Early GLide games you successfully play with V5?

Started by Kreshna Aryaguna Nurzaman, 24 October 2007, 08:40:17

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Kreshna Aryaguna Nurzaman

Well I'm talking about early GLide games; games of Voodoo1-era that need environment variable tinkering to play with Voodoo2. Some of them are DOS games like EF2000 V.20 and The Elder Scrolls: Red Guard, some others are Windows games like Mechwarrior 2.

Nonetheless, what early GLide games that you successfully play with Voodoo5, and what are the settings of your V5's environment variables?


fantacyraider

yes,some old glide games can run correctly under v5
but some can not. it seems if you disable the sli in
v5 ,most games run even the v1 demo from 3dfx
 

Kreshna Aryaguna Nurzaman

#2
Well, it needs the right environment variables to run DOS GLide games on Voodoo5, am I correct?

Alas, I don't have a comprehensive list of environment variables, let alone what do they mean, and mostly, and what their supposed values are to play old GLide games on Voodoo5.

Let's take a look at the following 3dfx 'transitional variables' (here, just scroll down).
Quoteset SST_GRXCLK=90
set SST_FT_CLK_DEL=0x4
set SST_TF0_CLK_DEL=0x6
set SST_TF1_CLK_DEL=0x6
set SST_VIN_CLKDEL=0x1
set SST_VOUT_CLKDEL=0x0
set SST_TMUMEM_SIZE=2

Those environment variables above are called 'transitional variables'; that is, to play Voodoo1 games on Voodoo2. Yet, there are still lots of unanswered questions:

(1) Why are they using SST instead of SST_V2? Those are the variables we're supposed to use with Voodoo2, not Voodoo1, so why, SST? Will they work on Voodoo5? And should we use SSTH3 instead of SST? And if I recall correctly, Dracman uses SST to run Tomb Raider 1 on Voodoo5? Why is that?

(2) What is SST_FT_CLK_DEL=0x4, for instance? Why do we need to set the value to 0x4 when playing Voodoo1 games on Voodoo2? And how about Voodoo5? Do we need to set the value to 0x4 as well, or some other value?

(3) The 'transitional variables' above includes SST_TF0_CLK_DEL
and SST_TF1_CLK_DEL. Now, if I'm not mistaken, SST_TF0 is for texture chip 0 and SST_TF1 is for texture chip 1 (because Voodoo1 and Voodoo2 came with two texturing chips, am I correct?). How about Voodoo5, which comes with different architecture altogether? Do we still need to use SST_TF0 (or SSTH3_TF0) and TF1, or something else?

(4) What is the environment variables to enable V5 FSAA on DOS games? Fortunately, DBorca shared the answer few years ago. However, first thing first we need to make the game run, and worry about FSAA later, right?