0MHz DOS Collection

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allanpreussen
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Re: 0MHz DOS Collection

Unread post by allanpreussen »

Hello, I have trouble getting the 0MHz version of Jagged Alliance to work properly. Everything works fine up until you start the first mission and Jack is about to speak, then it crashes. Disabling the sound gets you past that stage though. Has anyone smarter than I got the game working as it should?

MiSTerTea
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Re: 0MHz DOS Collection

Unread post by MiSTerTea »

allanpreussen wrote: Sun Dec 29, 2024 9:57 am

Hello, I have trouble getting the 0MHz version of Jagged Alliance to work properly. Everything works fine up until you start the first mission and Jack is about to speak, then it crashes. Disabling the sound gets you past that stage though. Has anyone smarter than I got the game working as it should?

Guessing the version you're using was from here:
https://archive.org/details/jagged-alliance-0mhz

Just tested and got the same crash at that point in the game.

I suspected that it had to do with the version of DOS and after changing it to v6.22 it's working fine (it was v7.1 before).

Just packaged up the fixed version updated the archive.org page with the corrected Jagged Alliance.zip file (https://archive.org/download/jagged-all ... liance.zip). Also attached a floppy image file I booted from to correct the issue in case someone is interested in that (https://archive.org/download/jagged-all ... DOS622.img just run c.bat after booting from the floppy).

If anyone has issues with any of my 0MHz releases for other games, please let me know.

My 0MHz Releases available here:
https://tinyurl.com/MiSTerTea-0MHz

Thanks

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allanpreussen
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Re: 0MHz DOS Collection

Unread post by allanpreussen »

MiSTerTea wrote: Tue Dec 31, 2024 5:29 am
allanpreussen wrote: Sun Dec 29, 2024 9:57 am

Hello, I have trouble getting the 0MHz version of Jagged Alliance to work properly. Everything works fine up until you start the first mission and Jack is about to speak, then it crashes. Disabling the sound gets you past that stage though. Has anyone smarter than I got the game working as it should?

Guessing the version you're using was from here:
https://archive.org/details/jagged-alliance-0mhz

Just tested and got the same crash at that point in the game.

I suspected that it had to do with the version of DOS and after changing it to v6.22 it's working fine (it was v7.1 before).

Just packaged up the fixed version updated the archive.org page with the corrected Jagged Alliance.zip file (https://archive.org/download/jagged-all ... liance.zip). Also attached a floppy image file I booted from to correct the issue in case someone is interested in that (https://archive.org/download/jagged-all ... DOS622.img just run c.bat after booting from the floppy).

If anyone has issues with any of my 0MHz releases for other games, please let me know.

My 0MHz Releases available here:
https://tinyurl.com/MiSTerTea-0MHz

Thanks

It is that version indeed. Thank you so much for the fix and for the upload! Unfortunatly it's still not working correctly and i think it's something to do with Jack's voice pack. The new version do get you past the mission briefing but Jack's not talking (with sound enabled). Tried completing the first day and at the end of day thing you do hear him speak. Start of day 2 no sound again.

Also something is wrong with the graphics were compressing the day is all green for example ( could be something to do with the most recent core update?).

MiSTerTea
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Re: 0MHz DOS Collection

Unread post by MiSTerTea »

allanpreussen wrote: Tue Dec 31, 2024 7:48 am

It is that version indeed. Thank you so much for the fix and for the upload! Unfortunatly it's still not working correctly and i think it's something to do with Jack's voice pack. The new version do get you past the mission briefing but Jack's not talking (with sound enabled). Tried completing the first day and at the end of day thing you do hear him speak. Start of day 2 no sound again.

Also something is wrong with the graphics were compressing the day is all green for example ( could be something to do with the most recent core update?).

I'm sorry to hear that it's still not working. I'm at a loss as to why; the previous issue seemed like it may have stemmed from a DOS memory related conflict. I'm running AO486 v240616. I haven't played very far into it but did notice some graphical issues with water cycling.

Just FYI, I've found a number of older games run fine when DOS runs with 16MB of RAM (or less) but won't load when there is more than 16MB. Personally I set my AO486 core's RAM Size to 16MB rather than 256MB (In the menu it's under Hardware->RAM Size: 16MB) when running these older DOS titles as it seems to have better compatibility. Also before Windows 95, most people didn't even have 16MB in their systems so software didn't require as much.

The game files were sourced from eXoDOS v6 which I believe has been well tested to work under DOSBox.

There are some games however that just don't run well on the AO486 core for some reason. For example with Comanche, I've tried many ways to get the game to work, but the best I can do is for it to run for about 45-60mins before it crashes (The faster the CPU speed, the quicker it crashes). The same files work fine under DOSBox. I've tried using different video card bios, different RAM amounts, different OS (DOS 5, 6, 6.2, 6.22, 7.x, even DR DOS), different config.sys memory optimization, different autoexec.bat startup drivers (i.e., mouse drivers, cd drivers, etc.) and I can only guess that it has to do with some memory access issues with the AO486 core.

Have you tried changing some of the in-game settings in the control panel such as SHADOWS, PAL CYCLING, FAST ANIMS ?
Admittedly it seems like a shot in the dark, but perhaps it may help with the graphics issues.

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allanpreussen
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Re: 0MHz DOS Collection

Unread post by allanpreussen »

Alright thanks for trying and for your elaborated response!

As I'm not sure how much fault is on my end so maybe it's best to end it here. I'll try experimenting with different settings to see if I can get it working better. At least it's playable with sound now :)

If anyone gets it working good on the latest core please let me know how you did it :)

niallquinn
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Re: 0MHz DOS Collection

Unread post by niallquinn »

Can anyone do me a "flipping idiots" step by step guide.

Right, got an iso of a 486 game.

Please continue with step 2. :)

Thanks!

Giddygoon
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Re: 0MHz DOS Collection

Unread post by Giddygoon »

Just want ti thank the team that put the Dos Collection together, its amazing !!!

Just wondering is a simple solution for setting up a Joy to key or Keymapper programme so you can config each game for an xbox 360 controller?

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ItalianGrandma
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Re: 0MHz DOS Collection

Unread post by ItalianGrandma »

Giddygoon wrote: Mon Jan 06, 2025 12:57 pm

Just want ti thank the team that put the Dos Collection together, its amazing !!!

Just wondering is a simple solution for setting up a Joy to key or Keymapper programme so you can config each game for an xbox 360 controller?

The best way is to modify your MGL files using setname and then use the "Button/Key Remap" feature in the OSD: https://github.com/0mhz-net/0mhz-collec ... 2025660853

To map a joystick button a to a keyboard, you press the button on your joystick and then press the corresponding keyboard key. Once you save the mappings, it will save to it's own config file for that game only.

Giddygoon
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Re: 0MHz DOS Collection

Unread post by Giddygoon »

Thank you

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