- #3DFX GLIDE DOS GAMES INSTALL#
- #3DFX GLIDE DOS GAMES PATCH#
- #3DFX GLIDE DOS GAMES FULL#
- #3DFX GLIDE DOS GAMES MAC#
I also see a separate small DOSBox-X window pop up:įrom there, I can start and run the game.
#3DFX GLIDE DOS GAMES MAC#
The acceleration is successfully activated, but the window re-sizes itself to what I assume is 640x400 or 640x480 and then my Mac mouse cursor becomes active and separate to the mouse cursor within the DOSBox-X window, so I re-capture it with control-F10. Selecting that, the next screen provides the option to activate acceleration: When starting the game, lo and behold, I could see the hardware acceleration menu option appear:
#3DFX GLIDE DOS GAMES FULL#
Knowing that there is a current problem with 3dfx emulation on the Mac preventing full screen functionality, I used the fullscreen = false setting in the DOSBox-X preferences.
#3DFX GLIDE DOS GAMES INSTALL#
I placed that file in the game's install directory.
#3DFX GLIDE DOS GAMES PATCH#
So, I installed the game, applied the patch and then generated the GLIDE2X.OVL using the instructions from the DOSBox-X wiki. I think it is best to start with DOS and work my way up from there. I have not yet considered whether Glide passthrough will work in Windows 9x. The next step was to test Lands of Lore 2 (DOS) with the 1.30 patch that supports 3dfx. I have not yet performed extensive testing, so I have not attempted to alter any of the settings in these files. I am not sure where these files would be deposited. I would be interested to hear from others who just run DOSBox from one copy of the app. In my app packages, these turn up in the resources folder. I confirmed that these are detected and working by starting DOSBox-X with glide = true and voodoo_card = auto (or opengl). These can be left in the usr folder, or placed inside your resources folder if you package DOSBox-X in a native Mac app 'wrapper' as I do. Successful compilation results in the following files being installed: I would be interested in receiving feedback on whether it works properly in later macOS releases. As mentioned above, I have built this in Mojave. I ended up having to patch it myself and fork it here:Ĭompilation instructions are provided in the read me. Some changes made in October 2020 apparently broke support for macOS.
I only build with SDL1 because I can never get SDL2 to work very well, and I also understand it would preclude high level Glide passthrough from working at all?Īll that aside, the first challenge was to get OpenGlide to compile successfully. The other thing I should mention is that by default I am compiling DOSBox-X from source, so I am currently on the 0.83.10 release. If you are regularly using Big Sur and/or Catalina, and would like to help out with testing, please let me know. I have intermittent access to Big Sur when I remember to bring my laptop home from work, but for now, all of these results are specific to Mojave.
I am hoping that this progress might convince some other Mac users to help me out with additional testing and bug fixing.Īt the outset, I just need to clarify that I am using Mojave (10.14.6) on an Intel Mac. If it works on a Banshee, it will most likely also work on the Voodoo 3 and beyond.It is far too soon to declare a victory, but I can at least report on some significant progress in getting high level 3dfx (Glide passthrough) to work with DOSBox-X in macOS. The Voodoo Banshee is apparently the hardest card to get older GLide games working on. In some cases, these games benefit from the V2's extra performance and in a few cases the games even offer higher resolution! There are a lot of Windows games that support Voodoo cards, but these aren't covered here.Ī Voodoo 2 card isn't automatically backward-compatible with a Voodoo 1 card, but in some games you can set some environment variables that can get a V2 running like a V1.