Forums before death by AOL, social media and spammers... "We can't have nice things"
|    comp.sys.ibm.ps2.hardware    |    Discussing IBM PS/2 hardware    |    42,985 messages    |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
|    Message 41,869 of 42,985    |
|    Kevin Moonlight to Ryan Alswede    |
|    Re: another snarky    |
|    30 Jun 23 20:27:43    |
      From: me@yyzkevin.com              Interesting, I was not aware compatibility was so poor, I have a snarkbarker       mca back when it was released, I had not had a chance to try it out for        games. I just dropped in one of my systems and sure enough nothing would       work, stack        overflow etc due to isr getting called repeatedly.               I made a small modification to the snarkbarker and wrote a quick tsr to       operate as the irq police and I can now play my few test games unmodified        i.e. doom... I will have to try some more and see if it is practical solution       to games that misbehave. I'       ve been looking at this for all of 1 day so surely I am unaware of most of       what is out there to deal with this already.              I have been working on and off on a pcmcia soundblaster compatible card,        generally speaking the only one that ever existed was the ibm 3d sound.        Through that adventure I have had some exposure to level vs edge interrupts as       found on pc cards, so I        applied a few of my tricks.                            On Thursday, 29 June 2023 at 09:00:59 UTC-4, Ryan Alswede wrote:       > Game software were coded and built directly against an ISA bus Sound Blaster       so all the ISR (interrupt service routines) DMA (direct memory access)       processes are designed for that bus architecture UNLESS the game writer wrote       the methods to handle MCA        bus architecture the sound cards will fail to produce results in a PS/2.        >        > I had the white clone snarky board you see on eBay before returning it and       tried the following games and software:        > Simcity (1989) - no sound        > Raptor Call of the Shadows - only could get some sound when set to Adlib.       Sound Blaster settings, game would not start.        > Star Trek Final Unity - PS/2 (Model 90 Pentium60 / Model 77 486DX2) machines       would crash/lock up with any Sound Blaster settings, Sound Blaster detection       in setup would do the same.        > Duke Nukem 3D - No sound.        > Duke Nukem 3D Atomic Edition - Had sound, no problems        > Windows 98 - Auto detects and installs MS Win 95 driver fine and plays       Windows Sounds ok.        > Windows NT 4.0 - has popping noise on start and end of Windows Sounds using       MS Sound Blaster Driver for NT.        >        > I also own a Sound Piper 16 which uses an ESS688F Sound Blaster compatible       chipset. In DOS games above it fairs the same even though the ESS688F ISA       version is celebrated in the DOS game world.        >        > If you saw Louis' other post about Sound Blaster/MCV, even they admit that       their Sound Blaster software doesn't work on MCA and you have to update to MCA       versions of their utilities.        >        > "CAUSE: It is due to the hardware differences in interrupt handling        > between the AT bus machine and the Micro Channel machine. Therefore,        > Sound Blaster program which is designed for AT bus cannot be used on        > PS/2* machine directly"              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
(c) 1994, bbs@darkrealms.ca