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Old 03-03-2007, 01:44 AM   #1
avatar_58

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DOSBox 0.70 Released
http://dosbox.sourceforge.net/news.php?show_news=1

Well that was fast.
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Old 03-03-2007, 03:19 AM   #2
Karthik
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Re: DOSBox 0.70 Released
What the...? How did they go from 0.66 RC3 to 0.70?
 
Old 03-03-2007, 04:02 AM   #3
Smoke Tetsu

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Re: DOSBox 0.70 Released
Cool.. I gotta give this a try.

*edit* It just seems to be getting better.. my games seem to run slightly faster still.
Last edited by Smoke Tetsu; 03-03-2007 at 04:30 AM.
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Old 03-03-2007, 04:39 AM   #4
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Re: DOSBox 0.70 Released
Awesome
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Old 03-03-2007, 05:30 AM   #5
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Re: DOSBox 0.70 Released
holy bork...
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Old 03-03-2007, 07:21 AM   #6
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Re: DOSBox 0.70 Released
Does it take advantage of dual core CPUs for XMS games like Crusader, Death Rally, ROTT and so on?
 
Old 03-03-2007, 07:55 AM   #7
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Re: DOSBox 0.70 Released
Nice..

EDIT:
Biomenace still works using the file Qbix provides in this post tested myself
http://forums.3drealms.com/vb/showthread.php?p=273679
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Last edited by ShadeEX; 03-03-2007 at 08:25 AM.
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Old 03-03-2007, 08:26 AM   #8
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Re: DOSBox 0.70 Released
Now i only hope D-fend gets an update soon
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Old 03-04-2007, 02:46 AM   #9
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Re: DOSBox 0.70
Yay Blood finally works at full speed at 800 x 600. I cannot seem to get Redneck Rampage and Redneck Rampage : Rides Again to work though.
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Old 03-04-2007, 09:28 AM   #10
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Re: DOSBox 0.70 Released
ShadeEX, Bio Menace works fine for me without that patch.
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Old 03-04-2007, 10:58 AM   #11
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Re: DOSBox 0.70 Released
Quote:
Originally Posted by ShadeEX View Post
Now i only hope D-fend gets an update soon
I use the old d-fend, but only because I don't wish to mess up my profiles. You can edit the dynamic options and custom sets and insert all the new commands in manually. Thats what I do right now.

Btw - setting core to auto works wonders. I managed to get 'auto' cycles in games that refused to work in either dynamic or normal before. That means games like Daggerfall are even smoother than the CVS. I am damn impressed.
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Old 03-04-2007, 11:46 AM   #12
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Re: DOSBox 0.70 Released
Quote:
Originally Posted by Litude View Post
ShadeEX, Bio Menace works fine for me without that patch.
Huh nice ill have to test that too then..

Quote:
Originally Posted by avatar_58 View Post
I use the old d-fend, but only because I don't wish to mess up my profiles. You can edit the dynamic options and custom sets and insert all the new commands in manually. Thats what I do right now.

Btw - setting core to auto works wonders. I managed to get 'auto' cycles in games that refused to work in either dynamic or normal before. That means games like Daggerfall are even smoother than the CVS. I am damn impressed.
Yeah im doing that to ATM until D-fend gets an update..
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Old 03-04-2007, 11:48 AM   #13
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Re: DOSBox 0.70 Released
Hey Avatar could you send me your settings for DOSBox 0.70 even though I finally got Daggerfall to run with CVS perfectly, I would like to get it run on 0.70 since according to you it's faster and even though I would like it look better graphically I am not sure how to?
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Old 03-04-2007, 12:00 PM   #14
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Re: DOSBox 0.70 Released
I've no real custom settings when I tested it. Just -

cycles=auto
core=auto

Everything else was default. I do tend to use overlay+scale2x to get it fullscreen on my widescreen laptop, but I imagine you'd not need those settings.

If you want it to look better first get it running smooth minus any scalers. Then try using some of the fancy ones, they are all listed in the dosbox.conf (honestly there are so many now I've forgotten whats supported)
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Old 03-04-2007, 01:36 PM   #15
Telee

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Re: DOSBox 0.70 Released
Anyone know why, upon playing Blood, DOSBox crashes when exiting?
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Old 03-04-2007, 02:17 PM   #16
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Re: DOSBox 0.70 Released
With 0.70? It happened in the ykhwong CVS build, but it doesn't in the official, at least for me. For the life of me though I can't get midi/canvas music to work in blood, yet it works in duke3d.
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Old 03-04-2007, 05:04 PM   #17
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Re: DOSBox 0.70 Released
The password screen in Prehistorik 2 still isn't shown correctly.
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Old 03-04-2007, 10:13 PM   #18
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Re: DOSBox 0.70 Released
Ahem....so dual cores...?
 
Old 03-05-2007, 02:25 AM   #19
Qbix
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Re: DOSBox 0.70 Released
Quote:
Originally Posted by Karthik View Post
Ahem....so dual cores...?
Nope.
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Old 03-05-2007, 02:34 AM   #20
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Re: DOSBox 0.70 Released
Quote:
Originally Posted by Karthik View Post
Does it take advantage of dual core CPUs for XMS games like Crusader, Death Rally, ROTT and so on?
I don't understand. Don't DOS games already run fast enough?
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Old 03-05-2007, 08:47 AM   #21
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Re: DOSBox 0.70 Released
Quote:
Originally Posted by Yatta View Post
I don't understand. Don't DOS games already run fast enough?
DOSBox needs juice to emulate. On my laptop's Core 2 Duo T7200 it runs flawlessly - on ONE core. So I don't much see a need for dual core support. However it would be nice if we could offload the graphical scalers or maybe sound emulation to the second CPU. However, and I could be wrong, I don't think you can turn a single threaded dos game into a dual core ready one.
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Old 03-05-2007, 09:21 AM   #22
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Re: DOSBox 0.70 Released
Quote:
Originally Posted by avatar_58 View Post
DOSBox needs juice to emulate.
Depends what kind of 'juice' you mean.
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Old 04-26-2007, 09:20 PM   #23
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Re: DOSBox 0.70 Released
Hey guys, I heard that there's a way to use Direct3D or OpenGl hardware to speed up emulation and also enable the use of pixel shaders?
 
Old 04-27-2007, 06:54 AM   #24
avatar_58

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Re: DOSBox 0.70 Released
Check the config. It only uses OpenGL/Direct3D for the screen output scalers though, it won't make it any faster.
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Old 05-11-2007, 08:18 PM   #25
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Talking Re: DOSBox 0.70 Released
Quote:
Originally Posted by Frenkel View Post
The password screen in Prehistorik 2 still isn't shown correctly.
that was a problem for me long before dos box I think its more of a vga/svga problem becase if I recall corectly when I moved up to a 486 with a svga card thats when I first saw that problem (also the "ya my game is still working in ... (year)) that was funny the first time I saw that
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