Posted February 25, 2013
Hey all,
Thought I would share how to make One Unit Whole Blood the entire series run in its resolution of 1280x1024 smooth.
First off youll need the game obviously.
So download the installer and install it all.
Next go here and download the new version of DosBox: http://ykhwong.x-y.net/xe/dosbox_data/143
Next extract that over the dosbox version that was installed with your game.
Now goto your game's directory and search for the files called, "dosboxBlood.conf", "dosboxBlood_addon.conf"
Open them and then take the following and copy and paste it in them over what is already in them and then save the files.
Open it
Change the ScreenWidth = to be 1280
Then
Change ScreenHeight = to be 1024
Then
Save the file
Then
Launch the game and enjoy.
Here is sum pics of what it looks like when playing.
+ look at pic 2. Did ya know you the game does support 3rd person mode not jest 1st person?
Thought I would share how to make One Unit Whole Blood the entire series run in its resolution of 1280x1024 smooth.
First off youll need the game obviously.
So download the installer and install it all.
Next go here and download the new version of DosBox: http://ykhwong.x-y.net/xe/dosbox_data/143
Next extract that over the dosbox version that was installed with your game.
Now goto your game's directory and search for the files called, "dosboxBlood.conf", "dosboxBlood_addon.conf"
Open them and then take the following and copy and paste it in them over what is already in them and then save the files.
fullscreen=true
fulldouble=false
fullresolution=desktop
windowresolution=original
output=surface
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-SVN-Daum.map
pixelshader=4xSoft_PS3.0.fx
usescancodes=false
overscan=0
[dosbox]
# language: Select another language file.
# machine: The type of machine DOSBox tries to emulate.
# Note that svga_s3 is significantly faster than svga_s3_full for standard-VGA games, but may break a few older games.
# Possible values: hercules, cga, cga_mono, tandy, pcjr, ega, vgaonly, svga_s3, svga_s3_full, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe, amstrad.
# vmemsize: Amount of video memory in megabytes.
# The maximum resolution and color depth the svga_s3 will be able to display
# is determined by this value.
# 0: 512k (800x600 at 256 colors)
# 1: 1024x768 at 256 colors or 800x600 at 64k colors
# 2: 1600x1200 at 256 colors or 1024x768 at 64k colors or 640x480 at 16M colors
# 4: 1600x1200 at 64k colors or 1024x768 at 16M colors
# 8: up to 1600x1200 at 16M colors
# For build engine games, use more memory than in the list above so it can
# use triple buffering and thus won't flicker.
#
# 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.
# memsizekb: Amount of memory DOSBox has in kilobytes.
# This value should normally be set to 0.
# If nonzero, overrides the memsize parameter.
# Finer grained control of total memory may be useful in
# emulating ancient DOS machines with less than 640KB of
# RAM or early 386 systems with odd extended memory sizes.
#
# memalias: Memory aliasing emulation, in number of valid address bits.
# . Many 386/486 class motherboards and processors prior to 1995
# suffered from memory aliasing for various technical reasons. If the software you are
# trying to run assumes aliasing, or otherwise plays cheap tricks with paging,
# enabling this option can help. Note that enabling this option can cause slight performance degredation. Set to 0 to disable.
# Recommended values when enabled:
# 24: 16MB aliasing. Common on 386SX systems (CPU had 24 external address bits)
# or 386DX and 486 systems where the CPU communicated directly with the ISA bus (A24-A31 tied off)
# 26: 64MB aliasing. Some 486s had only 26 external address bits, some motherboards tied off A26-A31
#
language=
machine=svga_s3
vmemsize=2
captures=capture
memsize=64
memsizekb=0
memalias=0
[render]
# 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!.
# linewise: Draw the display line by line. Needed for certain special graphics effects in games and demos. Can be changed at runtime but will be put in effect at the next mode switch.
# char9: Allow 9-pixel wide text mode fonts.
# multiscan: Set this value to true to allow zooming gfx effects used in demos. It will disable several options such as scalers though.
# 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, hardware2x, hardware3x.
# autofit: Best fits image to window
# - Intended for output=direct3d, fullresolution=original, aspect=true
frameskip=0
aspect=false
linewise=false
char9=false
multiscan=false
scaler=xbrz
autofit=true
Next search for the file called, "BLOOD.CFG" fulldouble=false
fullresolution=desktop
windowresolution=original
output=surface
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-SVN-Daum.map
pixelshader=4xSoft_PS3.0.fx
usescancodes=false
overscan=0
[dosbox]
# language: Select another language file.
# machine: The type of machine DOSBox tries to emulate.
# Note that svga_s3 is significantly faster than svga_s3_full for standard-VGA games, but may break a few older games.
# Possible values: hercules, cga, cga_mono, tandy, pcjr, ega, vgaonly, svga_s3, svga_s3_full, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe, amstrad.
# vmemsize: Amount of video memory in megabytes.
# The maximum resolution and color depth the svga_s3 will be able to display
# is determined by this value.
# 0: 512k (800x600 at 256 colors)
# 1: 1024x768 at 256 colors or 800x600 at 64k colors
# 2: 1600x1200 at 256 colors or 1024x768 at 64k colors or 640x480 at 16M colors
# 4: 1600x1200 at 64k colors or 1024x768 at 16M colors
# 8: up to 1600x1200 at 16M colors
# For build engine games, use more memory than in the list above so it can
# use triple buffering and thus won't flicker.
#
# 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.
# memsizekb: Amount of memory DOSBox has in kilobytes.
# This value should normally be set to 0.
# If nonzero, overrides the memsize parameter.
# Finer grained control of total memory may be useful in
# emulating ancient DOS machines with less than 640KB of
# RAM or early 386 systems with odd extended memory sizes.
#
# memalias: Memory aliasing emulation, in number of valid address bits.
# . Many 386/486 class motherboards and processors prior to 1995
# suffered from memory aliasing for various technical reasons. If the software you are
# trying to run assumes aliasing, or otherwise plays cheap tricks with paging,
# enabling this option can help. Note that enabling this option can cause slight performance degredation. Set to 0 to disable.
# Recommended values when enabled:
# 24: 16MB aliasing. Common on 386SX systems (CPU had 24 external address bits)
# or 386DX and 486 systems where the CPU communicated directly with the ISA bus (A24-A31 tied off)
# 26: 64MB aliasing. Some 486s had only 26 external address bits, some motherboards tied off A26-A31
#
language=
machine=svga_s3
vmemsize=2
captures=capture
memsize=64
memsizekb=0
memalias=0
[render]
# 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!.
# linewise: Draw the display line by line. Needed for certain special graphics effects in games and demos. Can be changed at runtime but will be put in effect at the next mode switch.
# char9: Allow 9-pixel wide text mode fonts.
# multiscan: Set this value to true to allow zooming gfx effects used in demos. It will disable several options such as scalers though.
# 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, hardware2x, hardware3x.
# autofit: Best fits image to window
# - Intended for output=direct3d, fullresolution=original, aspect=true
frameskip=0
aspect=false
linewise=false
char9=false
multiscan=false
scaler=xbrz
autofit=true
Open it
Change the ScreenWidth = to be 1280
Then
Change ScreenHeight = to be 1024
Then
Save the file
Then
Launch the game and enjoy.
Here is sum pics of what it looks like when playing.
+ look at pic 2. Did ya know you the game does support 3rd person mode not jest 1st person?
Post edited February 25, 2013 by Stixsmaster