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EF2000 Reloaded

Home Fries

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Thanks Home Fries for the quick answer.

Finaly, now, i've succeded patching gfx+!!!!

I'll post in another place later how i DID ;) it.

Runing ef2000 with gfx+ and "ef2000 reloaded" don't interpolates the image.

Is REAL 1024x768 and also i can actívate antialiasing forcing with ATI drivers.

With versions 2.04 and also with Tactcom (i've tried both) is not posible for me

activate antialiasing and the 1024x768 was interpolated (image looks blurry).

Now looks amazing!!!!.

Thank you mikew and Home Fries for your hard work.

I'll play now this game like i always dreamed.


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  • 2 weeks later...
  • 3 months later...

Thanks very much to Mikew and his team for EF2000 Reloaded, it's great that one can finally play the game with the 3DFX version which shows nice AA effects :icon_rock:

I'm just installing the howle Strategic Commander... Ah yes, these indepth manuals, I remember them...

Great work!


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Considering that you helped to put EF2000 back on my radar, this is quite the compliment!

If you get Strategic Commander consistently working with the 3DFX version, please let us know. So far I could only get SC to work with the TACTCOM/EF2000 v2.0 for DOS versions.

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Hi Home Fries,

it has been a long time, but soon or late I return to EF2000 and TAW :)

I was too optimistic in my post before: You are right: I have succeeded in integrating Strategic Commander into EF2000 Reloaded, I just change to SEF2K.com executable, BUT: no go with the 3dfx version, the patched _ef2000.exe will not work with SC, and replacing the one from SC will not enter any campaign (only the regular EF campaign). So I'm going with the non-D3D Tactcom which works fine.

I have just figured out an important thing for SC: if you use it in DosBox (or EF2000 Reloaded), then, inside SC in the Preferences, change the working directory of SC from C:\EF2000 to C:\ . Only by doing so, the created simulator missions will appear when switching to EF2000.

Damn, I was pretty good years ago in flying this plane, but now I have to read all my notes and the manuals again...


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  • 1 month later...
  • 1 month later...

Thanks. The problem is my launcher hangs at first use with error 91. Hence I can't see the manual. According to the "readme" that comes along with the launcher this is due to a corrupt MSSTDFMT.DLL

I see the replacement DLL in !ADP\runtime\VB6\missing DLLs folder, but I don't know what to do with it. The advice to refer to page 22 of the manual is not very helpful in the circumstances....

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  • 1 month later...

All I can really say is that the engines are different. EF2000 is about airfield conquest, attrition, and a rolling front, while the TAW campaign is about getting attrition levels of assets or infrastructure to a desired level without allowing the enemy to do the same. The TAW campaign was supposed to incorporate a dynamic ground element, but that was pulled in the 11th hour due to publisher pressure to keep development on schedule.

The biggest problem with the TAW default campaigns is that most of them are unwinnable if you fly the missions as they are tasked, or if you fly something other than strikes. Had the TAW engine been completed and the strike AI better at hitting their own targets, this wouldn't be the case.

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  • 1 year later...

Home Fries,

I am having issues getting EF2000 to run in anything other than Surface. OpenGL works for the menu screen, but when I attempt to load a mission, the DoSBox crashes on me. I am running EF2000v.2 in 3DFX / Graphics+. My DOSBox Configuration is below. I am also using VM Ware Workstation 12 with Windows XP. I have tried disabling sound, but the the DOS Box still crashes. No matter what resolution I run, I am still having issues as well.

Surface, or course, renders a playable version of the game, but in a tiny DOS Box. Sound works without issues. Video adapter shows as VMWare SVGA II. Any suggestions you or the other members of the forum could offer would be great.

Thank you!


# This is the configuration file for DOSBox EF2000. (Please use the latest version of DOSBox)
# Lines starting with a # are comment lines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.

#       fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
#       fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
#   fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
#                     Using your monitor's native resolution with aspect=true might give the best results.
#                     If you end up with small window on a large screen, try an output different from surface.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
#                     (output=surface does not!)
#           output: What video system to use for output.
#                   Possible values: surface, overlay, opengl, openglnb, ddraw.
#         autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
#      sensitivity: Mouse sensitivity.
#      waitonerror: Wait before closing the console if dosbox has an error.
#         priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
#                     pause is only valid for the second entry.
#                   Possible values: lowest, lower, normal, higher, highest, pause.
#       mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
#     usescancodes: Avoid usage of symkeys, might not work on all operating systems.


# language: Select another language file.
#  machine: The type of machine DOSBox tries to emulate.
#           Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
#  memsize: Amount of memory DOSBox has in megabytes.
#             This value is best left at its default to avoid problems with some games,
#             though few games might require a higher value.
#             There is generally no speed advantage when raising this value.


# frameskip: How many frames DOSBox skips before drawing one.
#    aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!.
#    scaler: Scaler used to enlarge/enhance low resolution modes. If 'forced' is appended,
#            then the scaler will be used even if the result might not be desired.
#            Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.


#      core: CPU Core used in emulation. auto will switch to dynamic if available and
#            appropriate.
#            Possible values: auto, dynamic, normal, simple.
#   cputype: CPU Type used in emulation. auto is the fastest choice.
#            Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
#    cycles: Amount of instructions DOSBox tries to emulate each millisecond.
#            Setting this value too high results in sound dropouts and lags.
#            Cycles can be set in 3 ways:
#              'auto'          tries to guess what a game needs.
#                              It usually works, but can fail for certain games.
#              'fixed #number' will set a fixed amount of cycles. This is what you usually
#                              need if 'auto' fails (Example: fixed 4000).
#              'max'           will allocate as much cycles as your computer is able to
#                              handle.
#            Possible values: auto, fixed, max.
#   cycleup: Amount of cycles to decrease/increase with keycombos.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.


# voodoo: Enable VOODOO support.
#         Possible values: false, software, opengl, auto.


#   nosound: Enable silent mode, sound is still emulated though.
#      rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
#            Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.


#     mpu401: Type of MPU-401 to emulate.
#             Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
#             Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use.
#               or in the case of coreaudio, you can specify a soundfont here.
#               When using a Roland MT-32 rev. 0 as midi output device, some games may require a delay in order to prevent 'buffer overflow' issues.
#               In that case, add 'delaysysex', for example: midiconfig=2 delaysysex
#               See the README/Manual for more details.


#  sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
#          Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
#  sbbase: The IO address of the soundblaster.
#          Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
#     irq: The IRQ number of the soundblaster.
#          Possible values: 7, 5, 3, 9, 10, 11, 12.
#     dma: The DMA number of the soundblaster.
#          Possible values: 1, 5, 0, 3, 6, 7.
#    hdma: The High DMA number of the soundblaster.
#          Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
#          Possible values: auto, cms, opl2, dualopl2, opl3, none.
#  oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
#          Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
#          Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.


#      gus: Enable the Gravis Ultrasound emulation.
#  gusrate: Sample rate of Ultrasound emulation.
#           Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#  gusbase: The IO base address of the Gravis Ultrasound.
#           Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
#   gusirq: The IRQ number of the Gravis Ultrasound.
#           Possible values: 5, 3, 7, 9, 10, 11, 12.
#   gusdma: The DMA channel of the Gravis Ultrasound.
#           Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
#           there should be a MIDI directory that contains
#           the patch files for GUS playback. Patch sets used
#           with Timidity should work fine.


# pcspeaker: Enable PC-Speaker emulation.
#    pcrate: Sample rate of the PC-Speaker sound generation.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#     tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
#            Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#    disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).


# joysticktype: Type of joystick to emulate: auto (default), none,
#               2axis (supports two joysticks),
#               4axis (supports one joystick, first joystick used),
#               4axis_2 (supports one joystick, second joystick used),
#               fcs (Thrustmaster), ch (CH Flightstick).
#               none disables joystick emulation.
#               auto chooses emulation depending on real joystick(s).
#               (Remember to reset dosbox's mapperfile if you saved it earlier)
#               Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
#        timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
#     autofire: continuously fires as long as you keep the button pressed.
#       swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
#   buttonwrap: enable button wrapping at the number of emulated buttons.


# serial1: set type of device connected to com port.
#          Can be disabled, dummy, modem, nullmodem, directserial.
#          Additional parameters must be in the same line in the form of
#          parameter:value. Parameter for all types is irq (optional).
#          for directserial: realport (required), rxdelay (optional).
#                           (realport:COM1 realport:ttyS0).
#          for modem: listenport (optional).
#          for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
#                         transparent, port, inhsocket (all optional).
#          Example: serial1=modem listenport:5000
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.


#            xms: Enable XMS support.
#            ems: Enable EMS support. The default (=true) provides the best
#                 compatibility but certain applications may run better with
#                 other choices, or require EMS support to be disabled (=false)
#                 to work at all.
#                 Possible values: true, emsboard, emm386, false.
#            umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).


# ipx: Enable ipx over UDP/IP emulation.


# Lines in this section will be run at startup.
# You can put your MOUNT lines here.

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Wow, how many levels of abstraction above the hardware is that? :)

It should work though. :(

Where you have the game installed, there may be a text file with an extension .$$$ which gets produced if it's a game crash.
If it's there, what does it contain?

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:) Two levels if not more! It's like nesting dolls: DosBox inside of XP inside of Windows 7 :P

The contents of the $$$ file are as follows:

Program fault at 0x4F8095, cleaning up and exiting!74740A73 0007FB9C 004F8095 0025024602A30000 00000000 72757272 02AB0030 76737375 7474727200000023 00000023 0000003B 00000000 0000001B 00000023
version 4.46 by JOHNW on May 13 1997

Thanks for the help.

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Hmmn, nasty! That diagnostic is no help I'm afraid.

It may be that something is going wrong when the 3D window opens at mission start. Have you set up the VM to be able to use 3D graphics? I think it's off by default.

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  • 2 months later...

Please forgive if this has been answered somewhere else but I am still a bit confused!


I own original EF2000 Evolution (= EF2000 CD + TACTCOM CD) and I understand that EF2000 v2 sold in the US included several versions of EF2000 including EF2000 with the GFX+ patch.

Q1)  Is EF2000 v2 CD the only place where I can obtain the GFX+ patch?

Q2) Does the GFX patch make any difference if you're running EF2000 Reloaded on PCs with no graphics cards? (Sorry if this is a dumb question!)

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1) The GFX+ patch is 'out there' somewhere, but I don't have a copy of it. The EF2000 V2.0 CD doesn't really contain the patch as such, but various versions of the game including the one containing the 3dfx functionality.

2)While It is possible to emulate the 3dfx card in software, it tends not to run fast enough to be playable, So I'd say a graphics card will be needed.

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  • 2 months later...

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