Alternate 3dfx executable for Tombraider

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myloch
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Alternate 3dfx executable for Tombraider

Postby myloch » Tue May 03, 2011 2:11 pm

I attached an alternative exe file for Tombraider (crc:0288f887)
http://www.sendspace.com/file/9fn3in

Using this, nglide seems to not work, the game starts using dosbox recent new internal (but slow) 3dfx emulation.
With exe version 5a17b7f3 (not included) nglide is working correctly.

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Zeus
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Re: Alternate 3dfx executable for Tombraider

Postby Zeus » Wed May 04, 2011 5:37 pm

This slowdown is glide wrapper independent. I can't do anything.

myloch
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Re: Alternate 3dfx executable for Tombraider

Postby myloch » Wed May 04, 2011 9:25 pm

what's the difference between the executables? :)

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Zeus
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Re: Alternate 3dfx executable for Tombraider

Postby Zeus » Thu May 05, 2011 9:24 pm

...ask Core Design.

myloch
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Re: Alternate 3dfx executable for Tombraider

Postby myloch » Wed Jan 14, 2015 1:45 am

Just for curiosity I tried this again in 2015 with latest ykhwong build + nglide 1.03.
It just ignores nglide and runs tombraider using internal 3dfx emulation instead for some odd reason.

Well I guess I will use the other exe. ;)

Gamecollector
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Re: Alternate 3dfx executable for Tombraider

Postby Gamecollector » Wed Jan 14, 2015 2:49 am

This executable uses a statically linked glide library.
In other words it not uses glide2x.ovl, all API functions are hard-coded within the .exe. No wrapper can do anything. The only way to run this is a real hardware or a hardware level emulation. Or the source code editing/recompilation.
Luckily some statically linked glide games (Descent II, Screamer 2, Tomb Raider, XCar: Experimental Racing) have alternative executables and can use wrappers.
Unfortunately there are games (Battle Arena Toshinden, EF 2000 2.0, Starfighter 3000, Whiplash) without such executables.
Last edited by Gamecollector on Wed Jan 14, 2015 3:27 am, edited 1 time in total.
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myloch
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Re: Alternate 3dfx executable for Tombraider

Postby myloch » Wed Jan 14, 2015 3:20 am

are u sure about that? using that exe, the game starts using dosbox internal 3dfx emulation by kekko. I need to try that with Toshinden :o

Gamecollector
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Re: Alternate 3dfx executable for Tombraider

Postby Gamecollector » Wed Jan 14, 2015 3:21 am

myloch wrote:internal 3dfx emulation by kekko

It's the hardware level emulation of Voodoo Graphics.
As the example, if you try to install Win95 - you will see Voodoo Graphics in the Device manager.
Asus P4P800 SE/Pentium4 3.2E/2 Gb DDR400 (3-3-3-8),
Radeon HD3850 Agp (Sapphire), Catalyst 14.4 (XpProSp3).
2 Voodoo2 12 MB (SLI), Win2k drivers 1.02.00 (XpProSp3).

Stiletto
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Re: Alternate 3dfx executable for Tombraider

Postby Stiletto » Mon Jan 19, 2015 7:17 pm

Gamecollector wrote:This executable uses a statically linked glide library.
In other words it not uses glide2x.ovl, all API functions are hard-coded within the .exe. No wrapper can do anything. The only way to run this is a real hardware or a hardware level emulation. Or the source code editing/recompilation.
Luckily some statically linked glide games (Descent II, Screamer 2, Tomb Raider, XCar: Experimental Racing) have alternative executables and can use wrappers.
Unfortunately there are games (Battle Arena Toshinden, EF 2000 2.0, Starfighter 3000, Whiplash) without such executables.


I have always wondered if some extremely clever binary hacker could "stub out this Glide code" and turn a statically linked Glide game into a dynamically linked one. Would require tons of experimentation with old versions of Watcom C++, and lots of test compiles of the various versions of the DOS Glide SDK, etc. No one has done it so far though, so thus far I am thinking it is impossible.

myloch
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Re: Alternate 3dfx executable for Tombraider

Postby myloch » Mon Jan 26, 2015 1:02 pm

thank god kekko's 3dfx emulation in dosbox is now quite fast (and good), so you can play those games where Nglide cannot be used for the reasons mentioned above.

Case closed :)


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