Awesome
SBEMU
Emulate Sound Blaster and OPL3 in pure DOS using modern PCI-based (onboard and add-in card) sound cards.
Supported sound cards
Source code from MPXPlay is used to support the following sound cards/chips.
Enabled and working:
sc_ich
: Intel ICH / nForce / SIS 7012sc_inthd
: Intel High Definition Audio (HDA)sc_via82
: VIA VT82C686, VT8233/37sc_sbliv
: SB Live! / Audigysc_sbl24
: SB Audigy LS (CA0106)sc_es1371
: Ensoniq ES1371/1373sc_cmi
: C-Media CMI8338/8738
Support compiled-in, but untested:
sc_via82
: VIA VT8235
Source code exists, but "doesn't work yet":
sc_sbxfi
: Creative X-Fi EMU20KX
Additional Linux drivers ported by jiyunomegami
- SB X-Fi (EMU20K1 & EMU20K2)
- YAMAHA YMF7x4
- ALS4000
- OXYGEN(CMI8788)
- ESS Allegro-1 (ES1988S/ES1989S)
- Trident 4D Wave
Emulated modes
- 8-bit and 16-bit DMA (mono, stereo, high-speed)
- Sound Blaster 1.0, 2.0, Pro, Pro2, 16
- OPL3 FM via DOSBox' OPL3 FM implementation
- OPL3 passthrough to Hardware FM if it's present on the PCI sound card.
- MPU401 UART emulation, or passthrough to PCI sound card if supported.
Requirements
- HDPMI32i (HDPMI with IOPL0)
- Optional, for real-mode game support (I/O trapping):
For memory management, use either:
JEMMEX
only: Provides both HIMEM + EMMHIMEMX
andJEMM386
: Separate HIMEM + EMM
In both cases, use JLOAD
(from the Jemm distribution)
to load QPIEMU.DLL
before starting SBEMU
,
so that real-mode support is enabled. If you don't load
JEMM+QPIEMU (or QEMM), only protected mode applications
will be supported.
README for End Users
If your want to use SBEMU without building it, please read README.txt for setup and a list of command line options.
Building from source
macOS, Linux and Windows is supported. For Windows, consider using WSL2 + Linux binaries. If you need to frequently debug/test on your local DOS, there's a makefile.dos for you.
Installing a cross-compiler (DJGPP)
Scripts to build a recent GCC toolchain for DJGPP are available here:
There's also prebuilt releases for the toolchain if you don't want to build DJGPP yourself. The current version (October 2023) is using GCC 12.2.0, but in the future newer GCC versions might become available:
Installing make
This assumes a Debian/Ubuntu installation. If you are using any other distro, I'm assuming you know your way around and can translate those instructions to your specific distribution.
To get make
and other tools, it's easiest to install host build tools:
sudo apt install -y build-essential
On MacOS, install the Xcode command-line tools, which should give you
make
and other host utilities.
If you are planning on building DJGPP from source, some additional build
tools are needed. Refer to the build-djgpp
README file for details.
Installing DJGPP on DOS
With the source code increasing, it's not recommended to build from DOS. Also the DJGPP DOS build doesn't use -O2 and -flto, because the GCC version is old and buggy with -O2.
If building the project on DOS is needed, download the original DJGPP from here: https://www.delorie.com/djgpp/zip-picker.html It has make utility too.
- Select
MS-DOS,OpenDOS,PC-DOS
in theWhich operating system will you be using?
drop down, - Check
C++
checkbox onWhich programming languages will you be using?
- Click
Tell me which files I need
- Unpack all the zip files into a same folder, and put it on your DOS partition (i.e. C:\DJGPP)
DOSLFN is also need to perform build.
The PATH env needs to be set properly before building.
set PATH=%PATH%;C:\DJGPP\BIN
is recommended to be put in autoexec.bat,
and then
make -f makefile.dos
You can also uses RHIDE to perform editing & building on the fly:
add SET DJGPP=C:\DJGPP\DJGPP.ENV
to autoexec.bat
and then just run rhide
in the project root via command line.
Use Alt+C
to active Compile
menu and select Make
for dependency build
or Build all
for a clean build.
Building the project
The bin
folder of your DJGPP toolchain needs to be in your $PATH
,
so that the following command works and outputs your DJGPP GCC version:
i586-pc-msdosdjgpp-gcc --version
If this works, building the project is as simple as:
make
Because you are on a modern machine with multi-core CPUs, do a parallel build, which is faster, for example, for a quad-core CPU, use 8 parallel processes to speed up building:
make -j8
After the build is done, you'll find the build result in a folder called
output
, i.e. output/sbemu.exe
.
Feature usage
CD Audio
CD audio support in DOS requires two parts:
- Audio control (play/pause/seek/...) via
MSCDEX
(orSHSUCDX
) - Volume control via the mixer
For part one, you need to have a CD-ROM drive with analog audio out and an MSCDEX-compatible CD-ROM driver set up.
Part two (volume control) is taken care of by SBEMU on startup.
To adjust the volume of CD-Audio (by default it's 100% volume), you can use any Sound Blaster-compatible program, such as "SBMIX", as SBEMU does emulate and forward CD-Audio mixer settings.
Don't forget that to actually hear anything, you need to connect an analog audio cable from your CD-ROM drive to the 4-pin CD-IN header on your soundcard (or motherboard for onboard sound).
Debug output on serial
You can configure SBEMU to output its debug messages to the serial port instead of the console. This also works in the background when games are full-screen, and so is really useful for debugging.
To build SBEMU with debug output, use:
make DEBUG=1
Then, launch SBEMU with this command for debug output (9600, 8N1)
on COM1 (use /DBG2
for COM2):
sbemu /DBG1
To disable serial port debug output at runtime, use:
sbemu /DBG0
Serial debug output is disabled by default.