> Yes (even in auto-init I think, my docs are incomplete
> though), but how
> to stop block DMA xfer when TC is not yet? I mean I can issue
> a "Pause"
> command to DSP at any moment, and what DSP can do? Buffer the end
> of the block?
Yes, that would be a sensible thing to do (buffer the end o
Hello.
"Vlad Romascanu (LMC)" wrote:
> you (the SB) can always deassert DRQ and the DMAC
> will actually check DRQ when reaching terminal-count, no?
Yes (even in auto-init I think, my docs are incomplete though), but how
to stop block DMA xfer when TC is not yet? I mean I can issue a "Pause"
comm
> > However, even if the transfer was "block" it will still pause on
> > terminal-count if DREQ is deasserted, no?
> From manual:
> "The difference between Block and Demand is that once a Block transfer
> is started, it runs until the transfer count reaches zero. DRQ only
> needs to be asserted u
Hello.
pesarif wrote:
> I've just tested out your patch.
Thanks:)
> In general, it's perfect :) except that most programs still can't detect it
This is improved in the devel version of dosemu, but don't expect perfection
anyway.
> and there's no music :(
Upgrade your soundcard with a midi daug
Hi.
"Vlad Romascanu (LMC)" wrote:
> However, even if the transfer was "block" it will still pause on
> terminal-count if DREQ is deasserted, no?
>From manual:
"The difference between Block and Demand is that once a Block transfer
is started, it runs until the transfer count reaches zero. DRQ onl
I've just tested out your patch.
In general, it's perfect :) except that most programs still can't detect it and
there's no music :(
(btw, when you write the music code (please!), get a game called "Hocus Pocus" by
Moonlite Software -- it has really, really good music)
Here are some of the mor
Hi, Stas,
> From manual: 0xD0:
> "After receiving this command, the DSP will cease to send out DMA
> requests."
> So, it seems that "Pause" also only pauses DRQ, which doesn't mean
> a pause for block mode (BTW, are there any progs that uses DMA block
> mode for sound? I know Doom uses demand mod
Hello.
"Vlad Romascanu (LMC)" wrote:
>> Just to be more specific: I am only pausing DRQs, which doesn't always
>> mean pausing DMA, but for single mode it does.
> OK. On SB-16 DMA *transfers* will pause
What exactly it does to pause DMA?
OK, atleast my code must be correct for SBPro (which is wh
> [...]
> Just to be more specific: I am only pausing DRQs, which doesn't always
> mean pausing DMA, but for single mode it does. Also we are
> transferring
> not a 1byte/request, but much more (up to 512bytes/request) to reduce
> the overhead. This last detail seems to make pausing unavoidable.
Hello.
"Vlad Romascanu (LMC)" wrote:
>> Liero was setting a very small transfer size, so sometimes it
>> happened that
>> it was not able to handle interrupt until another one is
>> arrived, hence
>> stuttering. I worked around the problem by pausing DMA between the
>> interrupt request and ack
> Liero was setting a very small transfer size, so sometimes it
> happened that
> it was not able to handle interrupt until another one is
> arrived, hence
> stuttering. I worked around the problem by pausing DMA between the
> interrupt request and acknowledge. I am not shure if it is
> correct
Hello.
pesarif wrote:
> > OK, as I said before, OMF's problem is fixed. LIERO's problem is now also
> > fixed, get a new patch:
> Thanks, I'll test out your patch.
I worked around clicking in many progs by increasing the minimal OSS buffer
size. It adds latency, but it is better than clicking.
So
On Sat, 19 Jan 2002 17:15, Stas Sergeev wrote:
> Hello.
>
> pesarif wrote:
> > Liero and OMF2097 sound stutters a bit (the kind of sound stuttering you
> > hear when a system is under a heavy load).
>
> OK, as I said before, OMF's problem is fixed. LIERO's problem is now also
> fixed, get a new pa
Hello.
pesarif wrote:
> Liero and OMF2097 sound stutters a bit (the kind of sound stuttering you hear
> when a system is under a heavy load).
OK, as I said before, OMF's problem is fixed. LIERO's problem is now also
fixed, get a new patch:
http://www.dosemu.org/~stas/snd-patch5-1.1.2.diff.gz
Lie
On Tue, 15 Jan 2002 12:03, Stas Sergeev wrote:
[snipped]
> Hello.
>
> pesarif wrote:>
> > I've had mixed results with your new patches. In general, the code seems
> > to have gotten slower but works better.
>
> What do you mean by "code seems to have gotten slower"? Slow execution
> or slow sound
Hello.
pesarif wrote:
> I did all your patches at that URL (sound + serial) and got:
> i.e. the serial patches required "fuzzing" and the DPMI patch failed. Using
> dosemu 1.0.2.1. What I am doing wrong?
At least one thing: serial patches have nothing to do with sound stuff, so it
is not neces
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.
> B
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
On Tue, 1 Jan 2002 04:57, Oliver Ob wrote:
> Stas Sergeev schrieb:
> > Oliver Ob wrote:
> > > Hi Bart, please be so kind as to
> >
> > What do you need? Sound support is incomplete anyway so not only Doom
> > is silent. Enjoy Wolf for now:)
>
> What I need?
> I would like to have some easy MOD pla
Stas Sergeev schrieb:
>
> Oliver Ob wrote:
> > Hi Bart, please be so kind as to
> What do you need? Sound support is incomplete anyway so not only Doom
> is silent. Enjoy Wolf for now:)
What I need?
I would like to have some easy MOD player under dosemu.
that'S all.
--
*º¤., ¸¸,.¤º*¨¨¨*¤
> -Original Message-
> From: Stas Sergeev [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, November 25, 2001 1:37 PM
> To: [EMAIL PROTECTED]
> Subject: RE: DMA-Sound support in dosemu
>
> Hello.
>
> "Vlad Romascanu (LMC)" wrote:
> > If interrupts hav
Hello.
"Vlad Romascanu (LMC)" wrote:
> If interrupts have been
> disabled for more than a certain amount of time (easy to detect from within
> the emulated IRQ0 generator, maybe coupled with the CLI/STI trap handler),
> DosEmu could force the enabling of interrupts. Then Doom should then get
OK,
Oliver Ob wrote:
> Hi Bart, please be so kind as to
What do you need? Sound support is incomplete anyway so not only Doom
is silent. Enjoy Wolf for now:)
> technically exlpain why "no sound" with DOS-DOOM
Quoting http://www.jsiinc.com/dl/SoundFX.txt:
---
Execution of an CLI or STI instruction cau
> Bart Oldeman schrieb:
> > Oliver Ob wrote:
> > i was told doom i+ii _do_ work under linux.
> > sure?
>
> Yes. But you don't need DOSEMU. It's nice to see that DOOM
> runs in DOSEMU
> (even though without sound),
So, Oliver, Doom *does* lock up when digital sound is enabled! :)
V.
-
To unsubsc
Bart Oldeman schrieb:
> Yes. But you don't need DOSEMU. It's nice to see that DOOM runs in DOSEMU
> (even though without sound), but it's more of theoretical than of
> practical value as native versions of DOOM have existed for Linux since
> (at least) 1995. Indeed I went through all levels of Doo
Hi,
> [...]
> > independently of the CPU's frequency). If the program
> reads several times
> Yes, 4 times.
Typical "delay" technique. If you disassemble the DOS program you will
almost certainly see that it doesn't do anything with the values it reads
from the port. :) It needs this delay b
Hello.
"Vlad Romascanu (LMC)" wrote:
> No good; most of the games patched using cli2nop crash after a few seconds;
> -- if the game uses sti/cli for mutual exclusion then keeping interrupts
> enabled all the time won't guarantee any mutual exclusion. If DosEmu *does*
> disable interrupts but for
On Tue, 20 Nov 2001, Oliver Ob wrote:
> Stas Sergeev schrieb:
> >
> > Oliver Ob wrote:
> > > > Now I already made some programs to work with sound: pv (mp3 player),
> > > > iplay (stm player) some other utilities and some games.
> > > > The fact that I don't have a sound card appears to be not a
Stas Sergeev schrieb:
>
> Oliver Ob wrote:
> > > Now I already made some programs to work with sound: pv (mp3 player),
> > > iplay (stm player) some other utilities and some games.
> > > The fact that I don't have a sound card appears to be not a big problem: I
> > have
> > > pc-speaker, and that
Hi,
> According to this, it would be easier to patch doom itself:
> http://www.jsiinc.com/dl/SoundFX.txt
No good; most of the games patched using cli2nop crash after a few seconds;
with the patch there is the risk it replaces what it is not supposed to
replace, and/or not replace cli sequences t
Hello.
"Vlad Romascanu (LMC)" wrote:
> For Doom and the like it should be easy to incorporate a workaround into
> DosEmu (it's tougher to do in WinNT because NT's NTVDM.EXE does not
> expose a proper interface for what is needed, but anyway).
According to this, it would be easier to patch doom it
nal Message-
> From: Stas Sergeev [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, November 20, 2001 8:17 AM
> To: [EMAIL PROTECTED]
> Subject: Re: DMA-Sound support in dosemu
>
> Oliver Ob wrote:
> > > Now I already made some programs to work with sound: pv
> (mp3 playe
Oliver Ob wrote:
> > Now I already made some programs to work with sound: pv (mp3 player),
> > iplay (stm player) some other utilities and some games.
> > The fact that I don't have a sound card appears to be not a big problem: I
> have
> > pc-speaker, and that just required some more hacks.
> wha
Stas Sergeev schrieb:
>
> Hello.
>
> Yesterday I have looked into the sound code of dosemu and found it in not
> as miserable state as I expected after so many complains in this list.
> Now I already made some programs to work with sound: pv (mp3 player),
> iplay (stm player) some other utilitie
essage-
> From: Stas Sergeev [mailto:[EMAIL PROTECTED]]
> Sent: Saturday, November 17, 2001 9:34 PM
> To: [EMAIL PROTECTED]
> Subject: DMA-Sound support in dosemu
>
>
> Hello.
>
> Yesterday I have looked into the sound code of dosemu and
> found it in not
Hello.
Yesterday I have looked into the sound code of dosemu and found it in not
as miserable state as I expected after so many complains in this list.
Now I already made some programs to work with sound: pv (mp3 player),
iplay (stm player) some other utilities and some games.
The fact that I don
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