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Rampage dongle (Read 19628 times)
Loeschzwerg
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Re: Rampage dongle
Reply #120 - 18.02.12 at 10:14:48
 
That's an interesting statement.

For all who don't know what BLT means, it's "Block Level Transfer".

A GDI (Graphics Device Interface) function for Windows is for example "BitBlt". It copys, inverts and draws bitmaps into other bitmaps.

So yes, this is an essential part of a GPU Smiley
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Re: Rampage dongle
Reply #121 - 18.02.12 at 12:24:36
 
Just going over my notes today and saw this-

"11/30/00 DAC output ‘dongle’ fitted. Rampage running D3D applications. And soon after that the D3D DX8 demos were running and Quake3 debugging in a window (which we’ve also seen pictures of)."

Running D3D applications? Well now, I have some testing to do this morning...

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Loeschzwerg
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Re: Rampage dongle
Reply #122 - 18.02.12 at 12:52:52
 
I found out why and where Everest does get it's informations from. It is all written in the drivers-inf file. I was very blind that I didn't recognize this earlier ^^ It's the same like within the ATi and Nvidia drivers.

Quote:
PCI\VEN_121A&DEV_0005&SUBSYS_0030121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0031121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0032121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98 with LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0033121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98 with LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0034121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98 with TV-Out support"
PCI\VEN_121A&DEV_0005&SUBSYS_0035121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0036121A.DeviceDesc="3Dfx VoodooX 2000 PCI for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0037121A.DeviceDesc="3Dfx VoodooX 3000 AGP for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0038121A.DeviceDesc="3Dfx VoodooX 3000 AGP for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0039121A.DeviceDesc="3Dfx VoodooX 3000 AGP for Windows 98 with LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_003A121A.DeviceDesc="3Dfx VoodooX 3000 AGP for Windows 98 with TV-Out support"
PCI\VEN_121A&DEV_0005&SUBSYS_003B121A.DeviceDesc="3Dfx VoodooX 3000 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_003C121A.DeviceDesc="3Dfx VoodooX 3500 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0003121A.DeviceDesc="3Dfx VoodooX 3500 AGP for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0004121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0005121A.DeviceDesc="3Dfx VoodooX 3000 AGP for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0006121A.DeviceDesc="3Dfx VoodooX 3500 AGP for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0008121A.DeviceDesc="3Dfx VoodooX 3000 PCI for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_0009121A.DeviceDesc="3Dfx VoodooX 3500 PCI for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_000A121A.DeviceDesc="3Dfx VoodooX 2000 PCI for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_000B121A.DeviceDesc="3Dfx VoodooX 3000 PCI for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_000C121A.DeviceDesc="3Dfx VoodooX 3500 PCI for Windows 98"
PCI\VEN_121A&DEV_0005&SUBSYS_000D121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_000E121A.DeviceDesc="3Dfx VoodooX 3000 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_000F121A.DeviceDesc="3Dfx VoodooX 3500 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0010121A.DeviceDesc="3Dfx VoodooX 2000 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0011121A.DeviceDesc="3Dfx VoodooX 3000 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0012121A.DeviceDesc="3Dfx VoodooX 3500 AGP for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0013121A.DeviceDesc="3Dfx VoodooX 2000 PCI for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0014121A.DeviceDesc="3Dfx VoodooX 3000 PCI for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0015121A.DeviceDesc="3Dfx VoodooX 3500 PCI for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0016121A.DeviceDesc="3Dfx VoodooX 2000 PCI for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0017121A.DeviceDesc="3Dfx VoodooX 3000 PCI for Windows 98 with TV-Out and LCD support"
PCI\VEN_121A&DEV_0005&SUBSYS_0018121A.DeviceDesc="3Dfx VoodooX 3500 PCI for Windows 98 with TV-Out and LCD support"


Looking at the "main" driver I can see that no OpenGL part is implemented. The library is separated and it seems that the drivers have been written till the last minute of 3dfx.

@Gary: Use the 3dfxogl.dll from the "rampage-opengl.exe" (exctract this file), rename it to opengl32.dll and put it to the folder of the game where the .exe-file is.

This way you might be able to start Quake2 or 3 in opengl mode Smiley

Ohh, and when it comes to DirectX, this might be interesting to read Wink

Quote:
**  51   3dfx      1.50        12/8/00  XXXXXXXXXX     fixed comments from last
**       checkin
**  50   3dfx      1.49        12/8/00  XXXXXXXXXX     Added state changes for
**       COLORWRITEENABLE, BLENDOP, and MULTISAMPLEMASK
**  49   3dfx      1.48        12/7/00  XXXXXXXXXX Added D3DBlendOp
**       functionality for DX8.
**  48   3dfx      1.47        11/30/00 XXXXXXXXXX    Two minor debug message
**       changes.
**  47   3dfx      1.46        11/16/00 XXXXXXXXXX     Adding DX8 renderstate
**       code for multisample buffers
**  46   3dfx      1.45        11/14/00 XXXXXXXXXX    DX8: Added PointSprite
**       support through new render functions.  RC now contains new fields
**       RndrSprites and RndrIndexedSprites.  Renderstates dealing with
**       PointSprites are now processed.
**  45   3dfx      1.44        11/7/00  XXXXXXXXXX    New DX8 renderstate
**       support (18 new renderstates).  The new states have stub functions for
**       later implementation.  Removal of wrap member from TSS[] array; using
**       preexisting pRc->wrap[].
**  44   3dfx      1.43        10/24/00 XXXXXXXXXX      Forgot a line in my
**       previous checkin... the Z bias functionality is now correct.
**  43   3dfx      1.42        10/17/00 XXXXXXXXXX     fixed code which reports
**       the state of antialias render state.
**  42   3dfx      1.41        10/11/00 XXXXXXXXXX    DX8 code integration. 
**       Changes to headers, new code.
**  41   3dfx      1.40        9/28/00  XXXXXXXXXX  Rampage rendering
**       function pointers. Changed fillMore state from update only to check
**       first so that its function can set the function pointer dirty flag.
**       Modified wrapU, wrapV, shadeMode, fillMode and specular functions to
**       set the function pointer dirty flag. Modified initNewRC to set the
**       function pointer dirty flag in any new rc.


So yes, the Rampage should be able to render DX8 software  Smiley

Btw. I edited the names of  those Software Engineers out. I don't want that they get spammed Wink
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« Last Edit: 18.02.12 at 13:01:51 by Loeschzwerg »  
 
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gdonovan
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Re: Rampage dongle
Reply #123 - 18.02.12 at 13:01:29
 
Loeschzwerg wrote on 18.02.12 at 12:52:52:
I found out why and where Everest does get it's informations from. It is all written in the drivers-inf file.


Yup.

Quote:
Looking at the "main" driver I can see that no OpenGL part is implemented. The library is separated and it seems that the drivers have been written till the last minute of 3dfx.



The source I have doesn't have it either but there is some glide3 info which is odd.

Quote:
@Gary: Use the 3dfxogl.dll from the "rampage-opengl.exe" (exctract this file), rename it to opengl32.dll and put it to the folder of the game where the .exe-file is.



First thing I tried with no success, even tried dumping it in the windows system file. I have a dump of Q3 that I'll retrive and post in a bit.

Quote:
So yes, the Rampagee should be able to render DX8 software  Smiley



We will know in a few hours...
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Re: Rampage dongle
Reply #124 - 18.02.12 at 13:04:47
 
This morning I'm going back to the LCD and taking voltage readings. The CRT isn't required as I was having a software conflict that was driving the signal output out of range of the monitor (120hz!)

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Re: Rampage dongle
Reply #125 - 18.02.12 at 14:10:42
 
By the way- I find it ironic and suitable that in able to do proper testing without stressing the boards I'm using a Voodoo Graphics cable to link the Rampage to the dongle.

The cable from my Diamond Monster3D purchased in 1997 which I still own.

Salute!
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Re: Rampage dongle
Reply #126 - 18.02.12 at 15:44:28
 
Quake III dump-

Q3 1.32 win-x86 Oct  7 2002
----- FS_Startup -----
Current search path:
C:\quake3\baseq3\pak8.pk3 (9 files)
C:\quake3\baseq3\pak7.pk3 (4 files)
C:\quake3\baseq3\pak6.pk3 (64 files)
C:\quake3\baseq3\pak5.pk3 (7 files)
C:\quake3\baseq3\pak4.pk3 (272 files)
C:\quake3\baseq3\pak3.pk3 (4 files)
C:\quake3\baseq3\pak2.pk3 (148 files)
C:\quake3\baseq3\pak1.pk3 (26 files)
C:\quake3\baseq3\pak0.pk3 (3539 files)
C:\quake3/baseq3

----------------------
4073 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found AMD w/ 3DNow!

------- Input Initialization -------
No window for DirectInput mouse init, delaying
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\opengl32.dll' ): succeeded
...setting mode 6: 1024 768 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 0 )
...-1 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 16, 24, 0 )
...-1 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (6)
...setting mode 6: 1024 768 FS
...using colorsbits of 16
...calling CDS: ok
...created window@0,0 (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 24, 0 )
...-1 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 16, 24, 0 )
...-1 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (3)
...shutting down QGL
...unloading OpenGL DLL
...assuming '3dfxvgl' is a standalone driver
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\3dfxvgl.dll' ): failed
...shutting down QGL
----- CL_Shutdown -----
RE_Shutdown( 1 )
-----------------------
GLW_StartOpenGL() - could not load OpenGL subsystem
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Re: Rampage dongle
Reply #127 - 18.02.12 at 15:50:36
 
Mark2001SE is a no go, crashes.
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Re: Rampage dongle
Reply #128 - 18.02.12 at 16:02:25
 
Just to be safe I ran a driver cleaner program to nuke any 3dfx VSA-100 files that might be lingering about.
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Loeschzwerg
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Re: Rampage dongle
Reply #129 - 18.02.12 at 16:11:10
 
gdonovan wrote on 18.02.12 at 15:44:28:
...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\opengl32.dll' ): succeeded

...

...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\3dfxvgl.dll' ): failed


Is the "3dfxgl.dll" in the System directory as well as the renaming of it into "OpenGL32.dll"?

In the internal Engineering-Log they wrote "Quake 3 debugging in a window". Modify the quake ini-file so it runs quake in window-mode and use a low resolution (640x480).

As we have seen on screenshots 3D Mark 2000 was running. Try also Half Life in D3D or OpenGL.
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« Last Edit: 18.02.12 at 16:11:57 by Loeschzwerg »  
 
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Re: Rampage dongle
Reply #130 - 18.02.12 at 16:22:40
 
Loeschzwerg wrote on 18.02.12 at 16:11:10:
gdonovan wrote on 18.02.12 at 15:44:28:
...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\opengl32.dll' ): succeeded

...

...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\3dfxvgl.dll' ): failed


Is the "3dfxgl.dll" in the System directory as well as the renaming of it into "OpenGL32.dll"?

In the internal Engineering-Log they wrote "Quake 3 debugging in a window". Modify the quake ini-file so it runs quake in window-mode and use a low resolution (640x480).

As we have seen on screenshots 3D Mark 2000 was running. Try also Half Life in D3D or OpenGL.


Banging away on some stuff now...

...
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Re: Rampage dongle
Reply #131 - 18.02.12 at 16:53:24
 
So far all I have done is rename the 3dfxogl.dll file to opengl32.dll and tried placing it in the game directory and/or the windows system with the same results, nothing yet.

No open GVS results yet, just a screen shoot of the detected driver properties.

Still banging away on stuff, I'll try to focus on D3D, I'll have to install some games as most of the programs on the machine are OpenGL based.
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Re: Rampage dongle
Reply #132 - 18.02.12 at 17:00:27
 
Half-Life has no problem loading up and getting into the configuration screens but then locks up at LOADING when you start a new game.

Set to Direct3d at 640x480

I'm going to try a simple D3D test I have for the Voodoo cards and see if it works.
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Re: Rampage dongle
Reply #133 - 18.02.12 at 17:13:46
 
Q3 1.32 win-x86 Oct  7 2002
----- FS_Startup -----
Current search path:
C:\quake3\baseq3\pak8.pk3 (9 files)
C:\quake3\baseq3\pak7.pk3 (4 files)
C:\quake3\baseq3\pak6.pk3 (64 files)
C:\quake3\baseq3\pak5.pk3 (7 files)
C:\quake3\baseq3\pak4.pk3 (272 files)
C:\quake3\baseq3\pak3.pk3 (4 files)
C:\quake3\baseq3\pak2.pk3 (148 files)
C:\quake3\baseq3\pak1.pk3 (26 files)
C:\quake3\baseq3\pak0.pk3 (3539 files)
C:\quake3/baseq3

----------------------
4073 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found AMD w/ 3DNow!

------- Input Initialization -------
No window for DirectInput mouse init, delaying
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\opengl32.dll' ): succeeded
...setting mode 6: 1024 768 W
...registered window class
...created window@3,22 (1030x793)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 0 )
...-1 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 16, 24, 0 )
...-1 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...WARNING: could not set the given mode (6)
...setting mode 6: 1024 768 FS
...using colorsbits of 16
...calling CDS: ok
...created window@0,0 (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 24, 0 )
...-1 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 16, 24, 0 )
...-1 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (3)
...shutting down QGL
...unloading OpenGL DLL
...assuming '3dfxvgl' is a standalone driver
...initializing QGL
...WARNING: missing Glide installation, assuming no 3Dfx available
...shutting down QGL
----- CL_Shutdown -----
RE_Shutdown( 1 )
-----------------------
GLW_StartOpenGL() - could not load OpenGL subsystem

And a Quake II screenshot-

...
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Re: Rampage dongle
Reply #134 - 18.02.12 at 17:29:28
 
...

Nicer OpenGVS data screenshot.

Now that it is up and running I'm using printscreen function for some screenshots when possible.

The D3D tunnel test (which starts in a window) doesn't function.

I'm installing NFL Blitz now since it will run in Glide or Direct3D mode.
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