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Re: Master of Magic problem

Both the item creation spells seem to work ok here (XP, dosbox 0.74, dynamic core, MOM v1.31), as does running Itemmake.exe directly. Edit: Maybe the game can't write to ITEMDATA.LBX or some other important file (set as read-only?) Any errors in the dosbox status window when it crashes?

Re: DOS Gaming Computer Help

in Milliways
The original version of Quake 1 used software rendering only which takes a lot of cpu power and memory bandwidth at high resolutions like 1280x1024. I think the lowest resolution you could select was 320x200 which was designed for low-end Pentium 1s (so around 75 Mhz) and it could still be a little …

Re: Resolution, Scalers etc.

Low-resolution images almost always look bad when enlarged onto a big screen even though all that's happening is the pixels are being made larger. It tends to be especially bad on LCD screens as they don't have the slight blurring effect that old CRT screens do. Using OpenGL as an output method …

Re: Save State?

Nope. This gets asked a lot. Maybe some day it'll be supported but it's not trivial to implement. (One reason is a game can change files on any mounted drive, and that would have to be included in the save state.)

Re: real/protected mode dos games

Summarising: Real mode: 16-bit only. Basically a compatibility mode for software written for the 8086 such as DOS. Has 16-bit cpu registers and a 20-bit address space and so can address 1MB of memory (on PCs, this was split into 640KB "conventional memory" + 384K ROM). 386 (32-bit) protected mode: …

Re: real/protected mode dos games

A bit of generalization there; there is also a 16-bit protected mode introduced with the 80286, I believe Wolfenstein 3-D is one game that uses it. Yes there is, but it had a lot of restrictions and wasn't widely used. I'm not aware of any game that uses it, although I guess there must be a few. …

Re: real/protected mode dos games

Real mode is the normal 16-bit mode, and protected mode is the 32-bit mode. A game using DPMI functions perhaps provided by a DOS extender has to be running in protected mode. The DOS extender is there to allow the protected mode program to easily interface with DOS/BIOS functions that only work in …

Re: 16-Bit VESA graphics?

Yeah, the bottleneck is the *emulated* writing to the framebuffer (AKA screen memory). It goes emulated software -> emulated framebuffer -> real framebuffer. The first bit is the slow bit. Copying from the emulated framebuffer to the real one is relatively fast unless filters are applied along the …

Re: Starting screen position

Actually, monitors can send data to the PC (That's how monitor autodetect works), but MiniMax is right. For a while, monitors have been smart enough to store different adjustment settings for different resolutions.

Re: Front Ends

With the mount command, you can use long directory names and names with spaces in, but not with the actual dos commands like CD - real DOS and thus DosBox is limited to 8 characters + 3 for extension (8.3 format) without spaces. To get into a directory with a long name/with spaces, you need to use …

Re: memory state save

This has indeed been asked a lot. The main problem is what happens when a game alters files on your hard disk. DosBox would have to make copies of these files too as part of the save state. This isn't an issue with most consoles, and it's less of an issue with floppy-based games like most amiga …

Re: Odd problem with fullscreen...

I've noticed this or something similar on various games. Tyrian2K for example. Parts of the screen don't get updated properly after fading, or at least there's a delay before they do, and there's major slowdown during the fade. Only seems to happen with surface output mode for me though. Overlay and …

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