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3dfx Section >> 3dfx Drivers >> Rampage Drivers
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Message started by trevormacro on 15.12.13 at 16:48:35

Title: Rampage Drivers
Post by trevormacro on 15.12.13 at 16:48:35
Hi everybody,

I decide to open a new topic to develop/optimize the Rampy drivers.

Here is my progress to compile the sources codes!

Here is the Rampage source code:

http://img11.hostingpics.net/pics/190558sources.jpg

- For exemple in directory \dx\d3d\ I have these files:

http://img11.hostingpics.net/pics/281135d3drepertoire.jpg

- When I use nmake I have these Environments Variables missed:

http://img11.hostingpics.net/pics/529471environmentvariable.jpg

nb. Perhaps I take the wrong way but it's a start and I need all these environments variables to continue...

TO DEVELOP AND OPTIMIZE THE SOURCES CODE:

if we want to start thinking about the tools necessary, here is a list:

1) Rampage device driver – the software itself.
This includes both the 3D driver and the 2D driver (which is called the “display driver”, this is the driver that runs the Windows desktop).

2) We need the Microsoft DDK – the Driver Development Kit. This needs to be circa 2000 or so ... Remember this card was developed in the year 2000. So we need a DirectX 7 DDK, and the Display Driver DDK.

3) We need the build tools. However I do not have #2 above so we will need that. The build tools are UNIX-based. But these are the Unix Tools for DOS. The ones that we used were developed by a company called “Cygwin”. They developed a set of UNIX tools for Windows.
These are support tools for the build.

4) Need a debugger that will run on Windows 98. A kernel debugger – the one we used was called SoftIce. We would need a debugger to solve errors. If we don’t plan to have any errors we would not need a debugger Open-mouthed smile

5) We need a Rampage Software Manual. We need a manual that explains how to program Rampage. There are many registers on the hardware that you program in the driver ... well that’s what the driver does, it sets up the Rampage hardware so that it runs properly. This is done by programming the hardware registers.

If we get all that and we have a lot of time and graphics expertise, we can develop and optimize a device driver.

Who is familiar with low-level x86 programming?
Who want to help us?

!!!First of all we need to re compile the Windows 98SE Rampage drivers!!!

nb. Give me your ideas (step by step) to compile them and i will make a try.

Thanks in advance.
Regards,
trevor
.

Title: Re: Rampage Drivers
Post by gdonovan on 15.12.13 at 20:40:32

trevormacro wrote on 15.12.13 at 16:48:35:


3) We need the build tools. However I do not have #2 above so we will need that. The build tools are UNIX-based. But these are the Unix Tools for DOS. The ones that we used were developed by a company called “Cygwin”. They developed a set of UNIX tools for Windows.
These are support tools for the build.


You maybe incorrect here, I'm pretty sure Visual Basic 6 was used to compile the drivers.

Title: Re: Rampage Drivers
Post by Geri on 16.12.13 at 19:57:02
Where On Earth Is Carmen Sandiego Koolsmoky?

Title: Re: Rampage Drivers
Post by trevormacro on 16.12.13 at 22:53:29

Geri wrote on 16.12.13 at 19:57:02:
Where On Earth Is Carmen Sandiego Koolsmoky?


I tried to contact him some months ago without luck :(
I will try to have more informations on him and come back to you.

Title: Re: Rampage Drivers
Post by trevormacro on 19.12.13 at 00:01:02
Koolsmoky contact:

2 emails:

koolsmoky(at)users.sourceforge.net

or

koolsmoky(at)3dfxzone.it

His name is Hiroshi Morii (perhaps from Japan).

Title: Re: Rampage Drivers
Post by osckhar on 19.12.13 at 00:08:22

trevormacro wrote on 19.12.13 at 00:01:02:
Koolsmoky contact:

2 emails:

koolsmoky(at)users.sourceforge.net

or

koolsmoky(at)3dfxzone.it

His name is Hiroshi Morii (perhaps from Japan).


Yupe, and 2 more wizards the 'GENIAL' Daniel Borca. Amazing what he did for 3Dfx Community (MesaFX based on OpenGL) and "IL CAPO" SFFT based on D3D core.

- oscar.

Title: Re: Rampage Drivers
Post by trevormacro on 19.12.13 at 00:12:39

osckhar wrote on 19.12.13 at 00:08:22:

trevormacro wrote on 19.12.13 at 00:01:02:
Koolsmoky contact:

2 emails:

koolsmoky(at)users.sourceforge.net

or

koolsmoky(at)3dfxzone.it

His name is Hiroshi Morii (perhaps from Japan).


Yupe, and 2 more wizards the 'GENIAL' Daniel Borca. Amazing what he did for 3Dfx Community (MesaFX based on OpenGL) and "IL CAPO" SFFT based on D3D core.

- oscar.


I just sent an email to dborca (dborca@users.sourceforge.net)

In 2012 try to contact him on his dborca@yahoo.com but without luck :(

About SFFT I don't have his email and you? can you try to contact him please?

Title: Re: Rampage Drivers
Post by osckhar on 19.12.13 at 00:18:58
About Daniel Borca, the Rumanian guys can help us but I know he left 3Dfx community some years ago.

About SFFT I am in contact him and trying to convince him but difficult  since He does not like to work with Win98 dead SO.

- Oscar.

Title: Re: Rampage Drivers
Post by stgFX on 22.12.13 at 12:36:57
Where can I download the source files?

Anyway, Win98 DDK: http://www.mdgx.com/spx/98DDK.RAR

Title: Re: Rampage Drivers
Post by trevormacro on 22.12.13 at 13:47:23

stgFX wrote on 22.12.13 at 12:36:57:
Where can I download the source files?

Anyway, Win98 DDK: http://www.mdgx.com/spx/98DDK.RAR


Thank you but anyway i already have a lot of DDK files like Win95, 98, 2000, XP etc... I have found them on http and ftp servers.
I will upload the folder picture this afternoon.

EDIT: here is the files I already have:



Interesting no?

Title: Re: Rampage Drivers
Post by trevormacro on 22.12.13 at 17:21:59
When I run the command in \dx\ folder:

nmake -f makelist

I set the first variable env. and here is the start :)



Seems it's a good start with the Voodoo X and default graphic clock is 100 MHz.

Title: Re: Rampage Drivers
Post by stgFX on 22.12.13 at 18:01:53
I ment source files for DRIVERS, not build utils.

Title: Re: Rampage Drivers
Post by trevormacro on 22.12.13 at 20:14:05
Continuing with /I option (to ignore the variables):



Memory clock and GPU are by default @100 MHz.
Some interesting informations.

I already have MASM611.

Now I need to have:

COMP16=c:\msvc
COMP32=c:\msvc20
DDK9X=c:\ddk
SDK32=c:\mstools

Anyone can help me to find these files on internet please?

EDIT:

downloading now VB 6... (2 CDs).

Title: Re: Rampage Drivers
Post by osckhar on 22.12.13 at 20:56:16
Very interesting Michel.

I have been checking and all those variables can be modified without problem before to compile the driver, since MHz core/mem, agp functions, so on... I mean to add such features inside the driver and play with such options.

- Oscar.

Title: Re: Rampage Drivers
Post by trevormacro on 22.12.13 at 21:07:30

osckhar wrote on 22.12.13 at 20:56:16:
Very interesting Michel.

I have been checking and all those variables can be modified without problem before to compile the driver, since MHz core/mem, agp functions, so on... I mean to add such features inside the driver and play with such options.

- Oscar.


If we have all the Env. variables we can change the values we want and compile the sources codes to drivers with nmake.
It will be great :)

Title: Re: Rampage Drivers
Post by osckhar on 22.12.13 at 21:14:38
I think all those variables vaues aslo can be changed via regedit (Win98SE) manually. I am not at home but I can check it tomorrow and modify such values with 0/1.  :D

- Oscar.

Title: Re: Rampage Drivers
Post by Quaker763 on 28.12.13 at 02:43:49
trevormacro, the tools required to build should be in SETENV.bat, as this most likely would have been used to set the development environment back when they were developing the drivers at 3Dfx.

Looking at the other driver leak, the tools required(for Banshee drivers) is as follows

COMP32 - Msvc6_0
COMP16 - Msvc1_52
DDKDX  - Dx7ddk
MASM   - Masm614
DDK9X  - Win95ddk
SDK32  - Win32sdk

Of course this will be different for the VoodooX drivers.
Also, as STGFX asked earlier, is there anywhere I can obtain/view the source?

Good luck  ;)

Title: Re: Rampage Drivers
Post by trevormacro on 28.12.13 at 22:01:18

Quaker763 wrote on 28.12.13 at 02:43:49:
trevormacro, the tools required to build should be in SETENV.bat, as this most likely would have been used to set the development environment back when they were developing the drivers at 3Dfx.

Looking at the other driver leak, the tools required(for Banshee drivers) is as follows

COMP32 - Msvc6_0
COMP16 - Msvc1_52
DDKDX  - Dx7ddk
MASM   - Masm614
DDK9X  - Win95ddk
SDK32  - Win32sdk

Of course this will be different for the VoodooX drivers.
Also, as STGFX asked earlier, is there anywhere I can obtain/view the source?

Good luck  ;)


View the source yes I can give you some screenshots of the folders.
what folders you want? or what files?

EDIT:

Most important directories:

http://img15.hostingpics.net/pics/552938dd16.jpg

http://img15.hostingpics.net/pics/875431dd32.jpg

http://img15.hostingpics.net/pics/281876hostvdd.jpg

http://img15.hostingpics.net/pics/185985inc.jpg

http://img15.hostingpics.net/pics/180416minivdd.jpg

http://img15.hostingpics.net/pics/607366res.jpg

http://img15.hostingpics.net/pics/652799util.jpg

Setenv.bat

http://img15.hostingpics.net/pics/213109setenv.jpg

To set env. for nmake,
Do i need to follow this guide? put in variables for techno or system varaibles?

http://www.computerhope.com/issues/ch000549.htm

I need to reboot windows after putting them here or not?

Title: Re: Rampage Drivers
Post by Quaker763 on 03.01.14 at 05:59:00

trevormacro wrote on 28.12.13 at 22:01:18:
To set env. for nmake,
Do i need to follow this guide? put in variables for techno or system varaibles?

http://www.computerhope.com/issues/ch000549.htm

I need to reboot windows after putting them here or not?



First off, I'd consider getting a 95 or 98 Virtual Machine if you want to build, as COMP16 (as the name implies) is most likely a 16-bit compiler and as such, won't work in Win7 64-bit.

What I'd do is attempt to track down every tool that's in setenv and then set up folders and such in the same manner they would have at 3Dfx. You should then technically be able to run setenv.bat and it will do all the work for you.

Also note that MSVC6 is paid if I recall correctly, so you'll probably have to track down a copy somewhere to build (I've got a copy that I used to compile Trespasser's source code).
If this is done correctly, sentenv.bat should automatically put nmake in your path, hence the line and comment in setenv. (It find's it in the %COMP32%/bin dir and then adds it to %PATH% [most likely system path]).

Remember, setenv is there so you [b]don't have to set everything up yourself.[/b]

Note: I can't emphasize enough,
!!!BACK YOUR CODE UP BEFORE YOU EVEN ATTEMPT TO ADD THE PROJECT TO MSVC6!!!
A lot of things could happen if you manage to acquire all of the tools and get to building. It's always good to have a backup so you can just copy files if the s**t hits the fan.

Again, good luck  ;)

Title: setenv.bat
Post by gdonovan on 05.01.14 at 13:22:38
@echo off
REM -----------------------------------------------------------------------------
REM Copyright (c) 1999, 3dfx Interactive, Inc.
REM All Rights Reserved.
REM
REM This is UNPUBLISHED PROPRIETARY SOURCE CODE of 3dfx Interactive, Inc.;
REM the contents of this file may not be disclosed to third parties, copied or
REM duplicated in any form, in whole or in part, without the prior written
REM permission of 3dfx Interactive, Inc.
REM
REM RESTRICTED RIGHTS LEGEND:
REM Use, duplication or disclosure by the Government is subject to restrictions
REM as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
REM and Computer Software clause at DFARS 252.227-7013, and/or in similar or
REM successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished  -
REM rights reserved under the Copyright Laws of the United States.
REM
REM SETENV.BAT - SET UP 3DFX BUILD ENVIRONMENT FOR COMPILING SST2 DRIVERS
REM  FOR WINDOWS 9x
REM      updated 9/20/99 adrians
REM -----------------------------------------------------------------------------

REM -----------------------------------------------------------------------------
REM Setup compiler and tools variables
REM
REM Complier tools required by this build are -
REM
REM COMP32 - Msvc6_0
REM COMP16 - Msvc1_52
REM DDKDX  - Dx7ddk
REM MASM   - Masm613
REM DDK9X  - Win98ddk
REM SDK32  - Win32sdk

REM # Required when debug symbols are needed.
REM # NOTE: Setting this when building the retail
REM # driver will result in debug information
REM # within the retail build.
set SIW95=%DEVTOOLS%\SIW95

REM # Environment variables to all the required tools
REM # The environment variable DEVTOOLS should point to
REM # the tools directory
set COMP16=%DEVTOOLS%\msvc1_52
set COMP32=%DEVTOOLS%\msvc6_0\vc98
set MASM=%DEVTOOLS%\masm613
set DDK9X=%DEVTOOLS%\win98ddk
set SDK32=%DEVTOOLS%\win32sdk
set DDKDX=%DEVTOOLS%\dx7ddk

REM -----------------------------------------------------------------------------
REM # Setup PATH to point to a copy of nmake
PATH=%COMP32%\bin;%PATH%

REM -----------------------------------------------------------------------------
REM # Build options
set DX=7
REM Use either HW_R21 or HW_R3 define for SST2 device or Scorpion
set HP=HW_R21
REM set HP=HW_R3
set HAL_CSIM=0
set CF=0
set HR=A0
set AW=1
set DF=0
set MM=1
set MEM_MGR=1
set SSB=1
set AW=0
set SST2_DRV=1
set ACF=0
REM TU=8 use 8 texture units (for sst2)
set TU=8
REM SA - SLI set SA=1 to build with SLI support in the driver
set SA=0
REM AE - AGP Execute Mode set AE=1 to build with execute mode textures/blts
set AE=0
REM GE - Geometry Engine  set GE=1 when build for Sage
set GE=0
REM CEM - Cubic Environment Mapping set CEM=1
set CEM=0
REM CS - Central Services
set CS=0
REM BMC - Bitmap Caching  set BMC=1 to enable bitmap caching in driver
set BMC=0
REM LI - Linear Textures
set LI=0
REM IN - Instrumentation
set IN=0

Title: setenv8.bat
Post by gdonovan on 05.01.14 at 13:23:26
@echo off
REM -----------------------------------------------------------------------------
REM Copyright (c) 1999, 3dfx Interactive, Inc.
REM All Rights Reserved.
REM
REM This is UNPUBLISHED PROPRIETARY SOURCE CODE of 3dfx Interactive, Inc.;
REM the contents of this file may not be disclosed to third parties, copied or
REM duplicated in any form, in whole or in part, without the prior written
REM permission of 3dfx Interactive, Inc.
REM
REM RESTRICTED RIGHTS LEGEND:
REM Use, duplication or disclosure by the Government is subject to restrictions
REM as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
REM and Computer Software clause at DFARS 252.227-7013, and/or in similar or
REM successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished  -
REM rights reserved under the Copyright Laws of the United States.
REM
REM SETENV.BAT - SET UP 3DFX BUILD ENVIRONMENT FOR COMPILING SST2 DRIVERS
REM  FOR WINDOWS 9x
REM      updated 9/20/99 adrians
REM -----------------------------------------------------------------------------

REM -----------------------------------------------------------------------------
REM Setup compiler and tools variables
REM
REM Complier tools required by this build are -
REM
REM COMP32 - Msvc6_0
REM COMP16 - Msvc1_52
REM DDKDX  - Dx8ddk
REM MASM   - Masm613
REM DDK9X  - Win98ddk
REM SDK32  - Win32sdk

REM # Required when debug symbols are needed.
REM # NOTE: Setting this when building the retail
REM # driver will result in debug information
REM # within the retail build.
set SIW95=%DEVTOOLS%\SIW95

REM # Environment variables to all the required tools
REM # The environment variable DEVTOOLS should point to
REM # the tools directory
set COMP16=%DEVTOOLS%\msvc1_52
set COMP32=%DEVTOOLS%\msvc6_0\vc98
set MASM=%DEVTOOLS%\masm613
set DDK9X=%DEVTOOLS%\win98ddk
set SDK32=%DEVTOOLS%\win32sdk
set DDKDX=%DEVTOOLS%\dx8ddk

REM -----------------------------------------------------------------------------
REM # Setup PATH to point to a copy of nmake
PATH=%COMP32%\bin;%PATH%

REM -----------------------------------------------------------------------------
REM # Build options
set DX=8
REM Use either HW_R21 or HW_R3 define for SST2 device or Scorpion
set HP=HW_R21
REM set HP=HW_R3
set HAL_CSIM=0
set CF=0
set HR=A0
set AW=1
set DF=0
set MM=1
set MEM_MGR=1
set SSB=1
set AW=0
set SST2_DRV=1
set ACF=0
REM TU=8 use 8 texture units (for sst2)
set TU=8
REM SA - SLI set SA=1 to build with SLI support in the driver
set SA=0
REM AE - AGP Execute Mode set AE=1 to build with execute mode textures/blts
set AE=0
REM GE - Geometry Engine  set GE=1 when build for Sage
set GE=0
REM CEM - Cubic Environment Mapping set CEM=1
set CEM=0
REM CS - Central Services
set CS=0
REM BMC - Bitmap Caching  set BMC=1 to enable bitmap caching in driver
set BMC=0
REM LI - Linear Textures
set LI=0
REM IN - Instrumentation
set IN=0

Title: mysetenv.bat
Post by gdonovan on 05.01.14 at 13:24:20
@echo off
REM -----------------------------------------------------------------------------
REM Copyright (c) 1999, 3dfx Interactive, Inc.
REM All Rights Reserved.
REM
REM This is UNPUBLISHED PROPRIETARY SOURCE CODE of 3dfx Interactive, Inc.;
REM the contents of this file may not be disclosed to third parties, copied or
REM duplicated in any form, in whole or in part, without the prior written
REM permission of 3dfx Interactive, Inc.
REM
REM RESTRICTED RIGHTS LEGEND:
REM Use, duplication or disclosure by the Government is subject to restrictions
REM as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
REM and Computer Software clause at DFARS 252.227-7013, and/or in similar or
REM successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished  -
REM rights reserved under the Copyright Laws of the United States.
REM
REM SETENV.BAT - SET UP 3DFX BUILD ENVIRONMENT FOR COMPILING SST2 DRIVERS
REM  FOR WINDOWS 9x
REM      updated 9/20/99 adrians
REM -----------------------------------------------------------------------------

REM -----------------------------------------------------------------------------
REM Setup compiler and tools variables
REM
REM Complier tools required by this build are -
REM
REM COMP32 - Msvc6_0
REM COMP16 - Msvc1_52
REM DDKDX  - Dx6ddk
REM MASM   - Masm613
REM DDK9X  - Win95ddk
REM SDK32  - Win32sdk

REM # Required when debug symbols are needed.
REM # NOTE: Setting this when building the retail
REM # driver will result in debug information
REM # within the retail build.
set SIW95=%DEVTOOLS%\SIW95

REM # Environment variables to all the required tools
REM # The environment variable DEVTOOLS should point to
REM # the tools directory
set COMP16=%DEVTOOLS%\msvc1_52
set COMP32=%DEVTOOLS%\msvc6_0\vc98
set MASM=%DEVTOOLS%\masm614
set DDK9X=%DEVTOOLS%\win95ddk
set SDK32=%DEVTOOLS%\win32sdk
set DDKDX=%DEVTOOLS%\dx7ddk
SET SRCBASE=D:\3dfx\devel\sst2

REM -----------------------------------------------------------------------------
REM # Setup PATH to point to a copy of nmake
PATH=%COMP32%\bin;%PATH%

REM -----------------------------------------------------------------------------
REM # Build options
set DX=7
REM Use either HW_R21 or HW_R3 define for SST2 device or Scorpion
set HP=HW_R21
REM set HP=HW_R3
set HAL_CSIM=0
set CF=1
set HR=A0
set AW=1
set DF=0
set MM=1
set MEM_MGR=1
set SSB=1
set AW=0
set SST2_DRV=1
set ACF=0
REM TU=8 use 8 texture units (for sst2)
set TU=8
REM SA - SLI set SA=1 to build with SLI support in the driver
set SA=0
REM AE - AGP Execute Mode set AE=1 to build with execute mode textures/blts
set AE=1
REM GE - Geometry Engine  set GE=1 when build for Sage
set GE=0
REM FSAA - fullscreen AA code enabled if FSAA=1
set FSAA=0
REM CEM - Cubic Environment Mapping set CEM=1
set CEM=0
REM CS - Central Services
set CS=0
REM LI - Linear Textures
set LI=0

Title: cssetenv.bat
Post by gdonovan on 05.01.14 at 13:25:18
@echo off
REM -----------------------------------------------------------------------------
REM Copyright (c) 1999, 3dfx Interactive, Inc.
REM All Rights Reserved.
REM
REM This is UNPUBLISHED PROPRIETARY SOURCE CODE of 3dfx Interactive, Inc.;
REM the contents of this file may not be disclosed to third parties, copied or
REM duplicated in any form, in whole or in part, without the prior written
REM permission of 3dfx Interactive, Inc.
REM
REM RESTRICTED RIGHTS LEGEND:
REM Use, duplication or disclosure by the Government is subject to restrictions
REM as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
REM and Computer Software clause at DFARS 252.227-7013, and/or in similar or
REM successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished  -
REM rights reserved under the Copyright Laws of the United States.
REM
REM SETENV.BAT - SET UP 3DFX BUILD ENVIRONMENT FOR COMPILING SST2 DRIVERS
REM  FOR WINDOWS 9x
REM      updated 9/20/99 adrians
REM -----------------------------------------------------------------------------

REM -----------------------------------------------------------------------------
REM Setup compiler and tools variables
REM
REM Complier tools required by this build are -
REM
REM COMP32 - Msvc6_0
REM COMP16 - Msvc1_52
REM DDKDX  - Dx6ddk
REM MASM   - Masm613
REM DDK9X  - Win95ddk
REM SDK32  - Win32sdk

REM # Required when debug symbols are needed.
REM # NOTE: Setting this when building the retail
REM # driver will result in debug information
REM # within the retail build.
set SIW95=%DEVTOOLS%\SIW95

REM # Environment variables to all the required tools
REM # The environment variable DEVTOOLS should point to
REM # the tools directory
set COMP16=%DEVTOOLS%\msvc1_52
set COMP32=%DEVTOOLS%\msvc6_0\vc98
set MASM=%DEVTOOLS%\masm613
set DDK9X=%DEVTOOLS%\win95ddk
set SDK32=%DEVTOOLS%\win32sdk
set DDKDX=%DEVTOOLS%\dx7ddk

REM -----------------------------------------------------------------------------
REM # Setup PATH to point to a copy of nmake
PATH=%COMP32%\bin;%PATH%

REM -----------------------------------------------------------------------------
REM # Build options
set DX=7
REM Use either HW_R21 or HW_R3 define for SST2 device or Scorpion
set HP=HW_R21
REM set HP=HW_R3
set HAL_CSIM=0
set CF=1
set HR=A0
set AW=1
set DF=0
set MM=1
set MEM_MGR=1
set SSB=1
set AW=0
set SST2_DRV=1
set ACF=1
REM TU=8 use 8 texture units (for sst2)
set TU=8
REM SA - SLI set SA=1 to build with SLI support in the driver
set SA=1
REM AE - AGP Execute Mode set AE=1 to build with execute mode textures/blts
set AE=1
REM GE - Geometry Engine  set GE=1 when build for Sage
set GE=0
REM CEM - Cubic Environment Mapping set CEM=1
set CEM=0
REM CS - Central Services
set CS=1
REM BMC - Bitmap Caching  set BMC=1 to enable bitmap caching in driver
set BMC=0
REM LI - Linear Textures
set LI=0
REM IN - Instrumentation
set IN=0

Title: drvenv.bat
Post by gdonovan on 05.01.14 at 13:26:00
@echo off
REM -----------------------------------------------------------------------------
REM Copyright (c) 1997, 3Dfx Interactive, Inc.
REM All Rights Reserved.
REM
REM This is UNPUBLISHED PROPRIETARY SOURCE CODE of 3Dfx Interactive, Inc.;
REM the contents of this file may not be disclosed to third parties, copied or
REM duplicated in any form, in whole or in part, without the prior written
REM permission of 3Dfx Interactive, Inc.
REM
REM RESTRICTED RIGHTS LEGEND:
REM Use, duplication or disclosure by the Government is subject to restrictions
REM as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
REM and Computer Software clause at DFARS 252.227-7013, and/or in similar or
REM successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished  -
REM rights reserved under the Copyright Laws of the United States.
REM
REM  SETENV.BAT SET UP 3DFX BUILD ENVIRONMENT FOR COMPILING BANSHEE DRIVERS
REM  FOR WINDOWS 95
REM      updated 4/15/98 gsanders
REM -----------------------------------------------------------------------------

REM set SIW95 if you want the SoftIce symbol files to be generated.
echo         SIW95              %SIW95%

REM -----------------------------------------------------------------------------
REM set the following variables for your particular environment
REM -----------------------------------------------------------------------------

echo         NMAKE               % NMAKE%
echo         MSVC42              % MSVC42%
echo         COMP16              % COMP16%
echo         COMP32              % COMP32%
echo         SDK32               % SDK32%
echo         DIRECTXDDK_R3       % DIRECTXDDK_R3%
echo         MASM612             % MASM612%
echo         DDK9X               % DDK9X%

REM --------------------------------------------------------------------------
REM --------------------------------------------------------------------------

echo         PATH               %PATH%
echo         INCLUDE            %INCLUDE%
echo         INC                %INC%
echo         LIB                %LIB%

echo         COMP16             %COMP16%
echo         COMP32             %COMP32%
echo         SDK32              %SDK32%
echo         DDKDX              %DDKDX%
echo         DIRECTXDDK         %DIRECTXDDK%
echo         MASM               %MASM%
echo         MASM=              %MASM%
echo         BUILD_ROOT         %BUILD_ROOT%

echo         DIRECTX5           %DIRECTX5%
echo         HAL_CSIM           %HAL_CSIM%
echo         VERBOSE            %VERBOSE%
echo         CF                 %CF%
echo         DF                 %DF%
echo         CT                 %CT%
echo         HR                 %HR%
echo         MM                 %MM%
echo         SSB                %SSB%
echo         IRQ                %IRQ%


Title: Re: Rampage Drivers
Post by Chosen_One on 19.01.14 at 02:24:18
Where to download the source code? How should we try compiling without code?

Or am I blind?  :D

Title: Re: Rampage Drivers
Post by Chosen_One on 03.02.14 at 15:17:21
Anyone? I just see pictures of files.

Title: Re: Rampage Drivers
Post by Quaker763 on 11.02.14 at 07:03:24

Chosen_One wrote on 03.02.14 at 15:17:21:
Anyone? I just see pictures of files.


I don't know man. I've tried to track down the source but I can't find it anywhere  :-?

Title: Re: Rampage Drivers
Post by Chosen_One on 11.02.14 at 22:17:13
Please correct me if I'm wrong.

One guy complains to have the source code. No one else got the code and no one shall get it.
And the others should do things like posting command lines?

Software development does not work this way. Sorry to confront you with this.

Title: Re: Rampage Drivers
Post by gdonovan on 12.02.14 at 03:12:51

Quaker763 wrote on 11.02.14 at 07:03:24:
I don't know man. I've tried to track down the source but I can't find it anywhere  :-?


I'll be in touch, busy at the moment.

Title: Re: Rampage Drivers
Post by Quaker763 on 19.02.14 at 09:27:23

gdonovan wrote on 12.02.14 at 03:12:51:

Quaker763 wrote on 11.02.14 at 07:03:24:
I don't know man. I've tried to track down the source but I can't find it anywhere  :-?


I'll be in touch, busy at the moment.


Sounds good man, whenever you have time  :)

Title: Re: Rampage Drivers
Post by gdonovan on 19.02.14 at 12:07:05

Quaker763 wrote on 19.02.14 at 09:27:23:
Sounds good man, whenever you have time  :)


Up to my eyeballs in snow removal, I'm so tired of seeing the white crap. 3 storms in a week!

Title: Re: Rampage Drivers
Post by gamma742 on 28.02.14 at 02:38:58
There is another storm coming in from the Pacific..

Title: Re: Rampage Drivers
Post by gdonovan on 01.03.14 at 03:26:21

gamma742 wrote on 28.02.14 at 02:38:58:
There is another storm coming in from the Pacific..


Yup.

Spent the last week finally catching up on several things related to work and we are looking to get hit on Monday for a 24 hour storm expected to dump 6-14 inches.

Work is in our state survey window so we are on high alert. This is when they come in and inspect the facility for a week and everything must be in tip top shape. I have spent the last few months getting the place up to speed, my predecessor was not diligent about it at all.



Title: Re: Rampage Drivers
Post by Quaker763 on 12.10.14 at 14:54:32
So is anyone involved with this still alive?
@gary @trevor have either of you managed to successfully compile the source? I'd be curious to see if, with the right tools, the actually do.

I'd be happy to have a bit of a looksy if you guys are still interested (and get a proper 3Dfx development environment up and running of course)

Title: Re: Rampage Drivers
Post by trevormacro on 12.10.14 at 18:12:51

Quaker763 wrote on 12.10.14 at 14:54:32:
So is anyone involved with this still alive?
@gary @trevor have either of you managed to successfully compile the source? I'd be curious to see if, with the right tools, the actually do.

I'd be happy to have a bit of a looksy if you guys are still interested (and get a proper 3Dfx development environment up and running of course)


Hard to compile the source code. :( I can't.

Title: Re: Rampage Drivers
Post by gdonovan on 13.10.14 at 00:45:58
Been busy myself, have been unable to work on the project for a bit but I'm in the process of freeing up some time for PC stuff in the next month or two.

Title: Re: Rampage Drivers
Post by Quaker763 on 17.10.14 at 11:48:06

trevormacro wrote on 12.10.14 at 18:12:51:
Hard to compile the source code. :( I can't.


Have you at least got all the required tools/a working toolchain/development environment to work with? If not, I'll see if I can gather the tools, however, you'll be on your own compiling it.  ;)

Title: Re: Rampage Drivers
Post by vik on 03.01.16 at 15:50:59
happy new year !  :)
what is new news the rampage? 

Title: Re: Rampage Drivers
Post by Quaker763 on 05.07.16 at 17:19:24

vik wrote on 03.01.16 at 15:50:59:
happy new year !  :)
what is new news the rampage? 

I'd like to know the answer to this too. I can't build the drivers with no source.

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