
- #CARMAGEDDON 2 DOSBOX PATCH#
- #CARMAGEDDON 2 DOSBOX SOFTWARE#
- #CARMAGEDDON 2 DOSBOX CODE#
#CARMAGEDDON 2 DOSBOX CODE#
A dumped version of DOSBox source code distributed with Carmageddon - one of DOSBox maintainers worked on this version - it is 0.74 with one of the community patches applied on top (and perhaps some additional work) imported to branch steam/carmageddon: 1cedad5.
#CARMAGEDDON 2 DOSBOX PATCH#
A version from ECE, the patch is imported to branch po/ece-r4305-1: 594e320. Since then, some versions of these patches got imported twice to this repo, but I did not look too much in details around them:
Descent (I don't remember 1 or 2) - I couldn't make it run.
I was able to start race, but there was no text at all, no menus (only black screens)
Carmageddon - it ranged from "not working at all" to "barely starts" - e.g. But there were issues with emulator window, fullscreen, input, and no cutscenes at all Tomb Raider - it "worked" game was perfectly playable and worked fine. So my test results might be completely irrelevant to this work, but back then I was testing following games (on Linux only, it was before we moved to SDL2): I don't remember which version exactly I was testing, but I needed to mess with *.ovl files, so I guess it was a version with a Glide patch. Last time I investigated patches about hardware acceleration, it was very early in dosbox-staging life (September or October 2019). You can also enable GitHub Actions in your fork, with similar benefits. If you plan to keep working on it, I can give you push access to this repo - you won't be able to push to master branch, but your private branches will run against our CI on every push, thus speeding up development. Perhaps it'll turn out to be very time-consuming in practice, so we'll need to find an arrangement, that will allow this work to move forward without compromising code quality in master branch. This change is going to be… simply big, and I am not a fan of dumping large amounts of code in tree at once - I hope we'll be able to split it into smaller, understandable chunks - so the knowledge about how this patch actually works will reach other developers (this is how we dealt with CD-DA and SDL2 - both successfully, and we learned a lot in the process). Here's the missing diff from the thank you for working on this :)Īs mentioned - yes, we are very interested, I will edit the title and put this straight into the backlog. #CARMAGEDDON 2 DOSBOX SOFTWARE#
Note that you can't just take any glide2x.ovl, it needs to be game specific, otherwise it might not work or just default to software rendering (I only got it to work with the glide2x_emu.ovl from the gog version which I think is also posted somewhere on the vogons forum).Įdit: I forgot to mention, that I didn't apply the msvc-project relevant changes of the patch since the format is for an earlier version than dosbox-staging, so if you want to compile with msvc you still need to include that (but its basically just adding the new files for compilation).
3dfx version (doesn't require any additional files, cannot be used with the glide wrapper patch). voodoo rush version (requires a glide2x.ovl file, can also be used with the glide wrapper patch). In my case I only have Tomb Raider for testing, and here it seems that there are two versions available (both work with this patch): Something else worth mentioning is that I only checked conflicting SDL/OpenGL code when integrating the patch, so this assumes that the rest of the library-relevant code still works the way it did upstream.Īs far as I know you need the same game files that you'd normally use with original hardware in order to test this.
There are various patches posted in the referenced vogons thread (and possibly elsewhere) that might address (or even fix) specific issues, but I went with the original to be on the safe side.Ĭonsequently I don't know if this works on Linux and/or MacOS (one of those other patches supposedly fixes some MacOS issues), but at least my changes shouldn't cause problems in that direction.
I only recently started to explore this whole endeavor myself, so I'm by no means an expert on the matter.