 + the only patches that you posted to
ML
new sound patches: dosemu-1.0.2.1 + what I got off your website
# has trouble detecting sound card (flaky detection)
* the new code actually performs worse :(
> > (without MIDI, of course).
>
> Have you tried to select "General MIDI" or "MT32" or something "MPU401" for
> midi? It must work perfectly if you have /dev/midi working (your sound card
> must support this feature) and dosemu is properly configured.
Cheap (but decent-sounding) PCI sound cards such as the Creative vibra 128,
don't have MIDI support builtin. I wish dosemu could use TiMidity++ code or
the TiMidity++ ALSA sequencer to support those without a MIDI card (windows
does this via sound drivers but OSS is far too low-level). Perhaps ARTS (KDE
sound server) should be used since it's higher level and would support mixing?
> And Adlib midi is a sad story: it doesn't work currently and I can't help
> it due to a lack of the sound card (actually I don't have a free slot for
> it, maybe I have to by an USB->ISA converter, but it is still *very*
> expensive). But I am working on porting my pc-speaker driver to a newer OSS
> api to make it compatible with SoftOSS, that will hopefully allow me to use
> midi with it...
: (
I want adlib! :)
>
> > Trouble is, a game that worked perfectly before (One Must Fall 2097 - go
> > to
>
> Oops, I was not aware of some games that used to work before :)
>
This is my favourite game and now it doesn't work very well at all :(
> > "War International" in the links section of www.omf.com to download - the
> > game is now freeware), now has abnormally fast music. Please fix this.
>
> OK, the patch you have tested was produced within a few hours and it was
> mostly a set of workarounds for the problems I noticed at a first look. So
> it was not very good and it had some bugs inside.
> Later I have convinced myself that fixing the current code is a wrong way
> to go, so I mostly rewrote it.
> That said, my current patch doesn't share any bugs with previous (maybe it
> have enough of its own however:), so I hope this problem is fixed.
>
This may sound blunt but it still needs a lot of work.
I am, however, very, very appreciative of your efforts.
Playing DOS games properly is one of the few things that can't be done well
in Linux, at the moment and I'm glad to see that you are improving the sound
code (the other things that need a bit of fixing are the DPMI and X VESA
support).
> > Please continue producing more excellent code (esp. sound code)!
>
> I'll try. The current TODO for the sound code is very small:
> - move the actual I/O from dma.c to linux_sound.c
> - merge additional fixes and interfaces to the mainstream
> - find any bugs remaining
> - convince myself that the code works not only with pc-speaker
> - try all of the proposed workarounds for doom's problem (deferred)
> I really hope to complete this all within a month or two, but currently
> things are getting very slowly for several reasons (mostly because I have
> to submit other things at first, but also due to my lack of a free time).
I'll be looking foward to any more code that you can provide.
Please keep up the good work!
This email was typed while Scream Tracker 3 was playing MODs in dosemu in the
background :)
Thanks!
pesarif
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