GP500 Microprose sur Windows 10

Réduire
X
 
  • Heure
  • Afficher
Tout nettoyer
nouveaux messages
  • Noxyoz
    Nomad

    • mai 2021
    • 6

    #1

    GP500 Microprose sur Windows 10

    Bonjour, j'ai des problèmes de '' speed up '' avec le jeu GP500 sous Windows 10, et ce malgré les différents patchs que j'ai pu essayer, et quand ce ne sont pas des speed up ( moto qui s'envoit dans le décor ), ce sont des freezes. Si quelqu'un a une soluce ou un patch valable, je suis preneur !
  • The Uploader
    MechWarrior


    • février 2010
    • 7353

    #2
    Salut

    J'ai bien une version automatique du jeu si ça te dit...

    Par contre, il me faut encore régler l'absence totale de musique avant de pouvoir la proposer.

    Sinon, le patch est celui disponible dans ce fil de discussion :
    https://www.vogons.org/viewtopic.php?p=927424
    Plus exactement, ce lien :
    https://web.archive.org/web/20020211...500update1.exe

    En plus de dgVoodoo2 (mode Glide -> C'est à dire qu'il faut copier le fichier Glide2X.dll de DgVoodoo2 dans le même dossier que GP500.EXE), réglé à 30 FPS.

    Plus d'explications sur dgVoodoo2 ici :
    https://www.abandonware-forums.org/f...-jeu-vite-fait

    Voici le contenu de mon fichier dgVoodoo.conf. Ce fichier dgVoodoo.conf doit lui aussi se trouver dans le même dossier que GP500.EXE (copie-colle le texte ci-dessous dans le bloc-notes, et sauvegarde ça dans dgVoodoo.conf dans le dossier du jeu) :
    Code:
    ;==========================================================================
    ; === Text based config file for dgVoodoo2
    ; === Use this file if you are a game modder/hacker or an experted user and
    ; want to modify some advanced properties not available via the CPL.
    ;==========================================================================
    
    Version = 0x274
    
    ;--------------------------------------------------------------------------
    
    [General]
    
    ; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0",
    ; "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable"
    ; Adapters: "all", or the ordinal of the adapter (1, ...)
    ;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
    ; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",
    ; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
    ;
    ;InheritColorProfileInFullScreenMode:
    ; Enabled by default and can only be disabled only when a D3D11 output API
    ; is explicitly selected. Disabled case is intended for avoiding extra
    ; rendering resources on old hardware for better performance, if required.
    
    OutputAPI = bestavailable
    Adapters = all
    FullScreenOutput = default
    FullScreenMode = true
    ScalingMode = unspecified
    ProgressiveScanlineOrder = false
    EnumerateRefreshRates = false
    
    Brightness = 100
    Color = 100
    Contrast = 100
    InheritColorProfileInFullScreenMode = true
    
    KeepWindowAspectRatio = true
    CaptureMouse = true
    CenterAppWindow = false
    
    ;--------------------------------------------------------------------------
    
    [GeneralExt]
    
    ; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
    ; Useful for rare applications that pre-set the desktop to other than the native
    ; resolution before dgVoodoo gets in action. Only the compact format can be used here,
    ; and applies to all outputs of the desktop.
    ; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
    ; (8, 16, 32)
    ; DeframerSize: When resolution is forced to other than the app default then
    ; a black frame is drawn around the output image coming from a wrapped API
    ; to remove scaling artifacts -
    ; frame thickness can be defined in pixels (max 16, 0 = disable)
    ; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
    ; Always done by nearest point filtering, independent on scaling mode
    ; (0 = max available)
    ; Separate factors can be defined for horizontal and vertical scaling
    ; by subproperties, e.g.
    ; ImageScaleFactor = x:3, y:2
    ; CursorScaleFactor: Integer factor for scaling the emulated hardware mouse (max 16)
    ; (0 = automatic, 1 = no scale, 2 = double scale, ...)
    ; DisplayROI: Display region of interest
    ; If scaling is done by the dgVoodoo then you can define a subrect of the
    ; output image, coming from a wrapped API, to be displayed. The defined subrect
    ; is mapped to the display output according to the current scaling mode
    ; It can be useful for applications rendering a widescreen subimage into a 4:3
    ; resolution; in this case you can scale up that subimage to (nearly) fill the
    ; whole screen on a widescreen monitor.
    ; DisplayROI empty value means the whole image.
    ; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
    ; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
    ; Examples: DisplayROI = 16_9, pos:centered
    ; DisplayROI = (320|200), pos:(10|10)
    ; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
    ; you can choose which filter is to be used for resampling the output image
    ; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
    ; FreeMouse: If true then physical mouse is free to move inside the game window
    ; when using emulated scaling and/or application and forced resolution
    ; differs; can be useful when a game relies on the physical window size
    ; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
    ; "borderless" - forces the app window not have any border
    ; "alwaysontop" - forces the app window into the top-most band
    ; "fullscreensize" - forces the app window to be full screen size with image scaling inside
    ; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas):
    ; "fake" - forces fake fullscreen mode with a screen-size window
    ; FPSLimit: 0 = unlimited
    ; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
    ; or can be set to 'DosBox' or 'QEmu'.
    ; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents
    ; (like movie playback through the ancient Windows Multimedia AVI player library)
    ; rendered through GDI - experimental feature, for the time being it's implemented
    ; only for DX emulation
    
    DesktopResolution =
    DesktopBitDepth =
    DeframerSize = 1
    ImageScaleFactor = 1
    CursorScaleFactor = 0
    DisplayROI =
    Resampling = bilinear
    FreeMouse = false
    WindowedAttributes =
    FullscreenAttributes =
    FPSLimit = 30
    Environment =
    EnableGDIHooking = false
    
    ;--------------------------------------------------------------------------
    
    [Glide]
    
    ; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
    ; OnboardRAM: in MBs
    ; MemorySizeOfTMU: in kBs
    ; TMUFiltering: "appdriven", "pointsampled", "bilinear"
    ;
    ; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"
    ; or subproperties: h: horizontal, v: vertical
    ; + optional subproperty refrate: refresh rate in Hz
    ; e.g. Resolution = max, refrate:60
    ; Resolution = 2x, refrate:59
    ; Resolution = h:1280, v:1024, refrate:75
    ; or just use the compact form like "1024x768@60" or "512x384"
    ;
    ;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
    
    VideoCard = voodoo_2
    OnboardRAM = 8
    MemorySizeOfTMU = 4096
    NumberOfTMUs = 2
    TMUFiltering = appdriven
    DisableMipmapping = false
    Resolution = unforced
    Antialiasing = appdriven
    
    EnableGlideGammaRamp = true
    ForceVerticalSync = true
    ForceEmulatingTruePCIAccess = false
    16BitDepthBuffer = false
    3DfxWatermark = false
    3DfxSplashScreen = false
    PointcastPalette = false
    EnableInactiveAppState = false
    
    
    ;--------------------------------------------------------------------------
    
    [GlideExt]
    
    ; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
    ; Dithering: "disabled", "appdriven", "forcealways"
    ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
    ; 1 = normal, 2 = double size, etc.
    ; 0 = automatic (the aim is to have some retro feel&look)
    
    DitheringEffect = pure32bit
    Dithering = forcealways
    DitherOrderedMatrixSizeScale = 0
    
    ;--------------------------------------------------------------------------
    
    [DirectX]
    
    ; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
    ; "matrox_parhelia-512", "geforce_fx_5700_ultra"
    ; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
    ; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
    ; or the integer value of an anisotropic filtering level (1-16)
    
    DisableAndPassThru = false
    
    VideoCard = internal3D
    VRAM = 256
    Filtering = appdriven
    DisableMipmapping = false
    Resolution = unforced
    Antialiasing = appdriven
    
    AppControlledScreenMode = true
    DisableAltEnterToToggleScreenMode = true
    
    BilinearBlitStretch = false
    PhongShadingWhenPossible = false
    ForceVerticalSync = false
    dgVoodooWatermark = false
    FastVideoMemoryAccess = false
    
    ;--------------------------------------------------------------------------
    
    [DirectXExt]
    
    ; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
    ; You can define what type of driver version and vendor id's the wrapper should report to
    ; the application; Some games rely on that information so it can be useful for them
    ; Can be defined only for SVGA and Internal3D card types; the others have their own wired
    ; information
    
    ; VendorID, DeviceID, SubsystemID, RevisionID:
    ; Can be defined only for SVGA and Internal3D card types
    ; You can overwrite these properties even if a non-default AdapterIDType is defined;
    ; say, you defined an nvidia id type but would like to refine the vendor id
    
    ; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
    ; "all", "classics", "none"
    
    ; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
    ; enumerated to the application as display adapter supported ones -
    ; can be useful if an app supports rendering at arbitrary resolutions
    ; and you have a particular favorite resolution that are not
    ; enumerated to the application by default
    ; you can either use the compact resolution format here, or
    ; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
    ; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
    ; meaning the maximum resolution with the given aspect ratio calculated from
    ; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
    
    ; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
    ; any subset of {"8", "16", "32"}, or "all"
    
    ; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
    ; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
    ; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
    ; 1 = normal, 2 = double size, etc.
    ; 0 = automatic
    ; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
    ; "appdriven", "forcemin24bit", "force32bit"
    ; Default3DRenderFormat: default format of 3D rendering
    ; argb2101010 gives higher dynamic range but it can break the rendering
    ; "argb8888", "argb2101010"
    
    ; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
    ; Can be defined only for SVGA and Internal3D card types
    ; Valid values are 256 (default), 512 or 1024
    
    ; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
    ; (some applications check for them and they fail)
    
    ; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
    ; applied also to rendertarget textures
    ; Set it to false for games requiring pixel-precise rendering
    ; but be careful it can EASILY break certain things, not recommended
    
    ; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
    ; when they are sampled
    
    ; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
    ; the DirectX device; can be useful for games that don't expect rendering window changes
    ; during initialization and crash
    
    ; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
    ; If false then each change is instantly presented (debug-like mode)
    
    AdapterIDType =
    VendorID =
    DeviceID =
    SubsystemID =
    RevisionID =
    
    DefaultEnumeratedResolutions = all
    ExtraEnumeratedResolutions =
    EnumeratedResolutionBitdepths = all
    
    DitheringEffect = pure32bit
    Dithering = forcealways
    DitherOrderedMatrixSizeScale = 0
    DepthBuffersBitDepth = appdriven
    Default3DRenderFormat = argb8888
    
    MaxVSConstRegisters = 256
    
    MSD3DDeviceNames = false
    RTTexturesForceScaleAndMSAA = true
    SmoothedDepthSampling = true
    DeferredScreenModeSwitch = false
    PrimarySurfaceBatchedUpdate = false
    
    ;--------------------------------------------------------------------------
    
    [Debug]
    
    ; This section affects only debug/spec release builds
    ;
    ; Info, Warning, Error
    ; "Disable" - disables all messages and debugger break
    ; "Enable" - enables messages and disables debugger break
    ; "EnableBreak" - enables both messages and breaking into debugger
    ;
    ; MaxTraceLevel: Maximum level of tracing API calls
    ; 0 - Disable
    ; 1 - API Functions and methods
    ; 2 - Additional trace info for internals
    ;
    ; LogToFile: if false or debugger is detected then output goes to the debug output
    ; if true and no debugger detected then output goes to 'dgVoodoo.log'
    ; (not implemented yet, always the default debug output is used)
    
    Info = enable
    Warning = enable
    Error = enable
    MaxTraceLevel = 0
    
    LogToFile = false
    RUNEXITW : pour quand RUNEXIT quitte le jeu trop tôt |
    Pack émulation PCem + Windows 95 | Pack émulation PCem + Windows 98SE | Pack émulation DOSBox + Win 3.11 | Pack PCem + Win 3.11 | Ma collection de wrappers (pas à jour)

    Commentaire

    • Noxyoz
      Nomad

      • mai 2021
      • 6

      #3
      Super, merci beaucoup pour ton retour ! Je vais voir ça !

      Commentaire

      • Noxyoz
        Nomad

        • mai 2021
        • 6

        #4
        J'ai bien effectué les changements proposés, mais j'ai toujours des speed up, le patch ne s'installe pas, un message d'erreur apparaît malgré le mode compatibilité changé.
        J'avais essayé ce mod https://www.youtube.com/watch?v=uDIWoRfSpnU ça fonctionnait, mais je voulais absolument le jeu original, dans les commentaires ils en parlent, mais ça merdouille toujours ! Je veux bien essayer ta version automatique à l'occasion !

        Commentaire

        • The Uploader
          MechWarrior


          • février 2010
          • 7353

          #5
          Peut-être que le jeu utilise le mode Direct3D, c'est pour ça que dgVoodoo2 n'a aucun effet...Peux tu aussi copier tous les fichiers suivants présents dans MS\x86 dans l'archive de dgVoodoo2, dans le dossier du jeu (là où se trouve GP500.EXE) :

          Code:
          D3DIMM.DLL
          D3D8.DLL
          DDRAW.DLL
          Et essayer de nouveau ?
          RUNEXITW : pour quand RUNEXIT quitte le jeu trop tôt |
          Pack émulation PCem + Windows 95 | Pack émulation PCem + Windows 98SE | Pack émulation DOSBox + Win 3.11 | Pack PCem + Win 3.11 | Ma collection de wrappers (pas à jour)

          Commentaire

          • Noxyoz
            Nomad

            • mai 2021
            • 6

            #6
            Effectivement, dès lancement du jeu, petite fenêtre de config qui m'indique que voodoo est utilisé, et j'ai pu essayer la résolution en 1920 * 1080, ça fonctionne nickel mais le speed up durant la course persiste !

            Commentaire

            • The Uploader
              MechWarrior


              • février 2010
              • 7353

              #7
              Voici le fichier de config pour dgVoodoo2 à mettre dans le même dossier que GP500.EXE :
              https://drive.google.com/file/d/1Vv9...ew?usp=sharing

              Ça limite le jeu à 30 images par seconde, et chez moi (du que j'ai testé) je n'ai pas eu de speed-ups ainsi.
              Et ça enlève le logo de dgVoodoo2.
              RUNEXITW : pour quand RUNEXIT quitte le jeu trop tôt |
              Pack émulation PCem + Windows 95 | Pack émulation PCem + Windows 98SE | Pack émulation DOSBox + Win 3.11 | Pack PCem + Win 3.11 | Ma collection de wrappers (pas à jour)

              Commentaire

              • The Uploader
                MechWarrior


                • février 2010
                • 7353

                #8
                Et la version automatique :
                https://drive.google.com/file/d/1ka2...ew?usp=sharing

                Y'a le patch du jeu déjà appliqué dessus.
                Il ne manque plus que les ziks CD.
                RUNEXITW : pour quand RUNEXIT quitte le jeu trop tôt |
                Pack émulation PCem + Windows 95 | Pack émulation PCem + Windows 98SE | Pack émulation DOSBox + Win 3.11 | Pack PCem + Win 3.11 | Ma collection de wrappers (pas à jour)

                Commentaire

                • Noxyoz
                  Nomad

                  • mai 2021
                  • 6

                  #9
                  J'ai pu essayé la version automatique avec la config juste au dessus, j'ai toujours des speed up sur le jeu ( au bout de quelques minutes, j'ai pas le temps de boucler 5 tours à Jerez ! ), ça doit tenir à pas grand chose !

                  Commentaire

                  • The Uploader
                    MechWarrior


                    • février 2010
                    • 7353

                    #10
                    Le mode de compatibilité Windows 98 sur GP500.EXE peut valoir le coup.
                    RUNEXITW : pour quand RUNEXIT quitte le jeu trop tôt |
                    Pack émulation PCem + Windows 95 | Pack émulation PCem + Windows 98SE | Pack émulation DOSBox + Win 3.11 | Pack PCem + Win 3.11 | Ma collection de wrappers (pas à jour)

                    Commentaire

                    • Noxyoz
                      Nomad

                      • mai 2021
                      • 6

                      #11
                      J'ai essayé le mode compatibilité 98/millenium et 95, et pas manqué, vers le 4ème tour, j'ai toujours un speed up ! Je vais retenter avec le jeu moddé https://www.dropbox.com/s/8fz6pa0skz...GP500.rar?dl=0 mais ça m'embête de ne pas pouvoir jouer avec le jeu original sans encombre !

                      Commentaire

                      Chargement...