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  • Jetfighter III: Running in DOSBox-X with Glide passthrough

    A guide to running Jetfighter III in DOSBox-X with Glide passthrough. Jetfighter III is a late era DOS game, created by Mission Studios, that can utilise the graphics capabilities of a Voodoo or Voodoo2 graphics card. In order to enjoy the greater graphical fidelity provided, the DOSBox-X emulator can be integrated with a Glide wrapper. It's recommended to read the earlier article on Glide wrappers and DOSBox-X, ' Glide Wrappers: Last Man Standing or Peace and Harmony? ' for background information. As usual I'll be using a cd image rather than the physical cd to prevent wear and tear on discs and the drive. Jetfighter III does not use cd audio so your physical cd can be ripped to a data only iso cd image. Version The original base game, Jetfighter III was released in 1997 and followed shortly by the one and only expansion pack, Jetfighter III: Enhanced Campaign CD in the same year. A compilation edition, of the base game and expansion pack was also released in 1997, this was Jetfighter IIII+, also known as Jetfighter III Platinum Edition. In 1999 the final edition, Jetfighter III Classic was released, this was equivalent to the Platinum Edition but also included a mission editor. The preferred version of Jetfighter III is the Platinum Edition or Jetfighter III Classic. Both versions should have a readme.txt file which lists the version as Jetfighter III Platinum Edition v1.63. Game folders I use my DOSBox game folder scheme described in  DOSBox game management . So in my case I have a D:\games\dos\Jetfighter III  folder with the following sub folders: hdd (hard disk drive, DOSBox C: drive), folder used as hard disk by DOSBox. cd (cd drive, DOSBox D: drive), cd images. conf (DOSBox configuration file). patches (a folder to store the patches) . DOSBox-X settings As DOSBox-X is used in preference to DOSBox Staging some of the configuration options will be slightly different. General settings I generally keep fullscreen set to false when testing. The preferred output is pixel perfect opengl in DOSBox-X. [sdl] fullscreen = false windowresolution = 1600x1200 output = openglpp You can set a title for the DOSBox-X window. [dosbox] title = Jetfighter III The aspect ratio should be set to true when using pixel perfect opengl. [render] aspect = true Setting vsync on, helps with tearing in the video when navigating the ship. [vsync] vsyncmode = on These cycles are appropriate for a Pentium 75 - 90Mhz. The minimum specs call for a 486DX4, so this should make for fluid performance. [cpu] cycles = fixed 48500 cycleup = 1000 cycledown = 1000 Autoexec iis where the hard disk and cd image is mounted. The jf3 folder is where my game is installed on the mounted C: drive. The jf3 command is used to start the game. The exit command will close DOSBox-X when you quit the game. [autoexec] # Lines in this section will be run at startup. # You can put your MOUNT lines here. mount c "D:\Games\Dos\Jetfighter 3\hdd" imgmount d "D:\Games\Dos\Jetfighter 3\cd\jf3c.iso" -t cdrom c: cd jf3 # jf3 # exit Glide passthrough To enable Glide passthrough we set the internal 3dfx Voodoo card rendering to false and set the glide passthrough option to true. [voodoo] voodoo_card = false glide = true Glide wrapper The preferred Glide wrapper is nGlide v2.10 as it provides fluid performance at high and low altitudes in the sim. I have this version installed as the system Glide wrapper so I didn't need to install it. If you need to install nGlide take a look at ' Glide Wrappers: Last Man Standing or Peace and Harmony? '  if you haven't already, for installation options. Glide library The DOSBox-X Glide library, glide2x.ovl must be copied from the DOSBox-X system folder to the game install folder of the mounted C: drive. So after starting DOSBox-X, use the following DOS commands: z: cd system copy glide2x.ovl c:\ e.g. copy glide2x.ovl c:\jf3 If glide2x.ovl can't be found then nGlide (or your preferred Glide wrapper) can't be found by DOSBox-X. Check the steps you took when you installed the wrapper. Midi setup For a discussion on midi setup see DOSBox midi . Jetfighter III can be configured to use a Soundblaster 16 (emulated in DOSBox) as the digital music device. However, it can also be configured to use general midi, which makes Jetfighter III an ideal candidate for trying out fluidsynth and various soundfonts in DOSBox-X. These settings allow the defined soundfont to be used with Fluidsynth for midi music. [midi] mididevice = fluidsynth fluid.driver = dsound fluid.soundfont = "D:\Midi\Soundfonts\Timbres Of Heaven GM_GS_XG_SFX V 3.4 Final.sf2" Controller setup For an in-depth look at modern HOTAS controller configuration for retro flight sims, take a look at my series of posts, Controllers and retro sims . For a controller with only 4 axes, DOSBox-X should be able to find and assign them, although you may need to swap the 3rd and 4th axes. I'm running a TM TARGET profile for my TM Warthog HOTAS, as it has more than 4 axes iit needs a virtual controller to define only 4 axes used by Jetfighter III. My profile defines these 4 axes: DX_X_AXIS (Joystick x-axis) DX_Y_AXIS (Joystick y-axis) DX_Z_AXIS (Throttle) DX_XROT_AXIS (Rudder pedals) These 4 axis allow for complete joystick, throttle and rudder control in Jetfighter III. These are the settings I use for my virtual controller, you may need to change these depending on your own setup. I set the deadzone to 0 as a personal preference. [joystick] joysticktype = 4axis timed = false swap34 = true [mapper] joy1deadzone0- = 0 joy1deadzone0+ = 0 joy1deadzone1- = 0 joy1deadzone1+ = 0 joy1deadzone2- = 0 joy1deadzone2+ = 0 joy1deadzone3- = 0 joy1deadzone3+ = 0 joy1deadzone4- = 0 joy1deadzone4+ = 0 joy1deadzone5- = 0 joy1deadzone5+ = 0 joy1deadzone6- = 0 joy1deadzone6+ = 0 joy1deadzone7- = 0 joy1deadzone7+ = 0 joy2deadzone0- = 0 joy2deadzone0+ = 0 joy2deadzone1- = 0 joy2deadzone1+ = 0 joy2deadzone2- = 0 joy2deadzone2+ = 0 joy2deadzone3- = 0 joy2deadzone3+ = 0 joy2deadzone4- = 0 joy2deadzone4+ = 0 joy2deadzone5- = 0 joy2deadzone5+ = 0 joy2deadzone6- = 0 joy2deadzone6+ = 0 joy2deadzone7- = 0 joy2deadzone7+ = 0 To calibrate your controller(s) in game you must start a mission and choose the calibrate option from the in-flight options menu. I would suggest starting a free flight mission for this purpose (see screenshot below). My DOSBox-X config Putting it all together we end up with the following DOSBox-X configuration: [sdl] fullscreen = false windowresolution = 1600x1200 output = openglpp [dosbox] title = Jetfighter III [render] aspect = true [vsync] vsyncmode = on [cpu] cycles = fixed 48500 cycleup = 1000 cycledown = 1000 [voodoo] voodoo_card = false glide = true [midi] mididevice = fluidsynth fluid.driver = dsound fluid.soundfont = "D:\Midi\Soundfonts\Timbres Of Heaven GM_GS_XG_SFX V 3.4 Final.sf2" [joystick] joysticktype = 4axis timed = false swap34 = true [mapper] joy1deadzone0- = 0 joy1deadzone0+ = 0 joy1deadzone1- = 0 joy1deadzone1+ = 0 joy1deadzone2- = 0 joy1deadzone2+ = 0 joy1deadzone3- = 0 joy1deadzone3+ = 0 joy1deadzone4- = 0 joy1deadzone4+ = 0 joy1deadzone5- = 0 joy1deadzone5+ = 0 joy1deadzone6- = 0 joy1deadzone6+ = 0 joy1deadzone7- = 0 joy1deadzone7+ = 0 joy2deadzone0- = 0 joy2deadzone0+ = 0 joy2deadzone1- = 0 joy2deadzone1+ = 0 joy2deadzone2- = 0 joy2deadzone2+ = 0 joy2deadzone3- = 0 joy2deadzone3+ = 0 joy2deadzone4- = 0 joy2deadzone4+ = 0 joy2deadzone5- = 0 joy2deadzone5+ = 0 joy2deadzone6- = 0 joy2deadzone6+ = 0 joy2deadzone7- = 0 joy2deadzone7+ = 0 [autoexec] # Lines in this section will be run at startup. # You can put your MOUNT lines here. mount c "D:\Games\Dos\Jetfighter 3\hdd" imgmount d "D:\Games\Dos\Jetfighter 3\cd\jf3c.iso" -t cdrom c: cd jf3 # jf3 # exit Installation and setup The game should be installed from within DOSBox-X by running the install.exe installer app. Installation should be straightforward. Once installed you will be asked to configure the game by setting display, sound and music options. If you wish to re-configure the game after installation, simply run the install.exe app from the game installation folder on the mounted C: drive. To calibrate your controller(s) in game you must start a mission and choose the calibrate option from the in-flight options menu. I would suggest starting a free flight mission for this purpose. Patching There are two recommended patches, they should be installed in the following order: Jetfighter III update 3   This is last official patch from Mission Studios, it enhances the installer and the game, including adding 3dfx/Glide support and fixes a training mission. It upgrades the version to v1.67. The patch is available from The Patches Scrolls  and is compatible with the Platinum Edition and Classic. The patch should be executed from within DOSBox-X. JetFighter III Platinum Edition Unofficial Update 4 This is a fan made file replacement patch, compatible with the Platinum Edition and Classic, it was produced by VOGONS member rfnagel and can be found in this forum post , so a huge thank you to rfnagel. Taken from the readme file: This unofficial update fixes problems with several of the campaign mission files where the next mission in the campaign would constantly loop back to the current mission, REGARDLESS if you win or lose the current mission. This unofficial update also fixes problems with several other campaign mission files where the next mission in the campaign would constantly loop back to the current mission, unless that you LOSE the current mission.These fixes now force the next mission in the campaigns to continue to the next mission, as they should. Game shortcut All that remains is to set up a suitable DOSBox-X game shortcut. I would recommend taking a look at the earlier article, ' DOSBox game management '. Good hunting!

  • Brr Brr rrt rrt: Custom sound in A-10 Attack!

    This is a guide to setting up custom sound within A-10 Attack! There are mods for enhanced stereo sound and for radio chatter during missions. The custom sound mods are only available at Steve's HOG HEAVEN , under the ' Better Sounds ' section. This page houses a large set of A-10 Attack! and A-10 Cuba resources created and curated by Steve Russillo. Without Steve's page we very likely would have lost these mods and the extensive info Steve has collected. So a huge thankyou to Steve. The mods are exclusive, one or the other can be installed but not both, due to them both replacing the same original sound resources. They are only compatible with A-10 Attack! and the Mac version of A-10 Cuba. Prerequisites In order to install the sounds we'll need an old Mac developer tool, ResEdit . It's basically an editor for creating and editing the resources that make up a Mac application. For example, it can be used for editing the icons and menus that make up an application's GUI. In this case it'll be used to change the sound resources used by A-10 Attack! We'll need the sound mods themselves from Steve's HOG HEAVEN . The mods are: Custom Stereo Sounds (1.4MB) Radio Chatter Sounds (3.3MB) You'll need to download one or both from Steve's page. Installing ResEdit I'd recommend ResEdit v2.1.3 it seemed to work reasonably well. The version I found was a compressed archive .sit which expanded into a disk image. Opening the disk image revealed a ResEdit folder that just needed to be copied to hard disk. Preparation Prior to making any changes it is very strongly recommended to take a copy of the original unmodified A-10 Attack! application and store it in another folder for safe keeping. If anything goes wrong you can restore this unmodified version. Installing a sound mod The sound mods are distributed as a compressed archive .sit file, so use StuffIt Expander to un-compress it, into a mod folder. The process is identical for each sound mod: Open the folder and open the resource file with ResEdit, there should be a single snd resource. Use ResEdit and open the A-10 Attack! 1.5 application. This should open a window showing all the resources used by A-10 Attack! One of these resources will be a snd resource. Drag and drop doesn't work so select the snd sound resource in the sound mod window and go to Edit and Copy. Select the A-10 Attack! window and selected Edit and Paste. ResEdit will ask if you want to replace resources with the same id. Select Yes. If you encounter an error at this point (and I did) don't panic. For some reason not all the sounds copy across. This might be due to emulation or some other reason but it's very easy to fix, we just have to copy some of the sounds across manually: Double click on the sound mod snd resource to open the sound list in the mod. There should be a list of sounds with id's running from 10000 to 10041. Double click on the sound mod snd resource to open the sound list in the A-10 Attack! app. Again there should be a list of sounds with id's running from 10000 to 10041. If the sound file size is smaller or an id is missing in the A-10 Attack! sound list. Then we need to copy that sound from the sound mod list and into the A-10 Attack! list. Highlight the sound to copy in the sound mod list and select Edit and Copy. Select the A-10 Attack sound list window and select Edit and Paste. ResEdit will ask if you want to replace resources with the same id. Select Yes. Continue until all id are present the all the sounds are the same size as the sound mod size. To finish up: Select the A-10 Attack! resource window and select File and Save. Close ResEdit. You're ready to play with your enhanced sounds! References Better Sounds section of Steve's HOG HEAVEN

  • Subwar 2050: Running in DOSBox

    This is my guide to running Subwar 2050 in DOSBox Staging. This guide will be a little bit different as we'll cover using a GOG installation and creating your own installation. Which Version? My earlier post ' Subwar 2050 Versions ' discussed the various Subwar 2050 versions. The definitive version which we'll be using is the GOG release, 'Subwar 2050 Complete (GOG version)'. GOG installation I used GOG Galaxy to install Subwar, it obviously includes all the GOG specific files and it's own copy of vanilla DOSBox which we won't be using. Where GOG Galaxy is installed will determine where your copy of Subwar will be installed. In my case, my copy of GOG Galaxy was installed at D:\Program Files (x86)\GOG Galaxy , which meant Subwar was installed at D:\Program Files (x86)\GOG Galaxy\Games\Subwar 2050 . Game folders I use my DOSBox game folder scheme described in  DOSBox game management . So in my case I have a D:\games\dos\Subwar 2050  folder with the following sub folders: conf (DOSBox configuration file). docs (manuals, other docs, etc.) A hdd or cd folder isn't required as we'll be using the GOG installation folder. DOSBox Staging setup The DOSBox Staging video and rendering setup defaults provide a solid set of options that don't need to be tweaked. The important cycles settings we can obtain from the GOG DOSBox config file dosboxSUBWAR.conf in the GOG Subwar installation folder. Their suggested settings of 20000 cycles worked well on my pc. Obviously you can tweak this to be higher or lower depending on your machine. Cloud saves GOG releases often provide saving your game in the cloud, it does this by providing an overlay mount in the GOG DOSBox config. I've recreated this mount in the DOSBox Staging config. I'm not 100% sure if it works correctly, so please be aware and don't rely on it! This is a guess on my part but I'm assuming that there's a GOG process running which is scanning the cloud_saves folder in the GOG installation folder and uploading those save files to the cloud. Midi Setup For a discussion on midi setup see DOSBox midi . For DOSBox Staging the versioned MT-32 roms are used. Subwar works well with the CM32L and MT32 new roms, so leaving the MT32 model , (in the mt32 section) as auto will default to CM32L roms which sound good. Controller setup For an in-depth look at modern HOTAS controller configuration for retro flight sims, take a look at my series of posts, Controllers and retro sims . Subwar only uses 3 controller axes, the joystick x-axis and y-axis and a throttle axis. No rudder axis is needed, which seems odd for a sea-going vessel sim! Those with a HOTAS with a rudder axis may need to do some testing to determine whether the throttle and rudder axes need to be swapped in the DOSBox Staging config file. Set the swap34 option in the joystick section of the config file as appropriate. This will depend on your controller(s) and in my case I did need to swap them (see My example config below). Creating your own installation This part is optional unless you don't want to use the GOG installation folder and want to use your own. You'll need an to create additional game installation folder to be used as the DOSBox Staging C: drive. If you use your own installation folder you will lose the cloud save facility. So in my case, using my game folder scheme, described in  DOSBox game management , I created the D:\games\dos\Subwar 2050\hdd folder. I could just copy the contents of the D:\Program Files (x86)\GOG Galaxy\Games\Subwar 2050 to my new hdd folder, but this would include a lot of GOG specific files that aren't used. Some of you may have period correct pc's you play retro DOS classics on, in which case you'll want to create a 'clean' installation of Subwar to transfer to your retro gaming pc. So here is a list of files and folders to copy from the GOG installation folder to your own installation folder. [SWPIX] [SWSOURCE] ADLIB.CAT FULL.BAT INSTALL.EXE INTRO.EXE LAPC1.PAT README.NOW ROLAND.CAT SMALL.BAT SUBWAR.ADV SUBWAR.BAT SUBWAR2.ADV SW.CFG SW.EXE SWSLOT0.SAV SWSLOT1.SAV SWSLOT2.SAV SWSLOT3.SAV SWSLOT4.SAV SWSLOT5.SAV SWSLOT6.SAV SWSLOT7.SAV SW_DE.EXE SW_FR.EXE You could use the GOG installation and have your own installation, you just need separate config files with the appropriate mount commands in the autoexec section along with separate DOSBox Staging shortcuts calling each config. Fixing the GOG menu Some GOG releases of classic DOS games have a little DOS menu added by GOG. These menus may allow you to run an installer to set graphics and sound options, or play the game in a different language. Subwar has one of these menus. The menu is defined in the GOG DOSBox config file dosboxSUBWAR_single.conf in the GOG Subwar installation folder. You could copy the menu commands into your DOSBox Staging config file. The menu would work but would look a bit odd. The reason for this and a workaround is described in DOSBox Staging: Why do GOG menus look bad . So to get the menu looking right: Create a DOS batch file in your GOG installation folder, I called mine gogmenu.bat. Copy the menu commands from dosboxSUBWAR_single.conf into gogmenu.bat. Call gogmenu.bat from the autoexec section of your DOSBox config file. Optional: If you have your own installation folder copy gogmenu.bat into it. My example config This is my example config with the changes/options most likely to change from the DOSBox Staging default. [sdl] fullscreen = false fullresolution = desktop windowresolution = default viewport_resolution = fit [render] aspect = true glshader = crt-auto integer_scaling = vertical [cpu] cycles = fixed 20000 cycleup = 1000 cycledown = 1000 [midi] mididevice = mt32 mpu401 = intelligent [mt32] model = auto romdir = "D:\Midi\Versioned" [joystick] joysticktype = 4axis timed = true swap34 = true deadzone = 0 [autoexec] # Lines in this section will be run at startup. # You can put your MOUNT lines here. # mount commands for GOG installation mount C "D:\Program Files (x86)\GOG Galaxy\Games\Subwar 2050" mount C "D:\Program Files (x86)\GOG Galaxy\Games\Subwar 2050\cloud_saves" -t overlay # mount commands for own installation (commented-out) # mount C "D:\Games\Dos\Subwar 2050\hdd" # for those with a cd version, converted to iso (commented-out) # mount D " D:\Games\Dos\Subwar 2050\cd\subwar.iso " -t cdrom C: call gogmenu.bat Shortcut Don't forget to create your game specific DOSBox Staging shortcut as described in DOSBox game management . DOS settings Run the install utility, through the GOG menu or from the DOSBox DOS prompt, to set the digital audio device, midi device and control scheme. If you're still testing and tweaking controllers you don't have to set them up now, as they can be set and calibrated later, through in-game options. Running the game The first time you run the game, it may detect your controllers and ask you if you wish to use a throttle and then ask you to calibrate. If you're still testing and tweaking controllers you can calibrate now and recalibrate later through in-game options. Gameplay options Gameplay options are available through the sub base screen (where you can choose a campaign, receive a briefing, arm your sub and begin your mission). Select the options screen to ensure the graphics are maxed out and to choose the control scheme. The joystick icon to the right of the control scheme option allows you to recalibrate your controllers in game. Manuals and other documents There are already some manuals in the GOG installation folder and with GOG Galaxy you can download more manuals as extras, which will be downloaded to the !Downloads folder in the GOG installation folder. Documents include: The base game manual (also a German version at time of writing). 'The Plot Deepens' expansion manual. A reference key chart. 'Undercurrents', the in-universe magazine. readme.txt, additional game info not in the manual. readme.now, additional game info text file, displayed by the install utility, mostly contains the same info as readme.txt. another readme.txt, the expansion installation info, found in the scenario folder, not so useful. This is entirely optional but I like to copy these docs to my D:\games\dos\Subwar 2050\docs folder and then place a shortcut to this docs folder on my desktop when playing. That way if I need to consult any docs, I can pause Subwar, switch from fullscreen to window, open the docs folder shortcut and check out any docs without having to hunt around for them. Patching other versions Absolutely not required for the GOG version and strongly recommended for other versions. I converted my physical Subwar cd to a .iso image format for speed, convenience and to save wear and tear on disc and drive. My example config includes a mount command for this iso image. If you have Subwar on cd re-release, 'The Plot Deepens' expansion may be included but it isn't installed by default so you'll have to find it on the cd and install manually. I started playing the original version, not realising the expansion was included on the cd. I couldn't get past mission 4 in the North Atlantic campaign. After issuing special orders then setting my wingman to attack targets worked. But then trying to issue the special orders again failed and sometimes the wingman would disappear off never to be seen again. Running the cd re-release with the scenario installed updated the sw.exe file to the 1994 version and fixed this issue. If you have the original 5 floppy disks version, without the expansion, it benefits from having the v2.02 patch installed, which should still be available, to update sw.exe. Walkthrough If you get stuck in any of the missions, I've created a series of walkthroughs for each of the campaigns available on this website . Stay silent and deadly, good hunting!

  • Running the Mac version of F-117A Nighthawk Stealth Fighter 2.0 with MAME

    This is my guide to running the Mac version of F-117A Nighthawk Stealth Fighter 2.0 under the MAME emulator. It took a lot of testing with various emulators and testing with MAME to figure this all out, so hopefully this guide makes it easier for anyone else who would like to try out this classic flight sim. I'm currently using Win10 so this guide assumes that. The usual caveats apply, you follow this guide at your own risk. If you're uncomfortable doing something then don't! We'll be covering: Installing MAME and building the virtual Mac. Virtual Mac setup, transferring apps from PC to the Mac and installing F-117. Configuring MAME and over-clocking for a better flight sim experience. Installing MAME and generating a default config Installing MAME: First thing to do is get a copy of MAME . You can get it at the MAME download page , at time of writing the latest version is v0.259. These instructions are for that version but I can't imagine it will much different for later versions. You can skip the ' MAME 0.259 full driver information in XML format' download, you won't need it. Once you have it, open the self extracting exe. Windows will probably show you a 'you've downloaded this, are you sure you want to install' dialog. Go ahead and pick a folder to extract to and that's MAME installed. Creating a default config: Now it's time to create some default config files. Open MAME , you should see a huge list of stuff none of which you have. If you want, you can filter this list so it's more useful, I would suggest the 'Available' filter, on the left hand side. As nothing is available yet, it'll be an empty list. Click on the 'General Settings' option at the bottom of the page to open up a settings menu. Click on the 'Save Settings' option, MAME will report the settings have been saved. Now click on the 'Return to Previous Menu' and the settings will close. Then click on the 'Exit' icon (white X, on a red square) at the top right of the page and MAME will exit. You've now successfully created the Mame.ini config file, you should see this in your MAME folder and a default configuration, if you go to the cfg sub-folder there should be a default.cfg file present. Building the virtual Mac We're going to be creating a virtual Mac, in this case it will be Quadra 800. Now your google-fu is going to have to strong, because the roms you need are tricky to find. If you've done any Mac emulation in the past you may already have a Quadra rom, unfortunately the ones used by MAME are different (I found this out the hard way). You're going to have to find: macqd800.zip adbmodem.zip MAME hardware emulation is a lot more accurate then other emulators you may have come across, this may be why F-117 only works reliably on MAME . You may be tempted to emulate one of Mac II series as the roms are easier to find, however the mouse is horribly jerky and difficult to use due to an issue in the emulation and it's recommended to use an alternative machine unless you have a specific reason for using a Mac II. The Quadra 800 mouse works perfectly. We'll need a hard disk image, I would recommend Mac OS/System 7.6.1, it's the last version F-117 can run on, I believe. MAME uses hard disk images in a .chd (compressed hunks of data) format. Fortunately suitable images are easier to find at the MAME Driver:Mac 68K page. It's worth a quick read as there's lots of useful info there. You may have to use 'save link as...' and your browser may complain about it being an unsecure download. Assuming you have the roms: Copy the roms into the MAME sub-folder roms. They don't require unzipping and should remain as zips. Copy the hard disk image zip into the MAME folder and unzip it. Open up MAME again and if you use the 'Available' filter you should see the 'Macintosh Quadra 800'. If you try and start it by double clicking, you may see a 'Start Empty' option, or a big list of floppy images with 'Start Empty' at the top. If you double click on this option, you'll be asked to select the emulated Quadra bios (the default is fine) and the Mac will try and start but won't find the hard disk image so you'll see the Mac 'start-up disk missing' screen. It's time to exit out of MAME again. Activate the MAME UI with the Scroll Lock (Scr-Lk) key, you should see an overlay pop up briefly which says the MAME UI is active and hit Esc to exit back to the main MAME page. Exit from MAME . If you look in the MAME cfg sub-folder you should see another default config file macqd800.cfg. Starting up MAME with a hard disk image To start the Quadra 800 with a hard disk image you can use the command line, or create a windows batch file (I prefer the batch file and put it in my MAME folder). Either way the command to use is: mame macqd800 -hard1 mac761.chd -ramsize 128M -verbose macqd800 identifies the machine to emulate as a Mac Quadra 800. hard1 identifies the hard disk image to use, mac761.chd. ramsize is the amount of ram the machine should have, a Quadra 800 can have a maximum of 128Mb so why not? verbose logs startup info, I find kind of interesting but it's entirely optional, so feel free to leave it out. If everything is ok, you should see the following. You may have seen an MAME machine info page that should have reported a resolution of 640x480 and a warning page that the sound is emulated imperfectly, that may be the case but I haven't noticed any issues! Now is a good time to check everything is ok, that the mouse works, etc. It's also time for a little bit of housekeeping. The resolution should be 640x480 and 256 colours, which is fine for F-117. You can check this by going to the 'Control Panels' option under the Apple menu item and opening the 'Monitors & Sound applet to check this. Change it to these settings if it isn't. You might find the mouse is a little too responsive, I recommend reducing the speed to 'Very slow' in the 'Mouse' control panels applet. The bar at the bottom of the screen is the 'Control Strip', it has a nasty habit of impinging on the display when playing. You can hide it with the 'Control Strip' applet. The desktop is quite dull and grey, check out the 'Desktop Patterns' applet, I quite like 22/74. Once finished you can use the Apple menu or Special menu item to shutdown the Mac, it's recommended to do so or your Mac will complain next time you start it up. Once shutdown you should see this screen. Now to close MAME we need to enable the MAME UI, the hotkey to enable/disable it is Scroll Lock (Scr-Lk) on Win10. You should see a MAME UI overlay pop up briefly each time you enable or disable it. We'll come back to it later but for now, enable the MAME UI and hit Esc to close MAME . Now a quick warning, you really want turn off the MAME UI when you're playing. I have lost count of the number of times I have accidentally killed a MAME session or reset the virtual Mac because I left the MAME UI enabled and used a key combo in the sim that MAME uses for something else. If you're playing, disable the MAME UI! Installing apps and F-117 Now it time to start installing some apps and F-117 onto your new Mac. So here's a quick rundown of what you'll need: stuffit_expander_5.5.img - The 7zip of the retro Mac world. This is available as a disk image that MAME supports. I haven't had any issues when using this version in Mac OS 7.6.1 but other versions exist. stuffitdlx551.sit - StuffIt Expander Deluxe like StuffIt Expander, but it also can also support disk images which we'll encounter when we install F-117. I've only been able to find this as a .sit StuffIt archive, this is why we need StuffIt (non deluxe version) to extract the deluxe version (oh the irony!) F-117a_Stealth_Fighter_2.1.sit - The game itself, (why you're reading this!) F117a_Update_2.3.1.sit - The first patch. F117A_Update_2.3.2.image_.sit - The second/final patch. Installing StuffIt Expander Start up your virtual Mac. Enable the MAME UI with Scr-Lk and hit the Tab key to open the MAME UI menu. Go to the 'File Manager' option, here you can mount floppy disk and cd images. Hit Tab again to close the MAME UI and the disk image should be mounted. Open the disk and start the StuffIt Expander installation. The default options are all fine and you can select it as the preferred helper application during the install process. Once complete shutdown the Mac, open the MAME UI file manager again, and select 'Empty Slot' to remove the disk image. Installing StuffIt Deluxe If you've had a look at the MAME Driver:Mac 68K page, you'll already know the recommended process for transferring files from your host pc to the emulated Mac is with a cd image. You can use whatever software you're comfortable with, I tend to use ImgBurn. The image has to contain StuffIt Expander Deluxe, F-117 and the two patches and should be in .iso format. Choose a suitably short name like f117.iso. Once you have your cd image: Start up your mac, enable and open the MAME UI and use the 'File Manager' to mount the cd image as a cd and close the MAME UI. Now you're probably looking at an error dialog box suggesting the cd can't be read from, wondering what has gone wrong. The answer is nothing, just click on the Eject button and your emulated Mac will mount the cd anyway! Copy the files from the cd to a new folder on the Mac hard disk. You may find the files have their names shortened and uppercased. Open the StuffIt application from the desktop, go to File > Expand and start expanding the StuffIt Deluxe Installer. Open the newly created StuffIt Deluxe folder, take a look at the included docs and run the installer. When it comes to registration, type anything into name and supply the serial number. Select the Easy Install and just use the default install location. You get a warning saying after installation the Mac will need to restart. Once finished the Mac will ask to restart, now would be a good time to open the MAME UI and unmount the cd image as everything is now on your Mac's hard disk image. Click on the restart button and the Mac will restart. You should see a new desktop icon and a new StuffIt option in the top menu bar. Installing F-117A Nighthawk Stealth Fighter 2.0 Depending on your cd burning software your StuffIt archives may have different names. I'm not sure if you can skip the first patch and go straight to the second patch, but I tend to install it. Go back to the folder where you copied the F-117 StuffIt archives, highlight the game archive (mine was called F_117_A.SIT) and use the StuffIt menu bar option to expand it. It will expand into a Stealth Fighter folder, move this folder to your hard disk on the desktop. Highlight the first patch (F117A_UP.SIT) and use the StuffIt menu bar option to expand it. This will create a F117a Update 2.3.1 folder, open it and copy the Release Notes and the application into your F-117 folder on your hard disk, you'll want to replace the existing release notes and application. Highlight the second patch (F117A_U2.SIT) and use the StuffIt menu bar option to expand it. This will create an image that StuffIt will automatically mount, so it should appear on your desktop as F117A Version 2.0 Update. Open this image and you should see a README.NOW! document and a F117a232.sea file. This is a self expanding archive so just open it. It will ask where to create a folder, the default location is find and you should find an F117a232 Folder has been created on your hard disk. Open it to find release notes and the application. Copy these to your existing F-117 folder replacing both files with these new versions. Clean up any files/folders and check the application version with File > Get Info, it should be v2.3.2 And now finally start the game! Optimising the experience There are now a couple of things we can do to optimise the playing experience. Overclocking the virtual Mac Now we have F-117 working we can try and increase the performance of the virtual Mac for a smoother gameplay experience. MAME has an overclocking facility we can take advantage of, but before we can use it, we have to enable it. We need to change our existing cmd line or batch file, mentioned earlier to include the cheat option like so: mame macqd800 -hard1 mac761.chd -ramsize 128M -verbose -cheat When we start up the virtual Mac, we can open up the MAME UI and access the 'Slider Controls'. We should see quite a comprehensive menu. The Overclock CPU :maincpu is the option we are interested in, use the left and right arrows keys to move the slider. In this example I have overclocked the virtual Mac CPU to 200%. When you overclock the CPU the sound will also be overclocked so you may hear sound being played at a higher tempo or repeated fragments of sound. It'll probably depend on the host pc MAME is being run on. Sound vs speed is something you can experiment with to find your preferred experience. Each time the Mac is started the overclock option will have to applied. It is not saved between sessions. This is a deliberate decision by the MAME dev team. Overclocking increases the risk of crashes on some emulated hardware (although I haven't experienced any yet with the Mac). Imagine getting to a final boss only to have the emulated machine crash on you, as rage inducing as that might be, at least you'll be aware of the possibility, by having to set the overclock each time. It seems a sensible decision by the MAME devs. Joystick controls If there's one problem MAME does have, it's joystick controls, and that might not be considered entirely fair, because you could say if there's one problem retro Mac's have, it's joystick controls. Retro Mac's treat their joysticks like a mouse device which creates issues. Joystick axes are normally absolute axes, they report exactly where they are. For example, if you use Win10 joy.cpl to test moving your joystick x-axis then moving your stick to the right would cause the pointer in the axes box to move to the right but releasing the stick would cause the pointer to jump to the centre position again. This is what we want in flight sims. But a mouse uses relative axes, you move your mouse to the right the mouse pointer moves right, you stop moving the mouse and the pointer stays exactly where it is. This is what you want from a mouse. As retro Macs treated their joysticks like a mouse device it used relative axes. So if you release a Mac joystick it doesn't snap back to a centre position. This is not what we want in Mac flight sims! It means when you turn to the right you need to push right, then push to the left to centre the mouse position to maintain the turn and then push to the left again, to start levelling out then push to the right when level to centre the position! In fact Gravis who produced the MouseStick and MouseStick II for the Mac had control panel applets to account for this and return to a centre position when the stick was return to centre, like an absolute axis joystick would. When trying to fix this I came across, an interesting utility ajoy2mouse on aminet. Used with the Mac emulator Shapeshifter on the Amiga, it does for the emulator what the Gravis applets did for their joysticks. Added it to the references below, it's worth a read as it probably explains things better than I did. I haven't gone down the rabbit hole of trying to run WinUAE to run Shapeshifter to run an emulated Mac to run F-117... yet. Now we can try and get round this by using mapping software to map the joystick x/y axes to mouse x/y axes setting the axes type as absolute. I can do this in my Target app and can see this in Win10. I can get the Win10 mouse pointer to snap back to centre when I release the stick. However MAME does not like this. MAME has comprehensive native controller support, which isn't surprising when you're trying to emulate a myriad of control schemes, with a myriad of controller hardware, arcade games have used throughout the years. But what it won't do is use an absolute axis as a relative one. From the MAME technical specs: Attempting to read an absolute axis item as a relative axis always returns zero. The other Mac emulators I've used have far less controller support, so pretty much do whatever the controller/Win10 tells them, they however, cannot run F-117 reliably in my experience. I've tried a number of things including: Checking for a suitable MAME plugin. Trying to run the Gravis MouseStick/MouseStick II control applet (bit of a long shot, they require the physical joystick to be present). Searched for a suitable Mac OS 7.6.1 utility. A lot on testing with the MAME Input Settings, including testing input providers, advanced controller configuration, TM Target settings, etc. in all cases either the emulated mouse was unresponsive and the MAME Input Devices showed no axes change, even when using a virtual ThrustmasterMouseDevice or acted as if the mouse axes were relative axes. If anyone manages to find a solution, please, drop me a message! Joystick workarounds F-117 is entirely playable with the keyboard, but that's only my opinion. You can still use a joystick but we'll be simulating keyboard key presses with a controller. First thing we want to do is sort out the joystick deadzone and limits, you'll need to run up MAME, not from the batch file, just the MAME program to get access to Advanced Options. Select the Quadra 800 and go to System Settings, then Advanced Settings and down to the Input Options section. MAME has a default high joystick deadzone so we want to lower the value (or 0). The joystick saturation is the limit at which the joystick stops responding so a higher value (or 1) is better. Finally lower the joystick threshold. Return to the previous menu and save the system settings before quitting MAME. Obviously the optimum values will depend on your controller so feel free to experiment. Now all we have to do is map the controller inputs to the keyboard keys. Start the virtual Mac, enable the MAME UI and go to Input Settings, then the Input Assignments (this system) option. You should see all the input assignments allocated to the mouse and keyboard, I'll cover a joystick axis and a button. To assign an axis, eg. controller left to left arrow, Scroll down to the left arrow assignment, double click and the entry will change to a couple of left/right arrows. At the bottom of the overlay, you'll see, the existing assignment, 'Kbd LEFT or'. Move your controller left and the assignment will change to 'Kbd LEFT or Joy n Left' (where n is the number of your joystick identified by MAME), and the Left Arrow assignment in the list will also change to 'Kbd LEFT or Joy n Left'. You can repeat this for the other keyboard arrows/controller directions. If the bottom of the overlay shows NONE, showing an empty assignment, add in the original key (in this case keyboard left arrow) pressing it and then select the assignment again to append the joystick left setting, so we end up with 'Kbd LEFT or Joy n Left'. If it all goes a bit wrong, highlight the assignment, and press the delete key to set it to NONE and then press delete again to return it to the default assignment. It takes a bit of getting used to when you first try and set it up but key press instructions appear at the bottom of the overlay. To set a button, highlight the assignment, in this case we'll set Return to Joystick button 1. Highlight the Return assignment select it. In my case it showed NONE at the bottom of the overlay so I pressed the Enter key to set it back to Enter, then selected it again and pressed button 1 to set the assignment to 'Kbd ENTER or Joy n Button 1'. Once down you can return to the previous menu and close the UI. Don't forget to disable the MAME UI, if you're about to play! When things go wrong If things go wrong, and the control scheme ends up messed up, it's simple to fix. Simply delete the default.cfg and macqd800.cfg files in the cfg sub folder. MAME will recreate these files when you start it again. You can then reapply any options or mappings you need. And finally... A huge shout out to all those devs, maintainers and other contributors to the MAME and others projects used in this guide. Without their dedication, this guide and playing this classic game would not be possible! Here's a quick video of a test mission from start to finish! References and further reading MAME >> Official Windows Binary Packages Reddit >> r/MAME >> MAME mac 68k driver machines mouse jumpy MAME >> Driver:Mac 68K Reddit >> r/MAME >> Can you save overclock cheat settings? aminet >> util/mouse/ajoy2mouse.lha MAME’s User Interface >> Configuring inputs MAME Documentation >> Technical Specifications >> Input System

  • Subwar 2050: Bermuda - Anything for Money Campaign Walkthrough

    This is taken from some of my earlier posts on the GOG Subwar 2050 forum. Mission 1 - A Foot in the Door This is a fairly straightforward mission, head to waypoint 1 and kill the enemy sub there. Head to waypoint 2 and destroy the enemy sub near the debris. Go active on the sonar and target the debris. Continue to waypoint 3 where the mission should end. Mission 2 - Curiosity Killed the Cat! Head to the waypoint where the debris is at speed. You'll encounter 3 enemy subs. Send your wingman after one, destroy the other and then destroy the sub towing the debris. It will fall to the ocean floor and shortly after a friendly sub will appear to tow it back to the carrier. You may have to destroy the towing sub first before you destroy the second enemy fighter sub. Once the debris has made it back to the carrier the mission ends. Mission 3 - More Questions than Answers For this mission you have to destroy an undersea pleasure complex, guarded by a couple of enemy subs. As you approach the complex get above the thermal to hide and make a stealthy approach, hide on the far side of the complex, with the complex between you and the enemy subs. From above the thermal get as close as possible and destroy each of the legs. Once destroyed the mission ends. If one of the enemy subs gets underneath the structure as it falls to the ocean floor, it'll cause the structure to bounce off the sub and spin, before it hits the sub again, bounces and spins some more. It might take a couple of minutes but eventually either the enemy sub is destroyed and/or the structure hits the ocean floor and is destroyed. Mission 4 - Beware the Howl of the Jabberwocky This one can be tricky. As you approach the waypoint where the strangeness occurs you'll want to hide above the thermal, there'll be an enemy Whirlwind present, get behind or above it and destroy at close range. The strange structure causes damage, so go full throttle with active ping over waypoint 2, then run at full speed to waypoint 3 and 4, if you're quick enough you should get back to the carrier before the damage becomes too severe and you're destroyed. Once back the mission ends. Mission 5 - To Dream the Impossible Dream As you get to the strange structure, there'll be 2 Whirlwinds, stealthy approach and destroy at close range. Due to the enhanced shielding you won't take damage so get close and active ping the structure. Shortly after be on the lookout for a third Whirlwind coming in from above (but not directly above) and spam your remaining rockets to kill it. Then it's just a case of heading to waypoints 3 and 4 after which the mission ends. Mission 6 - Toto, we're not in Kansas anymore This mission is all about base defence with a little extra at the end. The first bit can be a bit hectic. The base will be approached by 3 enemy subs approaching in a line. I headed to the right and destroyed the first one a Hurricane from behind, then destroyed a second hurricane, before finally destroying the middle sub a Type 25 (I think). You may want to change the order of the last 2 subs destroyed. Once done that's the hard bit over. The base will detect a 4th sub, approach it and it's identified as an old (but friendly) US Navy sub. Give it an active ping and shortly after the mission ends Mission 7 - No Guts, No Glory The anomaly you're sent to investigate is at waypoint 2. Once you're in close proximity, old WW2 aircraft will begin to appear at and around the anomaly. With the aircraft pointing forward, position yourself to the left of the leftmost aircraft. You receive a message that a friendly sub has been dispatched to retrieve the aircraft. Shortly after a couple of enemy Hurricanes materialise. As you're close you should be able to kill both without any trouble. Once done the mission ends. Mission 8 - The Barricade As you approach the portal there'll be 2 enemy subs. You have plenty of time so a stealthy approach and kill at short range to maximise rockets (I think you can carry rockets on this mission, but if not, getting close also makes the torps more effective). Once both are dead it's on to the next part which has to be done quickly. You need to lay 5 mines and you don't have a lot of time. Use your autopilot to orientate towards the waypoint, autopilot off throttle up and drop the mine as you pass the waypoint. Then do the same for each of the other mine waypoints, autopilot on to orientate, autopilot off, throttle and drop as you pass the waypoint. Once all 5 are done, put a little distance (not too much) as an enemy sub appears, get close and use the rest of those rockets/torps until it's dead. Once dead the mission ends. It's not a problem if some of the mines are triggered as long as you lay the 5 mines and destroy the last sub. Mission 9 - Riders on the Storm It being the final mission you know it's going to be tricky. You have 2 wingmen, but one is a Trieste which always seems to die as soon as he engages anything. It can get hectic and a bit confusing as there are 6 enemy subs to destroy. It also means ammo conservation is key. Firstly 3 enemy subs appear (from what we'll call the front) in a line. Send your fighter wingman after the one (Hurricane maybe) on the left. Take the Hurricane on the right and then get closer to the large middle sub and try and destroy it with 7 rockets. If one of your wingman is still alive you're doing well. Get back to the portal. I kept sending both wingmen and the Trieste never did much with this first wave and died almost immediately. Then 2 enemy subs appear from the 'right', send any wingmen after them but don't engage yourself because there's a large sub coming directly from above which is a greater threat. Destroy this one by getting close and letting fly, hopefully you can kill this with about 7 or so rockets. The last 2 enemy subs may also get a beating from the friendly torp mines around the portal. Hopefully you have enough ammo is left to get in close and destroy them. Once the last sub is destroyed, mission should end shortly. You might want to leave the Trieste at the portal for cover as this may be a better use and get them to help attack the sub coming in from above and then assist with the last 2 if they're still around. And that's the last campaign complete! Your medal stash should look something like this!

  • Subwar 2050: Mediterranean - The Lost World Campaign Walkthrough

    This is taken from some of my earlier posts on the GOG Subwar 2050 forum. Mission 1 - Recon This one can be done without firing a shot, stealth is the way to go. Keep your speed at 15 knots, as you approach each waypoint be on the lookout for any enemy subs, some will be sitting and waiting without any running lights so they may be harder to spot, you can manoeuvre around behind them to slip past. You can reach waypoint 3 without alerting any subs and drop the listening device. The mission ends once you reach the final waypoint at the carrier. Mission 2 - Diversion Another stealthy start to this mission, keep your speed at 20 knots. As you approach waypoint 2, hide above the thermal. At waypoint 3 get close to and behind the enemy sub and destroy it. Both docks need to be destroyed, so hopefully you have enough rockets left, get close as possible and destroy each one in turn, to use the rockets as efficiently as possible. Once both docks are destroyed the mission ends. Mission 3 - Confusion As you approach the research station you'll see a number of enemy subs, approach stealthily, get behind each one and kill at close range, even after destroying a sub the others won't be able to track you allowing you to do the same thing to them. Each structure at the research station takes 6 rockets, once you're almost dry you can call on your wingman to destroy those that still remain. Once destroyed head to waypoint 3 for the mission to end. Mission 4 - Convoy At waypoint 1 you'll encounter an enemy sub which can be destroyed. At waypoint 2 you'll see the convoy. You can hide beneath the thermal and destroy the 2 escorting Hurricanes from underneath. Once destroyed get above the thermal target the lead convoy sub and issue special orders. Once boarded the mission will end. Mission 5 - Escort I didn't make notes for this one so this is from memory. I think you have to wait for the hijacked sub to dock at the base. If there were any enemy subs that needed killing I would have crept up behind and destroyed with rockets. Once the area is clear you can send in your wingman with special orders to secure the intelligence team and escape. At which point the mission should end. Mission 6 - Underwater Ear Bad notes on this one, so anyone feel free to correct. In this mission you'll pilot the experimental and very fast Barracuda. So I think you can get away with hiding above the thermal and destroying the listening post. Then running at high speed for waypoints 4 and 5. Mission will end at waypoint 5. Mission 7 - Dire Strait You have to escort an experimental deep diving sub called the Titan back to the carrier. There's a hard way to do this and an easy way to do this. The hard way probably involves trying to keep up with the Titan and firing torps at any enemy sub that fires at it to try and get back to the carrier. The easy way involves leaving the Titan, where it is (but remember it's bearing to waypoint 1) and progressing to each waypoint, sneaking up and destroying enemy subs, there are 3 or 4 so the stealthy approach to the rear followed by a quick kill helps. Once you get to last waypoint, turn around head back to waypoint 1, pick up the Titan close by and try and keep up as it flies past each waypoint. Once it reaches the carrier, mission ends. Mission 8 - Discovery Due to the high tectonic activity in the area you really really want to make sure you hit subs and not the surroundings. Another mission where it helps to get to a waypoint but then continue on before heading back. The trick is to sneak up on the sub at waypoint 1, make a stealthy approach above waypoint 2 then head straight down (without ballast, far too noisy) tag the waypoint then climb up to get some clearance and head to waypoint 3 and finally make a stealthy kill on the sub at waypoint 4. Then back to waypoint 2, position yourself to the rear of one sub but with the second one in view. Make a stealthy kill sometimes the second enemy still won't be able to track if you were at a dead stop when you attacked. Sneak up on the second and do the same, or hit it with rockets if it's found you and heading your way. These last 2 subs can take a lot to destroy so be careful you don't run out. Once they are dead the area is clear, Head to waypoint 2 and use active sonar, you may have to target some of the ruins but the mission should end shortly. Mission 9 - Atlantis! This one is tricky, mostly because you have to work out what you need to do, it took multiple attempts. Your escorting a Trieste to send a team in to recover data. Heading towards waypoint 1, there's an enemy sub, stealthy approach and kill it. Leave the Trieste a little way away because here's where it gets interesting. You can't kill both subs at waypoint 2, you can kill one but killing the other results in the wingman dying and mission failure. So sneak up on one but keep the other in view, hit it from behind and kill it. If you were at a dead stop the second sub should still not see you. Now hit the throttle and run, heading away from the Trieste, the aim here is to get the last enemy sub to chase you, torpedoes will be fired, decoys will be released. Damage may be taken but when you are a couple of klicks away, hide above the thermal and wait, the enemy sub having lost you should also wait. Send the Trieste in with special orders, after a while the team should recover information and start to head off, Sneak away above the thermal and the mission should end soon. Not sure if the mission ends when Trieste makes it back or you have to escort it back but that should be easy enough. Campaign done!

  • Subwar 2050: North Cape - The New Eco-Warriors Campaign Walkthrough

    This is taken from some of my earlier posts on the GOG Subwar 2050 forum. Mission 1 - Baltic Prelude Loadout: 3 x torpedoes, 3 x decoy (maybe more), rockets The 'you should not fire on anyone unless you have been attacked yourself' requirement is actually true for this one. You must be fired on before you can fire back, doing so beforehand fails the mission. The only problem is waypoint 1, there are 2 enemy subs in front and a Hurricane, without running lights, behind directly in front of waypoint 1. All it takes is an active ping at distance to get an enemy sub to fire then you can destroy them all, or damage them until they can't fire back. You have a wingman so give him target(s). Waypoint 2 is clear, waypoint 3 has an enemy sub but you can hide using a thermal as you approach. Then back home to waypoint 4 where the mission ends. You may be able to do this mission stealthily without firing a shot but it'll be tricky with so many subs around waypoint 1. Mission 2 - Fishy Business The default loadout is fine. The Kriller is slow and unresponsive but has a lot of torpedoes. You have 2 wingman and they'll do the killing so make sure they have plenty of rockets. Head towards waypoint 1 where 2 enemy subs appear, first one on the right then one on the left. Send your right wingman to the right and the left wingman to the one on the left, otherwise they cross paths and it can get messy. Fire off a couple of torpedoes to keep the enemy on the defensive. Another enemy sub appears so fire a couple of torpedoes and send your wingman after him. At waypoint 2 you begin the collection, you need to get close to multiple schools of fish and when you collect them the amount to collect drops each time. As the Kriller is so slow and unresponsive take your time, it's fine to use active sonar to try and find more groups of fish. Once you collect them all mission ends. Mission 3 - Bottom Feeder Blues This one can be a bit tricky, so load out with a few torps and lots of rockets again. The trick to this one is to position the powers wingman to your rear. You also have to kill the 2 enemy subs in the area. So head to waypoint 1. Once there start heading to waypoint 2 but you see a sub off to the right. Get closer to him and give him an active ping, and wait until he fires. Yes, you have to be fired upon before you can respond. As soon as he does, hammer him with rockets. There'll be a second sub approaching and you don't have to wait for a torp this time, simply hammer them with rockets. Once they're both dead the tricky bit is done. Head to back to waypoint 2, where you should receive a message about readings or measurements being taken and to head for home. Head to waypoint 3 and the mission should end shortly! Mission 4 - Demolition Man Lots of rockets again, unless stated otherwise, always load up on rockets in preference to torpedoes. The trick here is to get to waypoint 1, then get above the thermal and make your way to the station. When you get there there'll be 3 enemy subs, 2 Hurricanes in front and one without running lights behind. I ended up killing the enemy sub in the rear, but this mission suffers from flakey scripting and your wingman always dies. Then you can kill the station and finally I killed 1 sub and damaged the other before running out of ammo. At this point I made a run for waypoint 2 and then waypoint 3, at waypoint 3 the mission ends. Mission 5 - Crimes of the Heart You can take rockets but you'll also want quite a few decoys as the aim of this mission isn't to kill anything. As soon as the mission starts run as fast as possible, drop decoys if needed. You aim is to get away and hide so put some distance between your attackers. Then power down and wait, at some point you'll receive a message and a waypoint, head to the waypoint as quickly as possible. The mission ends once you reach your sister carrier. Mission 6 - The Wrong Stuff Once you get to the carrier you should see an enemy whirlwind, set your wingman after it, whilst he's engaged get to the carrier and spam it with rockets. A second whirlwind should appear above the carrier but if you kill it quickly the mission will end before you have to deal with it. As ever the closer you can get to your target the fewer rockets/more effective each rocket will be. Mission 7 - Goodbye, Murmansk! Stealth is the way to go on this mission. As you approach the line of 7 mines you want to clear a path by destroying the 3 to the left, if you're stealthy enough the other mines won't activate. Continue on and sneak behind the enemy sub then continue on to the waypoint to deploy the mine. Once deployed get above the thermal and either make a stealthy escape or make a run for the open water. If you make a run you may trigger the mines but your speed should allow you to evade. Once at the last waypoint the mission ends. Mission 8 - The Kissoff You have to run and run fast in this mission, so hit the throttle and put some distance between you and your former employer. Once you have some distance and torps aren't tracking you hide above a thermal and wait. There are a group of enemy subs tracking you. One is a Type 25 and there are a (I think) a couple of Hurricanes as well. To end this mission I ended up having to kill 4 including the Type 25 so a bit of stealth to position yourself behind them and attack. I was fortunate to kill most of the first run but you may have to run and hide above thermals and attack again. Once enough are destroyed the mission ends. Not sure but it might be mandatory to kill the Type 25 to finish. That should be campaign 5 done!

  • Subwar 2050: Sea of Japan Campaign Walkthrough

    This is taken from some of my earlier posts on the GOG Subwar 2050 forum. Mission 1 - No Artificial Colourings or Flavourings Loadout: 2 x Mines and load up with whatever you want, you won't be shooting anything. This is described as one of the more difficult stealth missions but not so much. Stealth is key though, passive sonar and keep your speed to 15 or below, if the current is strong and you're not moving then up the power to 20 but bring it down to 15 when you start moving. You'll see 2 robot subs ahead kill speed and wait until they are moving away, head to waypoint 1, slowly until you get there. Kill speed to 0 and drop both mines. Turn to waypoint 2 and again slowly at 15 knots or less head to waypoint 2. Mission will end once you get to waypoint 2. Mission 2 - Satellite Down Loadout: Lots of rockets and a few decoys. Head to waypoint 1, as you head to waypoint 2 you'll encounter an enemy recon sub, this should be a simple kill with rockets. Once you arrive at waypoint 2 go with active sonar and you should encounter 2 enemy subs (I can't remember if you have a wingman, if you have send them after one of the enemy subs). They should be fairly easy to kill with rockets. Now if the friendly recovery sub has been destroyed you can head close to the satellite to bring it under tow and then head to the final waypoint. If it survives it begins towing the satellite so just follow. Once the sub towing the satellite (it may be you) gets to the final waypoint, mission ends. Mission 3 - To Catch A Thief Loadout: Lots of rockets and a few decoys. Although this may be possible with just torpedoes. I have to describe what I think you have to do as I completed this mission in a fairly bizarre manner. Stick close to the sub, it's not easy as it is very very fast so try and stay with it. Part way round you encounter an enemy sub, and the experimental sub gets hijacked. Send your wingman after the enemy sub and go after the experimental sub, once it gets to the carrier it'll slow/stop so kill it and the mission should end. What actually happened is that I engaged the enemy sub, that fired off a torpedo or two, which because the experimental sub was so close the torpedoes hit and killed it almost immediately, then the mission ended successfully! Mission 4 - The Dumping Ground Loadout: Lots of rockets and a few decoys for you and the wingman. There are 4 x Type 25 subs you need to kill and they take a lot of rockets to kill. You should find the first two easily enough on the way to the first or second waypoint. Get fairly close and engage with rockets (I think you have a wingman so give him a target) The second 2 have an escort so kill this first them go for the last 2 Type 25's. When they are destroyed the mission ends. Mission 5 - Submarine Graveyard Loadout: Lots of rockets and a few decoys Head to waypoint 1 on the way you'll encounter an enemy sub, should be a fairly easy kill with rockets. Once you get to waypoint 1 head east and destroy the 2 robot platforms. Head west past waypoint 1 and you should see a final platform and an enemy sub, get behind it and kill it with rockets. Destroy the last robot platform. Due to the extreme depth it takes fewer rockets than normal to destroy the enemy sub and platforms. Head back to waypoint 1 drop the debris and the mission should end (I don't think you have to return). Mission 6 - Tourist Attraction Head off with your active sonar running. There'll be 2 enemy subs, give your wingman 1 and destroy the other. Then just wait for the friendly Jumbo sub to start towing the stranded sub. DO NOT accelerate time as this prevents the mission from being completed. Follow the Jumbo until the mission ends. Fairly easy mission this one. Mission 7 - Blind Run Leave the default loadout. And yes it isn't a bug, this sub has 2 banks of torpedoes and rockets. Go with the active sonar at waypoints 1 and 2. There are 6 structures that can be destroyed but you only need to destroy 5. The first 3 are easy to find, no 4 is just past waypoint 2 but the other 2 are on the far wall opposite no 4 and a bit further along. Once you've destroyed 5 head close to and past waypoint 3 (but don't cross it), put a little distance behind waypoint 3 and turn towards it. Now you don't have decoys but you do have speed, a lot of speed. Now you have to race towards waypoint 3 at full speed, you want to cross it heading down the trench to waypoint 4 as soon as you hit waypoint 3 an enemy Hurricane appears above you spamming torpedoes. However at full speed you can outrun the torps and the Hurricane has no chance of catching up As you get to waypoint 4 there'll be torp mines and another enemy sub, blow past them all at full speed, any torpedoes should not be able to catch you. At waypoint 5 there'll be another torp mine this one tends to hit you so you may want to try and avoid or take the hit and hope the speed stays up. Waypoint 6 is in the opposite direction so disengage the autopilot as you get to waypoint 5 or you'll slow in the turn and the torp will definitely hit. Alternatively I was able to stop just before waypoint 4 turn around and destroy the pursuing Hurricane, then the sub approaching from waypoint 4, then crept up on the mines and destroyed them (however I had only destroyed 4 structures so the mission didn't end). So it might be possible to destroy the subs. If you can still maintain about 130 knots select waypoint 6 engage the autopilot and you should have enough speed to get home safely for the mission to end. Mission 8 - Harbour Bombardment Loadout: 3 x torpedoes, lots of rockets and a few decoys. I think this might be one or the harder missions but I did this in one attempt, more by luck than judgement but here's what I did. There's 2 min countdown so don't hang about, off to the first waypoint. This should take you to the harbour entrance. There's an enemy sub I engaged with torpedoes and 2 x torp mines I engaged and destroyed/spammed with rockets. Head into the harbour, there are 3 mines ahead I engaged/spammed with rockets. I think the harbour is waypoint 4 so head to it and drop the transponder. Then I headed out, encountered the enemy sub that the torps hadn't killed, so finished it off with rockets and then ran for open water where the mission ended. Note: I didn't engage the ASW vessel just dropped the transponder and ran! Mission 9 - Earthquake! Loadout: Lots of rockets and a few decoys. Pretty easy if you take it slowly and stealthily. Approach at a speed of no more than 25 knots. As you approach there are structures on the sea bed, I didn't head directly over these which may have helped. Approach to within 0.75 - 0.85 of each torp mine and destroy with 1 or 2 rockets. At this point all should still be quiet. Head to the waypoint over the base. Do not release the bomb yet! You're probably off centre from the base and the bomb drop might miss. So nose down and head closer to the centre of the base. Once you think you're over the centre level off and point to 090 degrees, drop the bomb and gun it with max power. There'll be a message if you're on target. You should be heading to waypoint 3 (I think) and once the countdown ends there'll be a few flypast camera views and the mission ends! And that is the last campaign in the base game. Scenario campaigns next!

  • Subwar 2050: South China Seas Campaign Walkthrough

    This is taken from some of my earlier posts on the GOG Subwar 2050 forum. Mission 1 - The Eco-warriors Loadout: 3 x torpedoes, 3 x decoy, lots x rockets. Wingman: 3 x decoy, lots x rockets No need to wait to be attacked, you can shoot first! Go to waypoint 1, get your wingman to attack and join in with rockets to destroy the enemy sub. Same with waypoint 2, both of you should attack the enemy sub with rockets. Make a high speed run to waypoint 3 and destroy the saboteur with torpedoes. At this point I had to ping with active sonar to find the ASW ship, both of you should hit it with whatever you have left, then the mission should end once it's destroyed. Mission 2 - Hoist the Jolly Roger Loadout: 3 x torpedoes, 3 x decoy, lots x rockets. Wingman: 3 x decoy, lots x rockets No need for stealth on this mission. Set your active sonar pinging and make a high speed run for the waypoint. There'll be 2 enemy subs, give your wingman one while you take the other. Make sure both are destroyed, you may need to help your wingman. Then there'll be 2 enemy ships, again give your wingman one while you destroy the other. The mission should end once all 4 enemy targets are destroyed. Mission 3 - Defending the Geishas Loadout: 3-4 x torpedoes, 3 x decoy, lots x rockets. Wingman: 3 x decoy, lots x rockets No need for stealth, set your sonar active. 2 subs converge from 2 different directions so I send my wingman after each one. Maybe help out with an initial torpedo. But be careful as another sub appears to attack the third leg. It can be a bit of a confusing maelstrom so take the 3rd enemy sub with a couple of torpedoes and finish off with rockets. The mission ends once all enemies are destroyed, only one leg of the station remained but it was enough for a successful mission. Mission 4 - Lights! Camera! Action! Loadout: 3 x decoy, lots x rockets, maybe 1/2 torpedoes. You don't have to destroy anything but the station, so you can make a stealthy approach to get nice and close, and then hit it with rockets as quickly as possible until its destroyed then run out of there as fast as possible. You may want to fire off a torpedo at enemy subs to keep then occupied while you destroy the station, but I didn't have to. Mission 5 - Fishing Rights Loadout: Whatever you want as you shouldn't be shooting at anything, 2 x transponders. Stealth is the key to this one, stay very very slow, 15 knots is sufficient. Once at the first waypoint, kill speed and drop the first transponder before heading to waypoint 2 again stealthily at 15 knots. You may have to drop the 2nd transponder but my mission ended successfully once I was close enough to waypoint 2. Mission 6 - The Repair Convoy Loadout: 3 x decoy, lots x rockets. This is a hard, hard mission. Power up to full speed immediately, seconds count, set the sonar to active. You have very very little time to save the base before it's destroyed. Torpedoes can't help you as they track the noise of the power station and end up hitting it. Don't head straight to the waypoint but to the right of it. As you approach you should see 2 subs, one to the right / behind of the base and one coming in from the front / left. You need to destroy the one on the right first, however, it approaches to the right and behind the base. So by heading to the right of the base you can swing round and hit it with rockets. However as you get close you need to slow otherwise you run into your own rockets. You need to be quick and accurate getting close helps. Destroy it, power up and continue round the base to the second enemy sub, destroy it with rockets before the base is destroyed. This is a very difficult mission so you'll need to practice, getting off to a fast start, rockets selected and active sonar can give you a few more seconds that can make all the difference. Mission 7 - Second Strike Loadout: 3 x decoy, lots x rockets. This one is a lot easier, almost a walk in the park by comparison. Get above the thermal layer and set your speed to 25 knots. A nice slow approach to the base waypoint until your sitting above it. Then hit it over again with rockets as quickly as possible until destroyed, it takes 20+ rockets to destroy but once done so run away at full speed until the mission ends. Mission 8 - Closing the Pipeline Loadout: 3 x decoy, lots of rockets. I did this one kind of strangely, I skipped all of the of structures until I found the major station and destroyed it with 7 or 8 rockets and then I looped back through all of the waypoints and destroyed all the structures, after destroying 4 or 5 the mission ended. They were all listed as sensors on the contact info, so I was either very lucky or you just need to destroy a certain number of these other structures. Mission 9 - Tanker Raid Loadout: 3 x decoy, lots of rockets. Wingman, the same. Active sonar on and head straight to the waypoint, I gave the right most sub to my wingman to destroy. Shortly after an enemy sub shows up you need to deal with swiftly. By sheer dumb luck the enemy Hurricane (I think) got himself between the wingman and his target so he ended up destroying this enemy sub as well as his own target. After that it was just a case of destroying the second towing sub (took about 15 rockets) and the mission ended. Mission 10 - Beijing Gambit Loadout: 3 x decoy, lots of rockets. Wingman, the same. Easy one, just keep giving your wingman a target while you destroy some ships yourself. Once they are all destroyed mission ends. Just make sure you aren't directly under any vessel as they break up. Mission 11 - Beijing Checkmate Loadout: 3 x torpedo, 3 x decoy, lots of rockets. Wingman, lots of rockets. This one is really hard. And I'm not sure I did this properly. Passive sonar to begin with. High speed run to waypoint 1, pop above the thermal layer. I have no idea how you destroy the helijet. Wait where you are, as soon as the helijet pops on your contact list, you may have to send an active sonar ping first, I sent both wingmen after it, a lot of times they won't be able to destroy it but I have no idea how to. It's a struggle to find, maybe you have to surface to destroy it but I'm really not sure?!? Hopefully one of wingmen deals with the helijet. Now 3 enemy subs will head straight for you so dip beneath the thermal and run to put some distance between you and them. Now it's time to turn and fight, try and get some assistance from your wingman but I had to spam rockets at each of them until all 3 were destroyed. You will probably be damaged, so wait until the self-repair has done it's thing. Head back to the ships and using your last 3 torpedoes destroy one of the ASW ships, they are the wider shorter ships in the fleet, 2 identical vessels beside each other. Once one has been destroyed the mission should end shortly but you need to stay in the vicinity of waypoint 2 and the surface ships. That should be another campaign done!

  • Subwar 2050: Antarctica Campaign Walkthrough

    This is taken from some of my earlier posts on the GOG Subwar 2050 forum. Mission 1 - Save the Whale I went with 6 torpedoes, 4 decoys, 2 transponders and the rest rockets. Now apparently destroying the enemy structure on the sea bed delays an enemy response but I skipped this bit. Moved to the right to position myself in line with the mines and destroyed the one that moves up and down the mine line, I think with a torpedo. Dropped a transponder at waypoint 1 and again at waypoint 2. Moved away from the transponder back to my starting position. At some point an enemy sub shows up, I waited until it moved closer but with empty water behind it, you may be able to manoeuvre about him, the important thing is not to fire a torpedo that may find a whale instead. Destroyed him with 3 torpedoes at close range which was risky and then finished him off with rockets (which may be the safer option). Mission 2 - Iceberg Ahoy! My loadout was 4 x torpedo, 3 x decoy and the rest rockets. Gave the wingman 3 x decoys and only rockets. Head to waypoint 1, then position yourself just above the subs towing the iceberg. 2 enemy subs arrive to your right and left, send the wingman after one whilst you deal with the other. A 3rd enemy sub appears above and behind the towing subs, so engage and get your wingman to help if he's dealt with his assigned target. Mission should end once the 3rd enemy sub is destroyed. Mission 3 - Rescue at Rig 5 Go with 3/4 torpedoes, a few decoys and rockets. Head to waypoint and continue to waypoint 2 until you see the base. This is another mission with some flakey scripting. There are 2 enemy subs, one at waypoint 2 and the other at the opposite side of the base. Do not kill the enemy sub at waypoint 2 otherwise your wingman does the 'dying as soon as the enemy sub dies' thing and the mission fails. Head to the other sub (not at waypoint 2) stay above the thermal layer and then manoeuvre behind him, kill him with rockets and get back above the thermal layer. Head to waypoint 2 drop behind the enemy sub at waypoint 2 and destroy him with rockets. Issue special orders to your wingman to begin the rescue. You may have to accelerate time as he can get 'stuck' and accelerating time tends to unstick your wingman. Another enemy sub shows up, get above the thermal layer get above them or as close as you can get and destroy them with rockets or any remaining torpedoes. The key on this mission seems to be to always reposition yourself towards enemy subs when above the thermal layer. Mission 4 - The Krilling Fields Loadout: 3 x torpedoes (or more if you prefer), 3 x decoy, lots of rockets. Wingman: 3 x decoy, lots of rockets. The straggler harvester is the one at the back, make your approach as deep as you can. There are 2 Hurricanes by the harvester and I ended up getting behind them destroying both with torpedoes and rockets (also got my wingman to help). Then we both destroyed the harvester and mission ended, think I probably missed out on the stealth bonus. Mission 5 - Deadline Loadout: 4 x torpedoes, 3 x decoy, 1 x listening device, rockets Get to waypoint 1, continue to waypoint 2, however an enemy sub turns up, both you and your wingman should attack with rockets. Make a run to waypoint 2, destroy the second enemy sub with torpedoes, destroy the enemy listening device with a rocket and then fire your own listening device. The mission should then end. Mission 6 - The Spy in the Fridge Loadout: 6 x torpedoes, 3 x decoy, lots x rockets. Get to waypoint 1 and continue to waypoint 2. Issue the special orders to your wingman to begin the rescue. 2 Enemy subs show up, 1 above the other. Again there's a weird scripting issue, do not attack the top sub first! Destroying this sub destroys your wingman as well. Instead starting with the lower sub, I fired 3 x torpedoes at the lower one, then the upper one. This didn't actually destroy either of them but they retreated below the thermal layer and stayed there. My wingman completed the rescue, issued orders to get back into formation and then ran for waypoint 3, where the mission finished. Mission 7 - Tiptoe through the Minefields Shouldn't matter on the load out, you shouldn't need to shoot at anything! Take your time, kept my power / speed at 15 throughout. Get to waypoint 1, continue to waypoint 2, you may need to head deep and close to the structure to thread the needle between the mines. Once at waypoint 2 just stay slow and deep and head to waypoint 3. Mission 8 - Is there Anybody out there? Loadout: 4-6 x torpedoes, 3 x decoys, lots x rockets. Wingmen: 3 x decoys, lots x rockets. Active sonar throughout. At waypoint 1 there's an enemy Type 25, get your wingmen to attack, but attack it yourself with rockets, it's very easy to lose wingmen on this attack so you may want to destroy it yourself, or at least help a bit. You want both wingmen alive once it's destroyed. Then full speed back to the carrier, get your wingman attack their own targets and go after your own, it can get a bit hectic so if an enemy slips past use your torpedoes. Stay fairly close to the carrier and it should be ok. Mission 9 - Icebreaker Loadout: 27-30 x rockets at least (40+ better), 2-3 x torpedoes, 2-3 x decoys. Wingman: lots x rockets, 3-4 x decoys Keep your speed low and head to waypoint 1, A Type 25 appears kill your speed and go silent, get your wingman to attack, it's heading straight for you so use your ballast to get above the thermal layer and the Type 25. If it gets close and your wingman hasn't killed it, give it a few rockets to finish it off. Go with a slow, deep approach to the base, there's an enemy Hurricane so get close, give it a rocket to get it to appear on your contact list, send your wingman after it and give it a couple of torpedoes. Whilst those 2 are busy get in the middle of the bases, as shallow as you can get, as soon as you start firing mines will activate but if there are bases between you an the mine, the mine hits the base an not you. You need to destroy each base, using 9-10 rockets, get close and fire. Once the 3rd base is destroyed get out at full speed and the mission should end. That should be the 2nd campaign done!

  • Subwar 2050 Versions

    This is my very subjective look at the versions of Subwar 2050. It's taken from multiple posts I made a while ago on the gog.com Subwar 2050 forum. After a bit of digging around there seem to be 4 versions of Subwar 2050 and the version you are running may affect how successful you are throughout the campaign and the difficulties you may encounter during missions. I'm a big fan of particle systems, the people who made this. Their later I-War/Independence War is still a personal favourite, but when it comes to their scripting system, not so much. It can be a bit flakey at times and sometimes downright weird. However this seems to have been something they both understood and worked on because in later versions of Subwar the scripting feels like it improved and missions which felt arbitrarily unfair seem to have been tweaked. So in what I think might be a very rough chronological order, the Subwar versions: Original 5 Disk version / CD re-release This version doesn't have the autopilot or the swload.sav file which seems to store the custom weapon load-out. The sw.exe file seems to be from 1993. Although the CD re-release has the 'plot deepens' scenario included it isn't installed by default so you'll have to find it on the CD and install manually. The original version, without scenario, benefits from having the v2.02 patch installed, which should still be available, to update sw.exe. this seems to improve the scripting but later versions seem to be, in my subjective opinion, even better. CD re-release with plot deepens scenario installed Running the scenario install, updates the sw.exe to the 1994 version. Autopilot is available and the custom weapon load-out swload.sav file is added, a definite qualify of life improvement. I started playing the original version, not realising the 'plot deepens' scenario was included on the CD. I couldn't get past mission 4, after issuing special orders then setting my wingman to attack targets, trying to issue the special orders again would no longer work and sometimes the wingman would disappear off never to be seen again. Running the CD re-release with the scenario installed updated the sw.exe file to the 1994 version and fixed this issue. Subwar 2050 complete This is a multi language CD with french and german versions, it has the autopilot and custom weapon load-out, however the install only creates config and saves files on the hard disk whilst most of the game files remain on the cd, it uses a later version of sw.exe. Subwar 2050 complete (gog version) This is my subjective opinion but it feels like the GOG version is the definitive version and as such is the preferred version to use. The mission scripting feels less flakey than earlier versions and the weapon effectiveness may have tweaked to be slightly better.

  • MacFlight: Multi-monitor support!

    The latest version of MacFlight (version 1.3) now has limited multi-monitor support! You can get MacFlight from my earlier blog post . Pre-requisites Quadra 800 running Mac OS 7.6.1. Configured with 128M of ram. Due to the additional overhead of running multiple monitors you'll want as much memory configured as possible. Configuring multiple monitors To configure multiple monitors we'll need the Apple Macintosh Display Card 8•24 Revision B (MDC 1.2) rom. You'll need those googling skills to find the file nb_mdc824.zip which contains the rom. Once you have it, copy the zipfile to your MAME roms folder. Now we need to change the command used to run MAME, from: mame macqd800 -hard1 mac761.chd -ramsize 32M -cheat -plugin macflight To: mame macqd800 -nbc mdc824 -nbd mdc824 -hard1 mac761.chd -ramsize 128M -cheat Note: Your hard disk image may be called something else. macflight is removed as there's some additional configuration to do before we can run it again. nbc is the first of two NuBus slots available on the emulated Quadra 800 mdc824 is the option for the Mac Display Card 8•24 Revision B. nbd is the second NuBus slot, using the same Mac Display Card. ramsize is increased to 128M , the maximum. Run up the emulated Mac, you should see three emulated displays. The standard display (on the left) probably looks ok but the other two NuBus displays (centre and right) default to black and white displays. Open up the MAME menu and select machine configuration. You'll want to set the same resolution across all three displays. MacFlight currently supports 640x480, 832x624 and 1152x870 resolutions. Set all three displays to the same supported resolution and reset the machine to apply the new resolution. Next we have to set colours and arrange our monitors in Mac OS. If you've never done it before it's a bit tricky. Use the Monitors & Sound control panel app, this should open a window on each display. Use the Arrange button to see where the displays are in relation to each other. Change each display to 256 colours and set the gamma to Mac Std Gamma for identical colour across all three. This also makes it easier to see where the mouse is and makes the next bit a little easier. You want to use the Arrange button in combination with the 'Identify the monitor' button to line up the displays as shown below. If you struggle to get them all to line up horizontally you can use the Up/Down arrow to move the displays fractionally to get them all to line up. You can open a window and drag it across displays to make sure they are all lined up properly (a bit like the image at the top of this page). Once they are lined up, it's time to move the menu bar. In the Arrange monitors window with the three display icons, you'll notice the menu bar is on the left most display icon. Click on the menu bar (in the display icon) and drag it to the centre display icon. Displays will refresh and the menu bar should disappear from the left display and reappear on the centre display. Shutdown the Mac and restart MAME to make sure all display settings and the display arrangement has been saved. Now all that remains is to run MAME with the MacFlight plugin enabled with: mame macqd800 -nbc mdc824 -nbd mdc824 -hard1 mac761.chd -ramsize 128M -cheat -plugin macflight Changing resolution Before you change resolution, you should first remove MacFlight from the MAME command. You'll probably find the NuBus displays revert to black and white and need to be reconfigured and re-arranged again. It's a hassle but it gets easier with practice! Once the displays are properly arranged, add MacFlight back into the MAME command. Good hunting!

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