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Kappa971

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  1. The updated Italian translation for 0.81.1 and 0.82.0-alpha can be found here: https://archive.org/details/it_20231123
  2. There is an unofficial patch for Blood for Roland hardware: https://www.vogons.org/viewtopic.php?f=7&t=36501&p=359683&hilit=blood+midi#p359683 You must apply the patch with Lunar IPS to "sounds.rff" file. Now Blood will work with GS Reset.
  3. I'll give you a clue to find the ROMs: "MAME 0.264 romset"
  4. Italian translation update for 0.81.0-RC2: https://archive.org/download/it_20231123/0.81.0-RC2/
  5. In 3dfx emulation, for 150000 cycles you need at least an AMD Ryzen 7 5700x or similar. You also don't need to force the DOS refresh rate to 60Hz. 3dfx games automatically run at 60fps after the latest fixes, unless you change the "dos_rate" setting.
  6. It's a shame. Even the Microsoft GS Wavetable synth has this effect but not SCVA.
  7. I'm not a music expert but e1m1 doesn't sound realistic at all (but paradoxically it sounds better with that limitation). I don't think that in real life the sound of cymbals can be interrupted like that (and maybe that's why SCVA doesn't emulate this feature/limitation). Anyway I would have expected Roland to emulate the device perfectly, with all its limitations. Maybe the original SC-8820 also removed these limitations with the SC-55 instrument map?
  8. You will notice differences between the Sound Canvas VA cymbals (in SC-55 mode) and a real SC-55 in Doom 1. For example in e1m1.mid, you will notice that in SCVA the cymbals are not "cut". I think I read that it was a limitation of the original SC-55 that SCVA doesn't emulate at all, and that the composers of Doom's music have used in other songs in the game as well. Then there are differences with some instruments, I think the cymbals themselves have a different sound than the original. I don't own a SC-55, I was able to hear the differences thanks to the various videos on YouTube.
  9. Unfortunately without the "issues" section enabled in the DSDA-Doom GitHub repository, it is very easy for problems like this to get lost in other messages.
  10. Maybe it's the same problem I have with Intel GMA 4500 graphics on Linux? From what you described it seems the same problem.
  11. I don't know what exactly these tweaks do, and I don't want to apply them as other games (including PrBoom-Plus) are working fine, so there must be something wrong with DSDA-Doom. Thanks anyway.
  12. The problem is present with both "glboom" and "shaders" light modes. PrBoom-Plus also has these light modes and they work fine (with this Intel graphics, "glboom" works best because it's lighter)
  13. I would like to report a strange problem with Intel GMA 4500 MHD integrated graphics and DSDA-Doom OpenGL render in Linux (Debian and Ubuntu). Selecting the OpenGL renderer, vsync and uncapped framerate enabled, you will notice a strange phenomenon that resembles the trails effect of GTA 3! This doesn't happen in any other OpenGL game, not even in PrBoom-Plus, and in any other PC that I have tried (unfortunately I don't have another PC with Intel graphics). This phenomenon seems to be accentuated when 62 fps is hit... I don't know the other Intel chips, but in this one when vsync is enabled, the fps counter shows 62 fps in all the games I have tried, despite the monitor refresh rate indicated is 60hz. As mentioned, PrBoom-Plus syncs correctly at 62fps without that weird effect. If that doesn't happen with other Intel integrated graphics, no problem, as you can imagine this isn't my gaming PC.
  14. For information: "Vendetta" in Italian means "revenge".
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