DOSBox-X Git (2025/12/22) is compiled. DOSBox-x is a branch of DOSBox. DOSBox emulates an Intel x86 PC, complete with sound, graphics, mouse, joystick, modem, etc., necessary for running many old MS-DOS games that simply cannot be run on modern PCs and operating systems, such as Microsoft Windows XP, Windows Vista, Linux and FreeBSD.
DOSBox-X Changelog:
* Merge pull request #6009 from maron2000/fix_vsbuild
* Fix build errors for platforms not supporting xBRZ
* Merge pull request #6005 from maron2000/add_sdl2net
* Add libtool to macOS CI build
* Load SDL2_net headers only when available
* Fix detection of SDL2_net library
* macOS: use SDL2_net for SDL2 builds
* SDL2_net: Fix build scripts to build static libraries
* Add SDL2net 2.2.0 to source code
* Merge pull request #6003 from maron2000/fix_label
* Fix FIFA96 CD label detection
* more
* more
* VGA SetupDrawing needs to call RENDER_EndUpdate() to prevent rendering bugs that occur when the VGA draw line count gets out of sync with the render outLine counter
* Show over-render
* more
* Remove render complete from Panning Latch event. Cursor size/position updates for Render on Demand should just render up to instead of setting the flag to render. Writes to CRTC start address will now signal Render On Demand + Wait For Changes to render the NEXT VGA frame, not the current, because EGA/VGA hardware latches it and waits for the next frame to use it. This fixes Wait for Changes issues with Xargon popup menus in-game.
* more
* CHANGELOG
* Someone is calling RENDER_DrawLine too much at random, causing buffer overruns. Instead of assigning the scaler handler directly, assign to a function that calls the scaler line handler but only if the line count is less than the number of lines the render code expects to render. This should solve those random crashes with the OpenGL output, because the OpenGL output likes to allocate EXACTLY the amount of memory to hold the frame and buffer overruns can happen too easily that way
* Whoops. render.scale.inLine holds the first scanline that a change was detected, use outLine to detect if anything rendered. This fixes the missing video debug overlay for Render on Demand and Wait For Changes
* Render on demand + wait for changes: Fix bug that would fail to redraw again if vsync caught the DOS game mid-redraw. The bug would fail to update the screen again to reflect that the game completed drawing, and the user would see a half-redrawn screen until something changes. This fixes redraw problems with rod+wfc and the DOS game "Eye of the Beholder"
* Port 3DAh: On read, if render of demand, do not render on demand if the VGA wait for changes mode is also active
* Wait for changes mode: Make VGA display update in text mode so the cursor blinks and text blinks properly
* The current code constantly renders the frame then does a line compare to determine whether to send to the screen, so, save CPU cycles by skipping all VGA rendering unless something changes on the screen. Split up the lines_done vs lines_total to clean up how RENDER_EndUpdate is called
Download:
DOSBox-X Git (2022/12/22)
Source: Here
2025-12-22

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