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Banshee multitexturing problem (Read 1209 times)
PHOENIX
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Re: Banshee multitexturing problem
Reply #15 - 11.07.03 at 01:02:53
 
People say : V3 drivers don't work with Banshee, but with a simple hack they do work ! You must search for HEX 1A120500 in files 3dfx16v3.drv and 3dfxv3.vxd and replace it with HEX 1A120300. And it works ! Any V3 drivers work with my Banshee. The file 3dfx32v3.dll isn't patched, therefore D3D doesn't work properly (2 TMUs vs 1 TMU).

Well about multitexturing : use the 1.03.04 drivers, because the 1.04.00 Banshee drivers are broken.
A strange thing about 1.04.00 Banshee drivers : Multitexturing doesn't work in 3DMark2000 (but works with 3DMark2001 ?!). I used 1.04.00 V3 drivers, renamed 3dfx32v3dll as 3dfx32vb.dll and replaced the original file in safe mode. What happens ? Multitexturing works ! Emboss Bump mapping 3-pass and 2-pass do work !

Another strange discovery : hex edit file 3dfx16v3.drv and replace all text occurrences "3dfx16v3.drv", "3dfx32v3.dll" and "3dfxv3.vxd" with respective "3dfx16vb.drv", "3dfx32vb.dll" and "3dfxvb.vxd". Finally rename the file 3dfx16v3.drv as 3dfx16vb.drv. Now you can replace the original file with the hacked file. What's new ? Check 3dfx Tools : the video gamma control is no longer greyed out.

I think that Banshee is a Voodoo3 0.35µ. Perhaps the second TMU was disabled, I don't know. But I am sure that 3dfx could have build a unified driver for Banshee/Voodoo3. Why are Glide/OpenGL files unified ?

I have a dream like Martin Luther King : could someone compile for Banshee Win9x driver 4.12.01.0675 from released 3dfx source code ?
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Re: Banshee multitexturing problem
Reply #16 - 14.07.03 at 12:49:17
 
Quote:
People say : V3 drivers don't work with Banshee, but with a simple hack they do work ! You must search for HEX 1A120500 in files 3dfx16v3.drv and 3dfxv3.vxd and replace it with HEX 1A120300. And it works ! Any V3 drivers work with my Banshee. The file 3dfx32v3.dll isn't patched, therefore D3D doesn't work properly (2 TMUs vs 1 TMU).

Well about multitexturing : use the 1.03.04 drivers, because the 1.04.00 Banshee drivers are broken.
A strange thing about 1.04.00 Banshee drivers : Multitexturing doesn't work in 3DMark2000 (but works with 3DMark2001 ?!). I used 1.04.00 V3 drivers, renamed 3dfx32v3dll as 3dfx32vb.dll and replaced the original file in safe mode. What happens ? Multitexturing works ! Emboss Bump mapping 3-pass and 2-pass do work !

Another strange discovery : hex edit file 3dfx16v3.drv and replace all text occurrences "3dfx16v3.drv", "3dfx32v3.dll" and "3dfxv3.vxd" with respective "3dfx16vb.drv", "3dfx32vb.dll" and "3dfxvb.vxd". Finally rename the file 3dfx16v3.drv as 3dfx16vb.drv. Now you can replace the original file with the hacked file. What's new ? Check 3dfx Tools : the video gamma control is no longer greyed out.

I think that Banshee is a Voodoo3 0.35µ. Perhaps the second TMU was disabled, I don't know. But I am sure that 3dfx could have build a unified driver for Banshee/Voodoo3. Why are Glide/OpenGL files unified ?

I have a dream like Martin Luther King : could someone compile for Banshee Win9x driver 4.12.01.0675 from released 3dfx source code ?



That is certainly a great deal of information, and very usefull! I knew that there are things in which using a magic wound (Hex edit), you discover that the thing actually runs! The hard part is all the time, where to edit, and how. Some of this things work by luck, others no.
I will check this figure, since I own a Banshee. I wonder how much might affect this some of the games and tests already done? Maybe NFSHP2 could work, maybe Unreal Tournament 2003, maybe 3dmark2003.... But all have to be tested.
Also, I don't know what impact might be, and if a game like "Blood Rayne" could work on this card. On a ProSavage DDR, it halts before it starts. Usimg 3dAnalyze, the problem seem to be Hardware TnL. Also inside the game, some of the textures fail to appear (seems that the game wants either a 3 textures/pass, which Geforce2 and 4Mx handles, or a special type of bumpmapping: dot3 or environment). However, looking more closer, the bumpmapping seem to appear, and it's emboss. So, might be 3textures/pass necessary.
Why this thing? Banshee might at it's best support 2 textures/pass (which I doubt), but I don't know how it would handle the multipass texturing, and more, the problems regarding heavy bumpmapping, multitextures and lights. Not to mention, the limit of 16Mb Video Ram, and the imposibility of using texture compression.
This might seriously hurt performance (6-10fps expected in 800x600 resolution on an AthlonXP 1700+).
I heard that the voodoo's (before 4th generation) have a YAB narrow channel texture compression. But I never saw a game or anything to activate or use this thing. More, I don't know if there is anything in the drivers itself. S3 or DXT compression, might be a nice help for the Voodoo Banshee/Voodoo3, but the real problem would be: who will handle this? CPU or Voodoo, but most important, how it will, and how fast...
I saw inside the glide3x file, sections which might reffer to testing purposes: show polygons, fps, but I don't know how to activate them.
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PHOENIX
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Re: Banshee multitexturing problem
Reply #17 - 14.07.03 at 23:59:32
 
Well I wanna give some explanations about HEX 1A120300 : PCI VendorID is 121A for 3dfx and PCI DeviceID is 0003 for Banshee, 0005 for Avenger (aka Voodoo3).

Here more complete instructions

How to modify V3 files
----------------------
3dfxdrv.ini :
replace DEV_0005 with DEV_0003

voodoo3.inf :
under [Mfg] add %DeviceDesc%=Driver.Install,PCI\VEN_121A&DEV_0003
you may delete all other strings

3dfx16v3.drv and 3dfxv3.vxd :
you need a hex editor, replace HEX 1A120500 with HEX 1A120300

3dfx32v3.dll :
you need a hex editor, replace HEX 5FFA1E00 with HEX 4F1A0000

locate after that string HEX 0300 (Maximum Textures Blending Stages), replace HEX 0300 with HEX 0200

locate after that string HEX 0200 (Textures In Single Pass), replace HEX 0200 with HEX 0100 *ONLY* for V3 drivers released before V5 drivers which autodetect that

locate after that string HEX 02000800 (Maximum Texture Coordinates), replace HEX 02000800 with HEX 01000800

Now you can install V3 Driver Set, but the modification is a work in progress. It works, but although DX capabilities are correctly reported, the driver is still using 2 TMUs in D3D...
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Re: Banshee multitexturing problem
Reply #18 - 15.07.03 at 12:56:44
 
Very nice, I will try it soon. This deal of information is great! It is one of the very few circumstances in which you can find so much things, and so well explained.
If you are an experienced user of Hex edit and other figures on computer technology, as it seems, it is very good, and you might be one of the few to release new drivers and solve problems with video cards, in the way that few can actually do.
As I've seen, in most of the test that regard the newer games, the big problem with Voodoo's is the limit of the polygons output. Tests with GTA3 and GTA3 Vice City, proved that with or without textures is a matter of 2-3 fps on average faster. But when looking at the way in which the game is designed (geometrically), you can see tons of triangles, polygons, lines. All of these must be drawn by the videocard even if they can be seen or not. For instance, the tunnel under the other part of the city in Vice City is viewable (in wireframe mode, so it is computed), but you can't see it normally from the air, when playing the game normally. More, the water is always drawn under the street!!! and the waves are also drawn!
So, generally, most of the happy users of 3dfx, must be given a help, by using an algorithm oposed to true-form, one that drastically reduces the polygon number in games. And I've seen a program that has a function like this, and handles quite well, unfortunately you can't use models from 3DSmax, to see other type of 3d models.
Designing such a fast algorithm, combined with the SSE, 3DNow! instructions, might give a 3dfx Voodoo cards a giant step into the future, and a more than fair approach to their true value.
The first to include such functions in a d3d or an opengl part of the drivers, would surely be more than praised for what he has done...
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Re: Banshee multitexturing problem
Reply #19 - 15.07.03 at 21:51:31
 
Yep, Hex-Editing will always be like punching new holes in the dark...

...unless you exactly know what to look for (e.g. a clear, unencrypted number like a Vendor ID)
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PHOENIX
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Re: Banshee multitexturing problem
Reply #20 - 16.07.03 at 00:06:08
 
The guys who made 3DMark2000 did help me. 3DMark2000 gives us many infos on 3dfx32vb.dll, especially on DirectX Flags i.e. Texture operations 0x00001A4F (HEX 4F1A0000 in 3dfx32vb.dll). After Fill-Rate Benchmark click on "Show Details".

By the way, I am the one who send you (FalconFly.de) the Creative MiniGL patch.
HEX value is in fact 3D0211000074
----------------------------------------------------
3D02110000              cmp eax, 00001102
74xx                    je xxxxxxxx
----------------------------------------------------
Program reads SubVendorID and compares the returned value with the expected value. There are 6 occurrences. You can simplify by only seeking for HEX 0211.

Trust me, 3Dfx Banshee isn't dead !

Regards
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« Last Edit: 16.07.03 at 00:08:27 by PHOENIX »  
 
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Re: Banshee multitexturing problem
Reply #21 - 16.07.03 at 00:34:04
 
The best thing to do is to download the 3dfx source code available here
http://www.personal.psu.edu/users/g/e/gec125/3dfx_source_code.rar
If you are a good programmer, please build the W9x driver 4.12.01.0675 for Banshee and Voodoo3/4/5. Thanks !

Regards
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Re: Banshee multitexturing problem
Reply #22 - 16.07.03 at 04:13:41
 
Grin
PHOENIX!!!!... you're a genious man, thx for all the info....
I'll try to make an experimental beta driver set now with all this info.
But I have a question for you: it's possible to enable multitexturing in glide too?, how?

Additional info: in this last month finally I can obtain a compiled version for Banshee users of the libs mesa 5.0.1. Currently all the OpenGL features are present in this new opengl dll, but most of them are not supported well by the drivers yet... I think that all can be implemented in soft mode to compensate these limitations (for now)...
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« Last Edit: 16.07.03 at 05:28:18 by Raziel64 »  

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PHOENIX
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Re: Banshee multitexturing problem
Reply #23 - 16.07.03 at 15:36:13
 
Yes and no. I explain. In the registry add in Glide section this string
FX_GLIDE_NUM_TMU=2
Now multitexturing is active, but there are problems : some screen areas are black. But V3 OpenGL file from Return to Castle Wolfenstein works great with my Banshee...

You can try FX_GLIDE_DEVICEID=3 (Banshee) 5 (Avenger)
FX_GLIDE_DEVICEID=5 and FX_GLIDE_NUM_TMU=1 : it works, but no multitexturing... This is the proof that Banshee is a Voodoo3 1 TMU.

Or is it only a fake ? Velocity 100/200 cards report 1 TMU, but in fact they sport 2 TMUs. Is it the same for Banshee ? I do think so. The answer is somewhere in the VGA BIOS inits...
About this : in the BIOS SETUP of your Mainboard you can enable/disable L2 cache ! Any benchmark/diagnostic program will report no L2 cache, although L2 cache is physically present and only disabled.

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Re: Banshee multitexturing problem
Reply #24 - 16.07.03 at 17:33:11
 
Well, since under Linux, the Banshee Driver is the same as the Voodoo3 Driver, that would support this statement.

I still believe some internal differences exist, considering the long timespan inbetween the release of the 2 cards.
(that would explain the inability to simply use an unmodified Voodoo3 Windows Driver on the Banshee)

But whatever these differences are, they were treated accordingly under Linux, so it can be done.
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PHOENIX
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Re: Banshee multitexturing problem
Reply #25 - 16.07.03 at 23:21:13
 
@ Patience
You are right !

Do you think that a registry string in D3D section exists ?
i.e. SSTH3_NUM_TMU=1  ???

By the way : have you ever noticed that Velocity 100/200 has got a 32K VGA BIOS like Banshee, whereas Voodoo3 has got a 64K VGA BIOS ? Not only that : the PCB layout from Velocity 100/200 is similar to Banshee. Perhaps the VGA BIOS from Velocity would work with Banshee boards after some changes like Core/RAM speed...
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Reply #26 - 17.07.03 at 12:34:45
 
It might be any chance to use Voodoo4,5 drivers on a Banshee? Most of the newer games are having serious problems with the Voodoo3, so upgrading from a Banshee to a Voodoo3 driver would only solve a little part of these problems.
For instance, GTA3 and Vice City, both have serious problems with the Banshee/Voodoo3 cards in terms of compatibility. The well-known problem with the game that stucks after a random period of time, helped heavily, is certain to occur if you are watching a huge are (you are on top of a building, and you see lot of things around), not to mention the slow speed of rendering (mostly caused by the geometrical overusage of the game).
A clear solution would be to use Voodoo4/5 drivers on the Banshee. Also, this would permit the card to run 3dMark2003 and Unreal 2003, with good chances to run even Blood Rayne...
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PHOENIX
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Re: Banshee multitexturing problem
Reply #27 - 18.07.03 at 00:13:50
 
You can use a modifed VSA-100 driver like 1.04.01-beta, but the new features won't work for Banshee/Voodoo3 ! Banshee and Avenger are SST1 chips, Voodoo4/5 are SST2 chips.

A solution would be to compile w9x driver 4.12.01.0675 (latest release was 4.12.01.0666) for Banshee, Voodoo3 and Voodoo4/5. After that you must learn hardware tricks & tips. Do you remember Commodore Amiga ? The Demomakers could make dreams come true !
Hardware TnL isn't a utopy ! 3dfx chips were not designed to support this feature, but... who knows ?

Hope !!!

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