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Randy87
Junior Member


Posts: 117
Registered: 05-05


Got ioperm.sys working.

chocolate-doom.cfg:
snd_samplerate 44100
opl_io_port 0xe850

Output:
S_Init: Setting up sound.
IOperm_InstallDriver: ioperm driver already running.
OPL_Init: Using driver 'SDL'.

Although, according to README.OPL, I should be expecting:
OPL_Init: Using driver 'Win32'.

For all I know it could be working.
No biggie though, just thought it would be neat to try.

Old Post 07-17-12 02:01 #
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Lemonzest
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do you know for sure the base address is 0xe800? maybe look in device man? (its been over a decade since i used windows heh)

Old Post 07-17-12 04:20 #
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Randy87
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Yup
I/O Range E800-E8FF
IRQ 0x00000014 (20)

Old Post 07-17-12 04:27 #
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Lemonzest
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hmm, so the io port should 0xe850 (for a model 55, for 37 and below, use the standard 0x388)

Old Post 07-17-12 04:42 #
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Lemonzest
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can you play opl midi with the built in DirectMusic stuff in DirectX? (I could in wine lol)

Maybe the card needs activating in windows?

Its done on linux with options snd-cmicpi mpu_port=0x330 fm_port=0x388 in modprobe.conf

Maybe chocolate doom could be patched to send the init code to the card in windows?

Old Post 07-17-12 12:31 #
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fraggle
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Randy87 said:
Got ioperm.sys working.

chocolate-doom.cfg:
snd_samplerate 44100
opl_io_port 0xe850

Output:
S_Init: Setting up sound.
IOperm_InstallDriver: ioperm driver already running.
OPL_Init: Using driver 'SDL'.

Although, according to README.OPL, I should be expecting:
OPL_Init: Using driver 'Win32'.

This implies that it's probably trying to detect a hardware OPL device but failing to find anything.

What card do you have? CMI8738 like Lemonzest has? You may find that you have to do something with your driver to get it working.

For example, I have a Yamaha 724 card, which has hardware OPL on board, but there's a "Legacy OPL" flag in hardware that needs to be turned on by the driver for it to be enabled. The Linux driver has a setting to turn it on, but the Windows driver doesn't and I've never been able to get it to work on Windows. The CMI drivers might be similar.

Old Post 07-17-12 13:07 #
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Lemonzest
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code:
2956 static int __devinit snd_cmipci_create_fm(struct cmipci *cm, long fm_port) 2957{ 2958 long iosynth; 2959 unsigned int val; 2960 struct snd_opl3 *opl3; 2961 int err; 2962 2963 if (!fm_port) 2964 goto disable_fm; 2965 2966 if (cm->chip_version >= 39) { 2967 /* first try FM regs in PCI port range */ 2968 iosynth = cm->iobase + CM_REG_FM_PCI; 2969 err = snd_opl3_create(cm->card, iosynth, iosynth + 2, 2970 OPL3_HW_OPL3, 1, &opl3); 2971 } else { 2972 err = -EIO; 2973 } 2974 if (err < 0) { 2975 /* then try legacy ports */ 2976 val = snd_cmipci_read(cm, CM_REG_LEGACY_CTRL) & ~CM_FMSEL_MASK; 2977 iosynth = fm_port; 2978 switch (iosynth) { 2979 case 0x3E8: val |= CM_FMSEL_3E8; break; 2980 case 0x3E0: val |= CM_FMSEL_3E0; break; 2981 case 0x3C8: val |= CM_FMSEL_3C8; break; 2982 case 0x388: val |= CM_FMSEL_388; break; 2983 default: 2984 goto disable_fm; 2985 } 2986 snd_cmipci_write(cm, CM_REG_LEGACY_CTRL, val); 2987 /* enable FM */ 2988 snd_cmipci_set_bit(cm, CM_REG_MISC_CTRL, CM_FM_EN); 2989 2990 if (snd_opl3_create(cm->card, iosynth, iosynth + 2, 2991 OPL3_HW_OPL3, 0, &opl3) < 0) { 2992 printk(KERN_ERR "cmipci: no OPL device at %#lx, " 2993 "skipping...\n", iosynth); 2994 goto disable_fm; 2995 } 2996 } 2997 if ((err = snd_opl3_hwdep_new(opl3, 0, 1, NULL)) < 0) { 2998 printk(KERN_ERR "cmipci: cannot create OPL3 hwdep\n"); 2999 return err; 3000 } 3001 return 0;


Thats the init code from cmicpi.c in linux (I assume its the init code)

and the YM724 code looks like this (ymfpci.c)

code:
207 if (pci_id->device >= 0x0010) { /* YMF 744/754 */ 208 if (fm_port[dev] == 1) { 209 /* auto-detect */ 210 fm_port[dev] = pci_resource_start(pci, 1); 211 } 212 if (fm_port[dev] > 0 && 213 (fm_res = request_region(fm_port[dev], 4, "YMFPCI OPL3")) != NULL) { 214 legacy_ctrl |= YMFPCI_LEGACY_FMEN; 215 pci_write_config_word(pci, PCIR_DSXG_FMBASE, fm_port[dev]); 216 } 217 if (mpu_port[dev] == 1) { 218 /* auto-detect */ 219 mpu_port[dev] = pci_resource_start(pci, 1) + 0x20; 220 } 221 if (mpu_port[dev] > 0 && 222 (mpu_res = request_region(mpu_port[dev], 2, "YMFPCI MPU401")) != NULL) { 223 legacy_ctrl |= YMFPCI_LEGACY_MEN; 224 pci_write_config_word(pci, PCIR_DSXG_MPU401BASE, mpu_port[dev]); 225 } 226 } else { 227 switch (fm_port[dev]) { 228 case 0x388: legacy_ctrl2 |= 0; break; 229 case 0x398: legacy_ctrl2 |= 1; break; 230 case 0x3a0: legacy_ctrl2 |= 2; break; 231 case 0x3a8: legacy_ctrl2 |= 3; break; 232 default: fm_port[dev] = 0; break; 233 } 234 if (fm_port[dev] > 0 && 235 (fm_res = request_region(fm_port[dev], 4, "YMFPCI OPL3")) != NULL) { 236 legacy_ctrl |= YMFPCI_LEGACY_FMEN; 237 } else { 238 legacy_ctrl2 &= ~YMFPCI_LEGACY2_FMIO; 239 fm_port[dev] = 0; 240 } 241 switch (mpu_port[dev]) { 242 case 0x330: legacy_ctrl2 |= 0 << 4; break; 243 case 0x300: legacy_ctrl2 |= 1 << 4; break; 244 case 0x332: legacy_ctrl2 |= 2 << 4; break; 245 case 0x334: legacy_ctrl2 |= 3 << 4; break; 246 default: mpu_port[dev] = 0; break; 247 } 248 if (mpu_port[dev] > 0 && 249 (mpu_res = request_region(mpu_port[dev], 2, "YMFPCI MPU401")) != NULL) { 250 legacy_ctrl |= YMFPCI_LEGACY_MEN; 251 } else { 252 legacy_ctrl2 &= ~YMFPCI_LEGACY2_MPUIO; 253 mpu_port[dev] = 0; 254 } 255 }


looks like as with cmipci, you can have ports in pci space (fm_port=1) or legacy (fm_port=0x388)

Maybe in windows you could send the init sequence to the cards because the driver does not? as mentioned this is no problem in linux usually.

Old Post 07-17-12 13:34 #
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fraggle
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Lemonzest said:
Maybe in windows you could send the init sequence to the cards because the driver does not? as mentioned this is no problem in linux usually.
It wouldn't be appropriate or technically feasible to do so. It's the job of the driver to do it; if it doesn't provide a setting for it then there isn't really any other practical option.

Old Post 07-17-12 17:50 #
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Randy87
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The driver control panel's got nothin.
Device manager doesn't have a single changeable option... anywhere.
I may fire up linux and give it a try sometime.

As a note, there are open source windows drivers for this card.

Old Post 07-17-12 18:21 #
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exp(x)


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Randy87 said:
As a note, there are open source windows drivers for this card.

Hard coding the driver to enable OPL shouldn't be too hard.

Old Post 07-17-12 20:47 #
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Lemonzest
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fraggle said:
It wouldn't be appropriate or technically feasible to do so. It's the job of the driver to do it; if it doesn't provide a setting for it then there isn't really any other practical option.


Well I was more thinking along the lines of an "Enabler" for the windows users not in chocolate-doom itself.

Old Post 07-17-12 21:40 #
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fraggle
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Lemonzest said:


Well I was more thinking along the lines of an "Enabler" for the windows users not in chocolate-doom itself.

Well, as I said, I don't see how it would even be technically feasible in any easy sense. Because of memory protection you'd basically have to do something like install another driver that would somehow find the appropriate memory address and set it.

If there are open source drivers (as Randy87 says) then that might be a viable option. If you can link to the source I can take a quick look; there might even be an option there already.

Old Post 07-18-12 12:58 #
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Randy87
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http://code.google.com/p/cmediadrivers/

Also mentioned here,
Chocolate Doom and OPL Passthrough for CMI8738 sound cards

Edit:
Personally these drivers aren't much use to me.
There is no system-wide mute and no bass/treble controls.
Thought I'd mention that before you worked on them.
The author also mentioned disabling MPU-401 support if that means anything.

Last edited by Randy87 on 07-18-12 at 19:00

Old Post 07-18-12 17:40 #
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fraggle
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Randy87 said:
http://code.google.com/p/cmediadrivers/
Thanks. I had a look through the code and foudn this in cmireg.hpp:
code:
#define REG_LEGACY 0x14 // Legacy Control Register (32bit) #define CENTER2LINE 0x00002000 // route center channel to line-in jack #define BASS2LINE 0x00004000 // route bass channel to line-in jack #define EN_6CH_CH1 0x00008000 // enable 6 channel mode on channel 1 #define DAC2SPDO 0x00200000 // enable PCM+FM to S/PDIF out #define EN_SPDCOPYRHT 0x00400000 // enable S/PDIF out copyright bit #define EN_SPDIF_OUT 0x00800000 // enable S/PDIF out #define UART_330 0x00000000 // i/o addresses for UART #define UART_320 0x20000000 #define UART_310 0x40000000 #define UART_300 0x60000000 #define DWORD_MAPPING 0x80000000 // enable DWORD-based position in base register


Compare this with the LEGACY register definition in the Linux kernel source. You'll see that the MPU401 definitions are there but the corresponding ones for 'FM' are missing. If you look further down at the REG_MISCCTRL definitions and compare with this you'll also find that the crucial 'CM_FM_EN' bit is missing as well. This all implies that the driver doesn't support it.

Theoretically it should be fairly trivial to implement, but I don't have a Windows machine, a development environment I could use to do it, or the appropriate card immediately available to me. Your best bet is probably to contact the author of the driver but it looks like there hasn't been a new release of this driver since 2009, so don't get your hopes up.


The author also mentioned disabling MPU-401 support if that means anything.
The MPU-401 was an interface for connecting to external MIDI devices - most SoundBlaster-type cards were compatible with it. Doom supported it as a music device: if you had a hardware MIDI synthesizer (like the Roland SC-55 used by Bobby Prince to compose Doom's music), you could configure Doom to send MIDI events to it, and get higher quality music than what you'd normally get out of an OPL chip.

It's worth pointing out that DOSbox supports the MPU-401 interface as well - if you run Doom in DOSbox configured to output to MPU-401, it will send the MIDI events to the OS's built-in MIDI output. If you do it on OS X (which has a pretty good MIDI synth) it sounds quite nice :)

Old Post 07-19-12 13:28 #
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Randy87
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Thanks for taking a look Fraggle.
Just thought it would be something interesting to try.

Unfortunately nothing plays through the MPU-401.
I might get around to trying it out in linux sometime.
See if I can get any OPL/MPU output.

Old Post 07-20-12 06:35 #
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Porsche Monty
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fraggle said:
[*] snd_channels is 8 instead of 3, which is a more sensible default nowadays


The way I see it (the anally-retentive vanilla freak kind of way), configs should (if technically possible and not that difficult) be identical, whether it's the one generated with the setup tool or the slightly different one generated after running the game executable itself (let me know if you want the confirmed CRC32's)

I don't personally agree to the new "sensible" default values for this setting, specially when "screenblocks" still gets the original values even though PC's have been able to use at least 10 without any noticeable performance loss for centuries now.

I say give all default.cfg settings vanilla values and save the "sensibility" for chocolate-doom.cfg :)

Switching subjects. V2 is no longer able to use a high libsamplerate value with certain pwads, like Plutonia 2, it crashes like it used to a while ago. Just wanted to know if I should post this at the official bug tracker, since it looks like a regression.

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Old Post 07-29-12 08:00 #
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Porsche Monty
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fraggle said:
[B]Theoretically it should be fairly trivial to implement, but I don't have a Windows machine, a development environment I could use to do it, or the appropriate card immediately available to me. Your best bet is probably to contact the author of the driver but it looks like there hasn't been a new release of this driver since 2009, so don't get your hopes up.


Unfortunately we'd have to rule that out as well. Someone already asked for OPL-enabled drivers and dogbert basically said "OPL sucks, code it in yourself", or something like that.

This is truly a waste of good OPL hardware.

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Old Post 07-29-12 08:12 #
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fraggle
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Porsche Monty said:
Switching subjects. V2 is no longer able to use a high libsamplerate value with certain pwads, like Plutonia 2, it crashes like it used to a while ago. Just wanted to know if I should post this at the official bug tracker, since it looks like a regression.
v2-branch is using an older version of the libsamplerate code. A while back I received some updates for the code from David Flater, which I applied to trunk. However, when I went to merge the changes onto v2-branch, the updated code conflicted with some other changes that I made for supporting the other games. The conflicts were taking too long for me to resolve so I abandoned it with the intention that I'd do the merge later. Unfortunately I never got round to doing it, so it's still using the old version for the time being.

Old Post 07-30-12 12:57 #
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Porsche Monty
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Thanks for the explanation.

I know you're a busy man, but...any chance for a fix any time soon?

Regards.

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Old Post 08-01-12 00:06 #
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Sokoro
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I found some bugs while testing my level, could you help me to identify them and explain them to me? screenshots bellow

[picture no longer working]
http://img860.imageshack.us/img860/6531/doombugchoco2.png
[picture no longer working]

these bugs do not appear in gzdoom and prboom+ so i assume that these are chocolate-doom's fault

Last edited by Sokoro on 06-16-14 at 10:03

Old Post 08-02-12 17:42 #
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Gez
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Screen 1: vanilla Doom can only tile vertically correctly textures that are 128-pixel tall. SKSPINE2 is 96-pixel tall.

Screen 2: the ceiling flats on both sides of the mid texture are identical (same height, same texture, same light level) so they are merged into a single visplane with no "edge" with which to clip the midtexture. Introduce a difference (for example, increase light level by just one unit on one side, it will not be noticeable by the player) if you want to trick the rendering engine into forcing the midtexture to be clipped.

Screen 3: no idea on the top of my head.


In any case, given ChocoDoom's mission statement, none of them are Choco's fault unless vanilla Doom doesn't have the same bug. Since one goal of Chocolate Doom is that it can be used to test compatibility with the unmodified original game, it is supposed to bug, glitch and crash in the same ways and for the same reasons as the original.

Old Post 08-02-12 18:18 #
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vanfanel
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Hi there,

I'm new at DoomWorld forums, and I came here so I could learn more about Doom sourcecode, since I'd like to hack my own "features" and adapt it to my needs.

So, in the first place, I'd like to find out if it's possible to have "uncapped fps" in Chocolate-Doom, as it's the sourceport I find more interesting right now.
Why uncapped FPS on Chocolate-Doom given it's goal is to emulate original Vanilla Doom, wich ran at 35 FPS? Well, Vanilla DOS Doom ran at 35 FPS on a 70Hz display, so it looked pretty smooth. However, setting a 7Hz display on most of current SDL backends can be tricky if not impossible: for example, I've just implemented a KMS backend for SDL 1.2.x and while it works great for most games, Chocolate-Doom looks ugly with it's 35 FPS on 60Hz display, as KMS doesn't offer 70Hz modes over any HDMI output I've seen in some ARM boards (Pandaboard, for example).

So, in a nutshell, having 30FPs would be enough, but maybe I can eliminate some wait loop in the sources (ugly hack, I know) and get uncapped fps. Or you can point me to where in the sources is the FPS rate derived from other variables... :)

thanks for your work in Chocolate Doom as it is, anyway!

Old Post 08-14-12 13:55 #
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tempun
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Abandon your hope for a quick hack: the playsim runs at fixed 35Hz and you'll either need to implement interpolation in the renderer (big project) or attempt to make playsim work with variable tics length (very likely to break in-game behavior in both obvious and subtle ways).
Unless you are content with changing the game speed.

Last edited by tempun on 08-14-12 at 14:49

Old Post 08-14-12 14:26 #
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fraggle
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vanfanel said:
Hi there,

I'm new at DoomWorld forums, and I came here so I could learn more about Doom sourcecode, since I'd like to hack my own "features" and adapt it to my needs.

So, in the first place, I'd like to find out if it's possible to have "uncapped fps" in Chocolate-Doom, as it's the sourceport I find more interesting right now.

Nope, sorry. It's not something the original did.

If you're interested in hacking on your own source port, this is the kind of thing that would fit very nicely into a fork, though - along with various other features.

Old Post 08-14-12 17:49 #
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Janizdreg
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I'm curious, does this SourceForge change affect the Chocolate Doom wiki in any way?

Old Post 08-14-12 20:35 #
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Da Werecat
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Is it possible to bind inventory keys (i.e., "next item", "previous item", "use item") to the mouse wheel in Raven games?

Old Post 08-17-12 11:21 #
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fraggle
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Janizdreg said:
I'm curious, does this SourceForge change affect the Chocolate Doom wiki in any way?
Saw this already about a month or so ago, and I don't believe it should, no.


Is it possible to bind inventory keys (i.e., "next item", "previous item", "use item") to the mouse wheel in Raven games?
I think there aren't mouse bindings for these actions at the moment, but there probably should be.

Old Post 08-17-12 12:25 #
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twipley said:
I have just gotten my hands on the 324 MB FLAC collection from LogicDeLuxe. It does not compare to the MIDI music (http://www.doomworld.com/classicdoom/info/music.php) as outputted by the "Microsoft GS Software Wavetable Synthesizer." For example, the birdsongs at the beginning of the d_bunny (end-of-game) music piece are almost inaudible as outputted through the software synthesizer, although full-blown as outputted through the intended hardware. It is a real shame for the software synthesizer to be that ineffective!

kkaden said:
I'd like to see support for audio packs, specifically so I can listen to the doom games' music as recorded from an SC-55.

this is a great idea!

fraggle: should a ticket be opened on the bug tracker to that effect?

in other words, would such an implementation be a feasible undertaking?

-- edit: one has been opened: http://sourceforge.net/tracker/?fun...368&atid=758618

it is to be hoped the enhancement request is on a par with the objectives of the project. after all, it would have a hard time not being, as the main page notes "chocolate doom is a doom source port that accurately reproduces the experience of doom as it was played in the 1990s."

Last edited by twipley on 08-23-12 at 15:59

Old Post 08-22-12 18:56 #
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AlexMax
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I have noticed an odd issue. If you alt-tab in Chocolate Doom on Windows, and then navigate back to Choco by any means, the automap (or whatever you have bound to Tab) goes haywire. For some reason, Odamex exhibits the same behavior, but Eternity and pr+ do not.

Old Post 08-25-12 16:43 #
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Sodaholic
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How difficult would it be to implement triple-buffered V-sync?

Old Post 09-10-12 11:21 #
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