AC97 and Zsnes
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AC97 and Zsnes
Hey Guys,
I was wondering if anyone had this problem and has been able to figure it out.
I am running Zsnes in my ADVmame cab. I have onboard sound (SIS 7018 AC'97 AUDIO). I'm in pure DOS using DOSAUD (sndinit.exe,sndtsr.exe)
Every thing else works fine sound wise on my other DOS emulators.
The problem is Zsnes says the sound driver has been loaded and working but there is no sound. I have tried various setting in the zsnes.cfg. Is there a known bug with SIS 7018 AC'97 AUDIO and Zsnes?
Thanks in advance for any clues you may have.
Jason
I was wondering if anyone had this problem and has been able to figure it out.
I am running Zsnes in my ADVmame cab. I have onboard sound (SIS 7018 AC'97 AUDIO). I'm in pure DOS using DOSAUD (sndinit.exe,sndtsr.exe)
Every thing else works fine sound wise on my other DOS emulators.
The problem is Zsnes says the sound driver has been loaded and working but there is no sound. I have tried various setting in the zsnes.cfg. Is there a known bug with SIS 7018 AC'97 AUDIO and Zsnes?
Thanks in advance for any clues you may have.
Jason
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If you are not using any of the 9x OSes, then you will need Sound Blaster emulation available. Most sound card drivers for 9x provide said Sound Blaster emulation.theboy_181 wrote:Why would I have to use DOSBOX?
That is emulating DOS through Windows. However, if you are using a 9x based OS, Sound Blaster detection/emulation is usually far better while in Windows, even though there is some overhead, it works much better for ZSNES DOS port's sound detection.IS that not emulation through windows?
No. ZSNES has never implemented any sort of sound lib, and requires no less than a Creative SB16/32/64 ISA card for maximum compatibility+optimal audio output.Im running in pure DOS. Is there no way to pick what soundcard to use?
No. The Windows port would be a better solution for maximum compatibilityCan Zsnes be compiled for my ac97?
Nope. Never have, and probably never will.Is there an older version that lets you pick a sound card?
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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I'm failing to understand why Zsnes is unable to use sound under my current settings. All the other emulators I am using work fine. I have to set them up to select soundblaster manually. (one would figure that this is what Zsnes does automatically) Do I need to have some program running to emulated a soundblaster in DOS thats compatable with Zsnes? Is that not what DOSAUD does? Have you heard of any reports of people not being able to get sound with AC97 onboard in PURE DOS?
Thanks
PS Thanks for the quick replies too..
Thanks
PS Thanks for the quick replies too..
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You're not paying attention to the fact that ZSNES has poor DOS sound compatibility. ZSNES does some auto-sound audio detection, but its still relatively weak. You may want to try enable the force 8-bit sound option (in the sound menu or cfg) and see if you get output though.theboy_181 wrote:I'm failing to understand why Zsnes is unable to use sound under my current settings. All the other emulators I am using work fine. I have to set them up to select soundblaster manually. (one would figure that this is what Zsnes does automatically)
Edit: You will have to restart ZSNES for the setting to be applied.
Yes.Do I need to have some program running to emulated a soundblaster in DOS thats compatable with Zsnes?
A quick google search seems to come up the same, so I guess it does.Is that not what DOSAUD does?
Yes, but those reports are few since the DOS port is the smallest portion of the userbase.Have you heard of any reports of people not being able to get sound with AC97 onboard in PURE DOS?
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I'm surprised ANY DOS apps had sound without the BLASTER variable set.theboy_181 wrote:Ok I got it working. .
I had to add SET BLASTER=A220 I5 D1 H5 P330 T6 to the autoexec.bat and edit sndinit ... it is posible and it sounds awsome!!!
Thanks for sending me in the right direction, doesnt seem like you guys helped but wouldn't of been able to do it with out you..
Jason
But really.... PCI sound solutions(which your's is) are ONLY compatible with DOS through ISA emulation.
Said emulation has historically been iffy, even with Creative's own products.
I can't imagine it's gotten better as we've gotten further away from actually NEEDING said emulation.
If you need DOS sound, you need either a system that can emulate DOS, or a system that can take an ISA sound card.
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Deathlike: Some apps can enable sound under DOS even without a BLASTER string or sound related stuff loaded. From the top of my head, No$gmb detects sb16(and my old ESS/sbpro) if it's missing. Obviously the sound will be gone once you exit the app.
H5(or some other hdma) is required for 16bit audio.
H5(or some other hdma) is required for 16bit audio.
and? the DOS port is no longer updated, so the audio detection most likely wont be updated for the DOS port.Kajuru wrote:Deathlike: Some apps can enable sound under DOS even without a BLASTER string or sound related stuff loaded. From the top of my head, No$gmb detects sb16(and my old ESS/sbpro) if it's missing. Obviously the sound will be gone once you exit the app.
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It is maintainence.. and particularly adding stuff. It is simply not a viable platform for any of it anymore.theboy_181 wrote:Why is every project giving up on DOS?
I find that every Emulator I have used is way better in DOS, and smells nicer too..
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Where can a person even start on this comment...theboy_181 wrote:Why is every project giving up on DOS?
I find that every Emulator I have used is way better in DOS, and smells nicer too..
DOS has no concept of Sound, except for printing character 7, "beep". Your program needs to assume a sound card is there or otherwise poke around. Your new fangled or clone soundcard needs to know it needs to act like a SoundBlaster sound card. Sound library ahoy.
DOS has no concept of Video, except for the functions provided by the VGA BIOS. Even then, for any decent speed, programs have to write directly to video memory and registers. For any decent video mode resolutions (non-paged), you need to use VESA. Because VESA 2.0 came out so damn late in the game, you need 'r3gged sci tech display d0ctor serial numbahZ'. Otherwise, enjoy your 16-color 640x480, or 256-color 320x200 mode.
USB game controllers? USB anything? Good luck. Custom TSR time.
Getting your BiPentium 2 out of 20-bit paged addressing mode? ("Real mode", uhuh, marketing genius.) Need DOS/4GW and a compiler that supports it "behind the back".
Timing? Yeah, okay, wait for V-sync that may or may not be there at port $3DA bit 3. Use the system timer? Hmm, 18 some-odd Hertz. Use CPU timing instructions. OK, What CPU do you have?
Well since it's called Disk Operating System, really easy to work with files? Oh crap, 8.3 filename. (or 6 char then wiggle number filenames).
DOS Stinks
I've pointed to the fact that SET BLASTER isn't the only way around enabling sound in DOS. I NEVER MENTIONED ANYTHING ABOUT UPDATING SOUND DETECTION ROUTINES IN ZSNESfranpa wrote:and? the DOS port is no longer updated, so the audio detection most likely wont be updated for the DOS port.Kajuru wrote:Deathlike: Some apps can enable sound under DOS even without a BLASTER string or sound related stuff loaded. From the top of my head, No$gmb detects sb16(and my old ESS/sbpro) if it's missing. Obviously the sound will be gone once you exit the app.
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Addendum: There are the "unofficial" video modes, too. (ModeX etc.) A bit more complicated to program though.whicker wrote:Where can a person even start on this comment...theboy_181 wrote:Why is every project giving up on DOS?
I find that every Emulator I have used is way better in DOS, and smells nicer too..
DOS has no concept of Sound, except for printing character 7, "beep". Your program needs to assume a sound card is there or otherwise poke around. Your new fangled or clone soundcard needs to know it needs to act like a SoundBlaster sound card. Sound library ahoy.
DOS has no concept of Video, except for the functions provided by the VGA BIOS. Even then, for any decent speed, programs have to write directly to video memory and registers. For any decent video mode resolutions (non-paged), you need to use VESA. Because VESA 2.0 came out so damn late in the game, you need 'r3gged sci tech display d0ctor serial numbahZ'. Otherwise, enjoy your 16-color 640x480, or 256-color 320x200 mode.
USB game controllers? USB anything? Good luck. Custom TSR time.
Getting your BiPentium 2 out of 20-bit paged addressing mode? ("Real mode", uhuh, marketing genius.) Need DOS/4GW and a compiler that supports it "behind the back".
Timing? Yeah, okay, wait for V-sync that may or may not be there at port $3DA bit 3. Use the system timer? Hmm, 18 some-odd Hertz. Use CPU timing instructions. OK, What CPU do you have?
Well since it's called Disk Operating System, really easy to work with files? Oh crap, 8.3 filename. (or 6 char then wiggle number filenames).
DOS Stinks
DOS was great when you needed absolute control over timing, ie. no other programs running in the background.
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bsnes launcher with recent files list
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well why make the comment about DOS Programs not needing that command here on this board in a ZSNES sub forum?Kajuru wrote:I've pointed to the fact that SET BLASTER isn't the only way around enabling sound in DOS. I NEVER MENTIONED ANYTHING ABOUT UPDATING SOUND DETECTION ROUTINES IN ZSNESfranpa wrote:and? the DOS port is no longer updated, so the audio detection most likely wont be updated for the DOS port.Kajuru wrote:Deathlike: Some apps can enable sound under DOS even without a BLASTER string or sound related stuff loaded. From the top of my head, No$gmb detects sb16(and my old ESS/sbpro) if it's missing. Obviously the sound will be gone once you exit the app.
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Because it was relevant to the discussion.franpa wrote:well why make the comment about DOS Programs not needing that command here on this board in a ZSNES sub forum?Kajuru wrote:I've pointed to the fact that SET BLASTER isn't the only way around enabling sound in DOS. I NEVER MENTIONED ANYTHING ABOUT UPDATING SOUND DETECTION ROUTINES IN ZSNESfranpa wrote:and? the DOS port is no longer updated, so the audio detection most likely wont be updated for the DOS port.Kajuru wrote:Deathlike: Some apps can enable sound under DOS even without a BLASTER string or sound related stuff loaded. From the top of my head, No$gmb detects sb16(and my old ESS/sbpro) if it's missing. Obviously the sound will be gone once you exit the app.
Also: You are an idiot.
Relevant to the discussion, it's worth noting that auto-detection of sound cards in DOS wasn't exactly unknown to cause problems. There were a lot of systems that locked up when you tried to do it.
So doing it at program start by default isn't exactly a wise move. Most games of the era tucked it into a separate config app, and as an optional method of configuration.
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And yet we loved it, and swore Windows gaming would never take off.Kajuru wrote:Off-Topic: Changing resolutions was also a good candidate for crashing. MehGil_Hamilton wrote:Relevant to the discussion, it's worth noting that auto-detection of sound cards in DOS wasn't exactly unknown to cause problems. There were a lot of systems that locked up when you tried to do it.
Thank you DirectX!