Retro PC gaming on Windows 10, technical aspects, flight sims and space sims a speciality
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- Joint Strike Fighter (Windows 10 & DxWrapper)
A guide on running the Eidos/Innerloop classic sim, Joint Strike Fighter (JSF) natively in Windows 10 with DxWrapper. The previous article about running JSF in Windows 10, ' Running Joint Strike Fighter in Windows 10 ' concluded that the optimum settings were emulated 3dfx settings with nGlide v0.97 and a legacy 4 axis HOTAS. Using software rendering at higher resolutions caused frequent crashes to the desktop (CTD) and attempts to use a modern HOTAS setup resulted in the game crashing at startup. However, further testing with a DirectX wrapper, DxWrapper, has shown that a more stable software rendering solution is possible while using a modern HOTAS controller. Installation & patching Installation and patching remains unchanged and is identical to the process described in ' Running Joint Strike Fighter in Windows 10 '. JSF v1.12 will continue to be used. DirectX wrapper The DirectX wrapper used is the latest DxWrapper version, v1.2.7300.25. Maintained by Elisha and available from GitHub at the DxWrapper project page . Since DxWrapper is compatible with Windows 11, this solution may be workable on Windows 11 although this hasn't been tested. So firstly, a huge thank you to Elisha, the many project contributors and the maintainers and contributors of those projects that DxWrapper used source code from (you can read about them in the credits section). Without their hard work running this sim on Windows 10 would still be very problematic. If you wish to test various DxWrapper options, there is a comprehensive wiki at the Github project page. Installation Download and extract DxWrapper. The following files were copied to the JSF installation folder: dxwrapper.dll dxwrapper.ini Stub\ddraw.dll Stub\dinput.dll Note: Only the files need to be copied into the installation directory the Stub path does not need to be preserved. Configuration Each component wrapper is turned on on off in the compatibility section. The most important options will be briefly covered. The HandleException issue seems to prevent the random CTD's. Instead at very high resolutions the flight engine seems have issues handling HUD sprites which results in artifacts around the outside of the HUD (where most of the HUD sprites reside) rather than in the centre of the screen. EnableDdrawWrapper enables wrapping dx5 calls used by the game. Options within the [ddraw] section convert these calls to dx7. Dd7to9 enables conversion from DirectDraw 7 to 9. The [Dd7to9] section maintains the aspect ratio and removes scan lines from the intro movie (so you can tell the wrapper is working). The [d3d9] section has the option to run in a fullscreen window mode making it easier to close the game if it does crash. Dinputto8 converts DirectInput calls to dx8 increasing modern HOTAS compatibility. EnableDsoundWrapper enables the sound wrapper. Some artifacting seemed to occur simultaneously with sound triggers (midi music playing, wingman msgs, warnings). This may have been a coincidence but I've enabled the wrapper. Game configuration In order to run without in-game exceptions causing artifacting at higher resolutions both in-game lo-res emulation options must be enabled, big pixels and black lines, as shown in the screenshot. My configuration This is my current dxwrapper.ini configuration, the game plays without issue at 1920x1200 with a modern TM Warthog HOTAS and TFRP rudder pedals. ;; Config file for DirectX DLL Wrapper ;; ;; For details, see: ;; https://github.com/elishacloud/dxwrapper/wiki/Configuration ;; [General] RealDllPath = AUTO WrapperMode = AUTO LoadCustomDllPath = ExcludeProcess = IncludeProcess = RunProcess = WaitForProcess = 0 DisableLogging = 0 [Plugins] LoadPlugins = 0 LoadFromScriptsOnly = 0 [Compatibility] Dd7to9 = 1 D3d8to9 = 0 DDrawCompat = 0 Dinputto8 = 1 DisableGameUX = 1 EnableDdrawWrapper = 1 EnableD3d9Wrapper = 0 EnableDinput8Wrapper = 0 EnableDsoundWrapper = 1 HandleExceptions = 1 SingleProcAffinity = 1 [DDrawCompat] DDrawCompat20 = 0 DDrawCompat21 = 0 DDrawCompat32 = 0 DDrawCompatDisableGDIHook = 0 DDrawCompatNoProcAffinity = 0 [ddraw] ConvertToDirectDraw7 = 1 ConvertToDirect3D7 = 1 DdrawOverrideBitMode = 0 DdrawResolutionHack = 0 [Dd7to9] DdrawAutoFrameSkip = 0 DdrawEmulateSurface = 0 DdrawEmulateLock = 0 DdrawForceMipMapAutoGen = 0 DdrawFlipFillColor = 0 DdrawFixByteAlignment = 0 DdrawEnableByteAlignment = 0 DdrawRemoveScanlines = 1 DdrawRemoveInterlacing = 0 DdrawReadFromGDI = 0 DdrawWriteToGDI = 0 DdrawDisableDirect3DCaps = 0 DdrawLimitDisplayModeCount = 0 DdrawCustomWidth = 0 DdrawCustomHeight = 0 DdrawUseNativeResolution = 0 DdrawOverrideWidth = 0 DdrawOverrideHeight = 0 DdrawIntegerScalingClamp = 0 DdrawMaintainAspectRatio = 1 [d3d9] AnisotropicFiltering = 0 AntiAliasing = 0 EnableVSync = 0 ForceVsyncMode = 0 OverrideRefreshRate = 0 LimitPerFrameFPS = 0 EnableWindowMode = 0 WindowModeBorder = 0 SetInitialWindowPosition = 0 InitialWindowPositionLeft = 0 InitialWindowPositionTop = 0 FullscreenWindowMode = 1 ForceExclusiveFullscreen = 0 ForceMixedVertexProcessing = 0 ForceSystemMemVertexCache = 0 SetSwapEffectShim = 0 DisableMaxWindowedMode = 0 ForceDirect3D9On12 = 0 GraphicsHybridAdapter = 0 [FullScreen] FullScreen = 0 ForceWindowResize = 0 WaitForWindowChanges = 0 [dinput8] DeviceLookupCacheTime = 0 FilterNonActiveInput = 0 FixHighFrequencyMouse = 0 MouseMovementFactor = 0 MouseMovementPadding = 0 [dsound] Num2DBuffers = 0 Num3DBuffers = 0 ForceCertification = 0 ForceExclusiveMode = 0 ForceSoftwareMixing = 0 ForceHardwareMixing = 0 ForceHQ3DSoftMixing = 0 ForceNonStaticBuffers = 0 ForceVoiceManagement = 0 ForcePrimaryBufferFormat = 0 PrimaryBufferBits = 16 PrimaryBufferSamples = 48000 PrimaryBufferChannels = 2 AudioClipDetection = 0 This is the above dxwrapper.ini config file, zipped and available for download. Notes on running If you have a default system glide wrapper like nGlide or a local Glide wrapper in the JSF install folder and the splash screen is enabled, you will see it when JSF starts, even if the in-game options specify software rendering rather than (emulated) 3dfx hardware rendering. Initial joystick setup was a little problematic, when first setting up and jumping into a dogfight, keyboard controls had to be used before switching to mouse control and then finally switching to joystick control. This may have been a result of the testing I was carrying out at the time. Subsequently, I was able to use the joystick immediately. HOTAS setup Like many other sims, JSF prefers a HOTAS setup limited to 4 axes. For those with 4 axes or less this won't apply. For those with a HOTAS with more than 4 axes, HOTAS profiling software will need to be used to limit axes. In my case I'm able to use TM TARGET to create a suitable profile with only 4 axes. They are specified as follows: Physical axis Windows axis Joystick x-axis DX_X_AXIS Joystick y-axis DX_Y_AXIS Throttle DX_Z_AXIS Rudder pedals DX_ZROT_AXIS This sim seems to prefer the z rotation axis rather than the x rotation axis for rudder. Limitations Although a huge step forward in compatibility, it is not perfect. At extremely high resolutions, e.g. 3840x2160 random freezing and artifacting will occur even with DxWrapper and in-game lo-res options enabled. This seems like a limit in the in-game engine's ability to handle sprite at these resolutions, so this may not be fixable with wrappers. This is shown in the below video. Despite an increase in HOTAS compatibility the HOTAS buttons will be non-functional. Although this seems like a serious issue, it can be resolved with HOTAS profiling software (e.g. TARGET) or other joystick button mapping to keyboard software (e.g. Joy2Key, Joystick Gremlin, etc). Use of the in-game button mapping software is not recommended as will crash once button 36 is reached, this may not be an issue if you have fewer buttons. Hopefully this guide will allow you to play JSF at higher resolutions, good hunting!
- Subwar 2050: North Atlantic Campaign Walkthrough
This is taken from some of my earlier posts on the GOG Subwar 2050 forum. The campaign was played under DOSBox-X running at 12000-33445 cycles. This is worth mentioning in case the cycles affect wingman or weapons performance. I don't have a walkthrough for the training missions or missions 1 and 3 of the North Atlantic campaign, although I didn't have any issues with them and they are fairly straightforward. Update: There are now walkthroughs for missions 1 and 3, completing the North Atlantic campaign walkthrough. Mission 1 - Hunt The Robot This may be an example of flakey scripting as the wingman tends to die as soon as you destroy the first mining robot, maybe the wingman should be used to destroy the first few robots? Load up on rockets rather than torpedoes, there are 6 mining robots to destroy, each one taking 4/5 rockets. Head to the first waypoint where there are 3 mining robots. You can get close, they don't shoot back, and destroy each one. Head to the second waypoint, on the way there you should encounter an enemy sub. Kill speed and sit still like a hole in the water and the enemy sub should pass without incident. Continue to waypoint 2 and destroy the last 3 robots. The mission should end successfully. Mission 2 - Power Station This mission seems to suffer from some flakey scripting issues. Load up with 3/4 torpedoes, 3 decoys and lots of rockets. Give your wingman a 3rd torpedo. Head to waypoint 1, 2 and 3. At waypoint 3 reduce power to 15/20 and head towards the nearest mine. Destroy 4 mines using rockets the first in front, the one to the left of it and two to the right. This should move the front enemy sub, a Hurricane into a better position to attack. ALWAYS attack the Hurricane first, failing to do so will cause a weird scripting error where destroying the Hurricane later, always leads to your wingman being destroyed. Once the Hurricane is destroyed, manoeuvre to the Typhoon enemy sub and destroy it with rockets. If your wingman is still alive, you're in a good place. Destroy the last 2 mines with rockets. Move to the north side of the base and switch to active sonar. Issue special orders to your wingman, charges will be planted and a countdown begins. Issue further orders to get them back into formation. A third enemy sub turns up, engage with torpedoes. At this point you probably have enough time to engage and get your wingman to engage the enemy sub as well, once destroyed leave the area at full speed. I ended up doing something different, after firing off the torpedoes and running until I came to a cliff and the countdown ended. My wingman caught up and an enemy sub appeared shortly after, giving chase. Ordered the wingman to attack and finished it off with rockets. Once destroyed the mission ended. Update : The scripting in this mission has always made it tricky, but I believe the following steps will help. Once you reach the base, destroy 3 or 4 mines with rockets, this should move the enemy subs into a better position. Use active sonar to ping an enemy sub, engage it and destroy it. Do the same for the second. It looks like the subs need to be aware of your presence and actively engaging to prevent scripting errors and leaving your wingman alive. Wait to repair if necessary and destroy any remaining mines if you have enough weapons to do so, although this mission can be completed with mines remaining. Mission 3 - Das Boot It's not made clear from the briefing but the aim is to identify the objects at/near each waypoint until you find the submarine. In this mission you are in a recon sub so weapons are limited, max out the torpedoes (should be about 6, you can't carry rockets) and give your wingman 6/8 torpedoes and lots of rockets. The aim is to head to each waypoint, if there is an enemy sub nearby try and sneak in behind and either, destroy it yourself (which will probably deplete your torpedoes) or order your wingman to attack your target. I destroyed the first enemy sub and got the wingman to destroy the other 2. Then manoeuvre close to the objects on the ocean floor and use active sonar to identify them, the first two will be debris but at waypoint 4 you should find the sub. Once found the mission should end. It took a while to realize the active sonar was necessary, so on my last playthrough, I destroyed each sub and ended up at waypoint 5. I had to go through each waypoint again identifying the objects until I found the sub. Mission 4 - The Extraction I generally went with 6 torpedoes, 3 decoys and as many rockets as could be carried, although 6 torpedoes may be overkill. Set your wingman to have 3 torpedoes. Head to waypoint 1 then onto waypoint 2, where you should find the base. Taking it slowly destroy the 2 mines above the base, you can remain above the thermal layer. Pinging with active sonar will bring your wingman over to your position. Now for the tricky bit, set the wingman to special orders to begin the base infiltration. Immediately 2 hostile subs appear, as soon as you have these contacts, change your wingman's orders to attack one of the contacts. Then you need to select the other and fire off about 3/4 torps in quick succession, hopefully killing one sub whilst your wingman kills the other. You may also need to help your wingman finish off the 2nd sub. Recently replayed this mission and discovered a bit more. Repeated all the steps in the first paragraph, and alternatively told the wingman to hold position. Headed off at high speed at a heading of 190 to put some distance between the base and myself, which will give more time to engage the hostiles. I head about 190 degrees as enemy subs will appear at 180 degrees and the right hand sub needs to be destroyed first (destroying the sub on the left first causes the wingman to blow up?!? and the mission is failed). Once both hostiles are gone, set your wingman to special orders again, if required. Your wingman will dock and begin clearing both domes. The 'domes' are the structures with the lights on top although that isn't made clear. Once both domes have been cleared use your rockets to destroy the big dome with the light on top (this is the one that actually looks like a dome). The second 'dome' looks more like a tunnel but has a light on top, destroy with rockets and you should get the mission accomplished message. Mission 5 - Shooting Mother Load up on torpedoes for yourself and your wingman. Ignore the waypoints and tell your wingman to attack the sub further away on the left whilst you deal with the nearest sub on the right. I don't think you have to destroy these subs, just distract them long enough for the explosive drone to reach the target. This one gets a bit chaotic as soon as the torps are launched. Mission 6 - Miner Forty-Niner Load up with 4-6 torpedoes, 3 decoys and as many rockets as you can carry. I normally just load up the wingman with 3 decoys and rockets. Head to waypoint 1 then onto waypoint 2. Change your heading to 000 (North) and accelerate forward, hit the first sub with rockets. Then there should be 2 more subs, send your wingman after 1 while you deal with the other one with torpedoes and rockets. Mission 7 - Routine Patrol Lots of torpedoes or rockets, whatever you're happy with. Switch to active sonar. Run through waypoints 1, 2 and 3. You should then get a message about the carrier, so get to waypoint 4 asap. There should be 2 subs, give your wingman 1 and destroy the other yourself. Mission 8 - The Net Load up with as many rockets as possible, I had 46. Each installation will take 6 rockets at close range, so get as close as possible and you'll need 36, so things get tight. Correction : there are 7 sensor pods not 6, so you need 42 rockets which is getting close to the maximum you can carry! The 1st installation is unguarded. The 2nd/3rd are guarded by torpedo mines, but it may be worth ignoring them and just take the hit from the mine to save rockets, wait for repairs to complete and destroy the installations. It is possible to avoid the torpedoes without using a decoy, by staying close to trench walls or the trench floor and make sharp turns to create 'knuckles' in the water. The 4th/5th are situated in the trench, guarded by a sub. I tended to hit the sub with 3 rockets, quickly destroy the installation then run. The final installation I positioned myself behind the sub with the installation between us, hit the installation and ran. Correction : The 6th is situated above and slightly beyond the edge of the trench, guarded by a sub. The 7th and final pod is situated a short distance from the 6th, again guarded by a sub. From the 4th pod onwards, it's possible to dash in with the active sonar running, target and destroy the pod, speeding away before the enemy sub can react, towards the next pod. With the active sonar running it should show you where the next pod is located. Once all seven are destroyed the mission is accomplished and ends. Mission 9 - Raid the Titanic Take 4 torps, lots of rockets and 3 decoys, give your wingman lots of rockets and 3 decoys. This one is tough, fire up active sonar, accelerate at top speed on a bearing of 079 and get below the thermal layer. You'll see 3 subs, send your wingman after the middle one towing the nuke. Fire 2/3 torps at the Hurricane on the left to get it on the defensive and give you some time, switch to and kill the right most sub (Typhoon I think) with rockets. Alternatively get up close to the Hurricane and hit it with 3/4 torps to destroy it although it means you have to be quick in killing the Typhoon. Then you'll need to assess the situation, you may need to help your wingman or if he's destroyed the target already, get him to go after the Hurricane or finish it off yourself or together with your wingman. Sometimes the nuke towing sub will still be around so kill it off first, before engaging the Hurricane Time is really really short on this mission, the middle and right subs head straight for your base at speed!
- Running Joint Strike Fighter in Windows 10
This is a guide on running the Eidos/Innerloop 1997 sim, Joint Strike Fighter, JSF on Windows 10. It will cover the common versions, installation, patching, using a Glide wrapper, software rendering and HOTAS setup issues. Versions The are two common cd retail versions. The original big box v1.0 edition includes some excellent cd audio music. As I prefer to work with cd images rather than the physical media to save wear and tear on disk and drive, the cd audio tracks required the cd to be ripped as a cue/bin image. The budget re-release version, v1.1, does not include the cd audio tracks and can be ripped as a plain data cd iso image. Installation The JSF installer suffers from the Logitech Gaming Software issue described in the article InstallShield freezing? It may be a Logitech issue . The JSF launcher runs without issue but the setup app will freeze immediately. If the Discord integration app of the Logitech Gaming Software isn't running there could be another process causing problems. Follow advice in the above article to identify and stop the process, although you do so at your own risk! Once resolved, simply select the Install JSF option from within the launcher. If the launcher doesn't run automatically, run it from the cd or cd image. My recommendation is change the default installation folder to one that doesn't use spaces, e.g. C:\Games\JSF. When it came to uninstalling, it turned out this caused the uninstaller to fail. Patching There is a single v1.12 patch applicable to either v1.0 or v1.1 versions. It can be found at The Patches Scrolls . Once setup is complete, simply unzip the patch. It's a file replacement patch, so copy the patch jsf.exe into the game folder, replacing the existing one. The patch readme can be found below: Glide wrapper JSF can use 3dfx and requires a Glide wrapper to run with hardware acceleration enabled, under Windows 10. 3dfx is enabled through the graphics options within the game. Two popular Glide wrappers, dgVoodoo2 and nGlide, can be used with JSF but both have advantages and disadvantages. You can have nGlide installed and switch to dgVoodoo2 (and later back to nGlide) easily. When testing wrappers I set nGlide to display the 3dfx splash screen and dgVoodoo2 to display the 3dfx watermark so I know which one is active during a particular JSF session. dgVoodoo2 The excellent dgVoodoo2 wrapper from Dege can be found on the Github repository in the releases section. The latest version is v2.83 (at time of writing). Installation involves downloading the release, unzipping into a folder and copying the following files into the JSF game folder: dgVoodooCpl.exe dgVoodoo.conf /3Dfx/x86/Glide.dll /3Dfx/x86/Glide2x.dll /3Dfx/x86/Glide3x.dll Note : The /3Dfx/x86 folders don't have to be copied, just the files themselves. The biggest issue is the significant frame drop from 30fps to as low as single figures, when flying at low altitude across an area which is filled with a large number of terrain objects. Despite testing, I've been unable to find dgVoodoo2 settings to resolve this issue. The only workaround is to reduce the terrain objects to the lowest setting in game. To stop using dgVoodoo2, simply delete those files from the JSF game folder. nGlide Another excellent Glide wrapper from Zeus Software, the current version is v2.10, but you'll want an earlier version v0.97, all versions are available from the Zeus Software website . The latest version is problematic causing numerous crashes to desktop especially when switching to the Player Forward View at low altitude, in an area with a large number of terrain objects. v0.97 seems far more stable. Download the installer package and install. If a later version has already been installed you can use the 7zip utility to open the v0.97 installer and extract files to the JSF folder. You can then run the configurator from the JSF folder and set the config options as shown. Installing/uninstalling with nGlide If nGlide was installed before JSF, then there's an additional step to take. The JSF installer will replace one of the glide.dll file added by nGlide. All you have to do is reinstall nGlide to put it back again. Likewise, the JSF uninstaller will remove ntremap.sys, so after uninstalling JSF, reinstall nGlide. A thank you to Gamecollector for the message on the Zeus Software forums, for that hint. Recommendations It's difficult to recommend either Glide wrapper, unfortunately when it comes to running legacy Windows games everyone's machine will be unique in some small way. I'd suggest trying them both (with a fair degree of patience) and see which one works best for you. And there's always the next version of a Glide wrapper to try! Software rendering Update : An updated guide to running with software rendering is available, ' Joint Strike Fighter (Windows 10 & DxWrapper) '. Often not considered, the software rendering in JSF is excellent and a definitely worth trying. You'll have access to all the resolutions your monitor supports, although the widescreen resolutions are stretched horizontally. The higher the resolution the greater the probability of a CTD. This may be my subjective option but I find the 4:3 aspect ratio resolutions to be more stable than the widescreen ones. It's worth remembering that crashes would occur on legacy hardware of the day, so possibly an issue with the game engine, and 1024x768 has been mentioned in some corners as a suitably stable resolution to use. Again my opinion only, but 1280x960 or 1600x1200 may be worth trying as they are 2x 640x480 and 800x600 and seem to pretty stable (on my machine at least). Disable the 3dfx graphics option in game to switch to software rendering. With software rendering you can enable all of the graphical effects and maintain 30fps at high or low altitude. HOTAS controllers If there's one major issue with running JSF natively in Windows 10, it's the HOTAS setup. There are only very basic control options in game, a choice of keyboard, mouse or joystick with axis/button assignment done automatically and shielded from the player. I can understand why this was done, you just want to plug in your controllers and play, but it creates issues today. JSF struggles with modern multi-axes/multi-button controllers, crashing immediately to the desktop if you try and use them. I've experienced this with the TM Warthog and Logitech X-52. JSF does no better with virtual controllers, with a limited number of axes, (see Controllers and retro sims part 2: Virtual controllers ). Even these cause an immediate crash to desktop. I've even tried a TM TARGET profile with DX buttons 19-32 disabled but it still crashed! In fact I had to dust off an old Saitek X-45, which I keep for just such eventualities, plugged it in and JSF had no issues. Obviously this isn't practical for everyone, but emulation can provide an alternative solution, which is a subject for a later guide. Good hunting!
- F/A-18 Hornet 2.0 (M226 - Tanks Anyway)
This is the higher definition video I posted on Youtube, it looks like sorting out the Qemu mouse scaling issues means YouTube only converts it to standard definition.
- F/A-Hornet 2.0: Optimum settings
It turns out having high DPI scaling on in Win10 affects Qemu scaling so before you run under Qemu, remember to turn the high DPI scaling back down to 100% as shown, for the best playing experience. Update : This actually makes the mouse scaling and controller drift worse. In fact you need to drop the high DPI scaling back to 100% and change the Display resolution to 1024x768. When the Qemu emulator is run in full screen the display scaling will be crisp and clear. Controller drift will also be minimized, so you can throw that Hornet around the sky! Update: Once you have applied these scaling fixes you can turn off Slow Stick Control in the F/A-18 Hornet 2.0 Preferences window. This will allow for slower speed takeoffs at 140 knots instead of 160 knots and the speed and turn rate will be increased, increasing the chance of a blackout or red-out.
- F/A-18 Hornet 2.0 Strike Missions Update
I've recently discovered that there were additional Strike Missions for F/A-18 Hornet 2.0. It's posssible the additional strike missions were missed due to some rather confusing naming. In fact there are two sets of Strike Missions, the first set replacing training and the Kuwait theater missions and another replacing the Korean theater missions. This post will discuss what's available, how to install the Korean Strike Missions and how to manage the various Hornet 2.0 data files. This post assumes you have an emulated version of Hornet 2.0 up and running, if not you can refer to my previous blog post: A sting in the tail: F/A-18 Hornet 2.0 Mission packs There are 2 Strike Missions packs: Hornet STRIKE! Missons 2.0 : This replaces the standard training missions with more challenging ones and replaces the Kuwait theater campaign missions. I'm not sure if there was a version 1.0 or the 2.0 refers to Hornet 2.0 but it seems to have created some confusion leading to the second mission pack being overlooked. STRIKE Korea '97 : This replaces the standard Korean Crisis campaign missions with the Strike missions. Both mission packs change/replace the F/A-18 Data 2.0 file. This means it's possible to end up with three versions of this file, assuming the Korean Crisis addon was previous installed. GraphSim Corp (GSC) data : Standard training, standard Kuwait theater and standard Korean theater missions. Hornet STRIKE! Missions 2.0 data : Strike training, Strike Kuwait theater and standard Korean theater missions. STRIKE Korea '97 data : Standard training, standard Kuwait theater and Strike Korean theater missions. We'll discuss managing it all later. Installing To find the STRIKE Korea '97 mission pack a google search for strike-korea-97.hqx , it should be fairly easy to find. Once you've managed to copy it onto your mac hard disk, install it with the following steps: Take a copy of the standard GSC F/A-18 Data 2.0 file to keep the standard Korean mission set, the Strike installer will change this file. Open the archive with Stuffit Expander, it should extract a .sit file and then expand the .sit to leave you with a STRIKE Korea '97 Install Folder. Open the STRIKE Korea '97 Install Folder and run the STRIKE Korea '97 Installer. Select the GSC F/A-18 Data 2.0 file in the Hornet 2.0 folder, not the copy you just made. The installer will run, replacing the standard Korean missions with the Strike Korean missions. Managing Data Files At this point you may have at least two or even three (if you installed the Hornet STRIKE! Missions 2.0 mission pack) F/A-18 Data 2.0 files. In order to make managing these data files easier the Strike team included a Bonus! folder in the Hornet STRIKE! Missions 2.0 folder with themed folders and icons. Copy the GSC Missions Folder and STRIKE! Missions Folder to your Hornet 2.0 folder. Copy the GSC F/A-18 Data 2.0 file into the GSC Missions Folder . Copy the Hornet STRIKE! Missions 2.0 F/A-18 Data 2.0 file into the STRIKE! Missions Folder . The Strike team also included a Bonus Icons folder in the STRIKE Korea '97 Install Folder . Copy the Strike Korea 97 Data Folder to your Hornet 2.0 folder. Copy the Strike Korea '97 F/A-18 Data 2.0 file into the Strike Korea 97 Data Folder . The Strike Korea '97 F/A-18 Data 2.0 file uses the same icon as the GCS F/A-18 Data 2.0 file, which makes it hard to tell them apart. There is a themed Strike icon in the Bonus Icons folder. To apply this themed icon follow the steps: Go to the Bonus Icons folder and highlight (don't open) the STRIKE Korea 97 Data Icon . Using the Mac menubar, go to File and Get Info . Click on the icon in the Get Info window and go to Edit and Copy , to copy the themed icon. Open the Strike Korea 97 Data Folder and highlight (don't open) the F/A-18 Data 2.0 file. Use Get Info again, click on the icon in the window and go to Edit and Paste to replace the GSC icon with the themed Strike icon. Your folders and theirr contents should look like this. You should now have a complete version of Hornet 2.0 with both Strike mission packs and with easy to manage folders and data files. Good Hunting!
- A sting in the tail: F/A-18 Hornet 2.0
This is a guide to setting up F/A-18 Hornet v2.0 with Mac emulation. It'll take a look a single screen and multi-monitor options and my subjective view on which are best. Versions The preferred version is v2.0.1. This version is available from various sites hosting old Macintosh software. This version also works with the Korean Crisis campaign and the Strike Missions expansions under emulation. Most copies of F/A-18 Hornet will be the v2.0.1 version although most will be described as v2.0. To confirm the version, when you open the installer, one of the items it installs should be ' F/A-18 Hornet 2.0.1 ' and a ' READ ME 2.0.1 '. Korean Crisis The installation for the Korean Crisis expansion is a little more involved as all the copies I've seen are a compressed collection of floppy disk images. Before installing you may want to take a copy of the original ' F/A-18 Data 2.0 ' file. This step is entirely optional as the Korean Crisis installer only adds a theater and doesn't replace the original Kuwait & Persian Gulf theater or the training missions. To install, we need to un-compress the disk collection, mount each disk image and copy the installers to the Mac hard disk, before running the Korean Crisis installer to add the campaign to the existing Hornet installation. Strike Missions Before installing you may want to take a copy of the original ' F/A-18 Data 2.0 ' file. The Strike Missions replace the original Kuwait & Persian Gulf theater and training missions with new ones, so to retain the original campaign you need to take a copy. Qemu m68k (with and without SheepShaver) The preferred emulator to use to run Hornet v2.0 is Qemu, in both single and multi-monitor configurations. In order to use a modern joystick under Qemu, you will need to use your joysticks profile software to map your joystick x/y-axes to the mouse x/y-axes. SheepShaver can run Hornet v2.0 until the flight engine is initialised but then freezes/crashes. However, due to the limited facilities for transferring files to/from the Qemu emulator, we can still use SheepShaver to make installation easier. Each emulator should have it's own installation folder, although you can create a common folder for the roms and hard disk image. The non-volatile parameter ram (pram) files will be different for Qemu and SheepShaver and can remain in each emulator folder. There are 2 versions available from the Emaculation website. The experimental multi-monitor version Qemu-m68k-Win64-qfb-experimental-05-10-2022 is the recommended version as it handles the windows key properly, to emulate the Mac option key. For better scaling a resolution of 1024x768 is recommended. The Qemu-system-m68k-Win64-06-10-2023 version has better scaling at 1152x870, but isn't recommended due to an issue in full screen mode. Holding the Windows key causes a key press 'pulse' in the emulator instead of a 'held' key press. This makes it difficult to issue various keypresses when playing. In order to create a suitable virtual Mac the Emaculation setup guide should be used. The configuration I use is: Quadra 800 rom 128mb ram Mac OS 7.6.1 in .img format 1024x768 resolution Note: In the configurations below, your rom file and hard disk image may have a different name and be located in a different folder. The caret ^ character continues the command onto the next line. Single monitor configuration qemu - system - m68k - qfb . exe ^ - M q800 , fb = none ^ - m 128 ^ - bios D : \MacOS\qemu - disk - rom\Quadra800 . rom ^ - display sdl ^ - device nubus - qfb , width =1024 , height =768 , depth =8 ^ - drive file = pram - macos - qfb . img , format = raw , if = mtd ^ - device scsi - hd , scsi - id =0 , drive = hd0 ^ - drive file = D : \MacOS\qemu - disk-rom\qemu761 . img , media = disk , format = raw , if = none , id = hd0 Multi monitor configuration This configuration will create 3 virtual displays as windows. qemu - system - m68k - qfb . exe ^ - M q800 , fb = qemu ^ - device nubus - qfb , width =1024 , height =768 , depth =8 ^ - device nubus - qfb , width =1024 , height =768 , depth =8 ^ - m 128 ^- g 1024 x768x8 ^ - bios D : \MacOS\qemu - disk - rom\Quadra800 . rom ^ - display sdl ^- drive file = pram - macos - qfb . img , format = raw , if = mtd ^ - device scsi - hd , scsi - id =0 , drive = hd0 ^ - drive file = D : \MacOS\qemu - disk - rom\qemu761multi . img , media = disk , format = raw , if = none , id = hd0 Mount a cd image You can add the following lines to the bottom of each command to mount a cd image, replacing with the actual name of your cd image. The previous last line will need to end with the caret character. This may be useful if SheepShaver isn't available. rem add the ^ to the end of the last line before adding these lines - device scsi - cd , scsi - id =3 , drive = cd0 ^ - drive file = , format = raw , media = cdrom , if = none , id = cd0 Mount a disk image You can also add the following lines to the bottom of each command to mount an .img image, replacing with the actual name of your disk image. -device scsi-hd,scsi-id=1,drive=hd1 ^ -drive file=,media=disk,if=none,id=hd1 SheepShaver configuration The latest version of SheepShaver can be obtained from the Emaculation website. At time of writing the latest version is SheepShaver-Windows-27-08-2023-framebuffer . In order to create a suitable emulated PPC Mac, the SheepShaver setup guide at the Emaculation website should be followed. The configuration we'll use is: An old world 4mb rom file 128mb ram The Mac OS 7.6.1 hard disk image from Qemu in .img format Any preferred resolution. When configuring SheepShaver, use the SheepShaverGUI application to specify the Qemu hard disk image as a volume to mount and check the ' Enable "My Computer" icon on your Mac desktop (external file system) ' option to transfer files to/from the hard disk image. Once you have your emulated Mac up and running in both Qemu and SheepShaver it's time to install some software. Installing Stuffit Expander We'll need a copy of Stuffit Expander which we can use to expand .sit archives and mount .img disk images. Stuffit Expander v5.5 is a recommended version. The steps to take are: Obtain a copy of Stuffit Expander v5.5 in an img or dsk disk image format. Mount the disk image in SheepShaverGUI. Start SheepShaver and the disk should appear on the Mac OS desktop. Install Stuffit Expander v5.5 from the installer on the disk. Once installed, shutdown SheepShaver and start Qemu to ensure Stuffit Expander works properly under Qemu. Alternatively if you don't want to use SheepShaver then you would: Obtain a copy of Stuffit Expander v5.5 in a .img disk image format. Mount the disk image in Qemu directly using the ' Mount a disk image ' command options (described above). This should cause a disk to appear on the Mac desktop. Install Stuffit Expander v5.5 from the installer on the disk. Installing F/A-18 Hornet v2.0.1 Copies maybe in a .toast cd image format or a compressed .toast_.sit cd image format. If it is in a compressed cd image format we need to take the following steps to un-compress it first: Start SheepShaverGUI, make sure the ' Enable "My Computer" icon on your Mac desktop (external file system) ' option is checked. Start SheepShaver from the GUI. Open My Computer and find the compressed .toast_.sit cd image, copy it to the Mac hard disk. Un-compress the compressed .toast_.sit cd image with Stuffit Expander to get a .toast cd image. Use 'My Computer' and copy the .toast cd image back to a folder on the host pc. Shutdown the emulated Mac. Once you have a .toast cd image (or you started with a .toast cd image), we can now use SheepShaver to install from the cd image with the following steps: Start SheepShaverGUI, mount the .toast cd image in SheepShaver. Start SheepShaver from the GUI, the cd should be mounted on the desktop. Run the Hornet installer from the cd, installing to the Mac hard disk. Shutdown the emulated Mac. Run up the emulated Mac in Qemu, Hornet should now be available to play! The first time you run Hornet v2.0.1 you will have to enter a suitable serial key. Alternatively if you don't want to use SheepShaver then you need to use an additional application, Toast v4 to mount the .toast cd image. The steps to follow are: Obtain a copy of the application Toast v4, as a compressed file. Create a .iso cd image of this file and mount the cd image with the ' Mount a cd image ' command options. Copy the compressed file onto the Mac hard disk. Open with Stuffit Expander to un-compress the application and copy the Toast folder to the Mac hard disk. Create a .iso cd image of the Hornet .toast file or the .toast_.sit file. Mount the iso with the appropriate Qemu command options. Open the cd on the Mac desktop and copy the file to the Mac Hard disk. If it is a .toast_.sit file, run Stuffit Expander to get a .toast file. Use Toast v4 to mount the .toast cd image. Run the Hornet installer from the desktop cd, installing to the Mac hard disk. Restart Qemu to unmount the cd. Installing Korean Crisis Expansion The installation for the Korean Crisis expansion is as follows: Start SheepShaverGUI, make sure the ' Enable "My Computer" icon on your Mac desktop (external file system) ' option is checked. Start SheepShaver from the GUI. Open My Computer and find the compressed Korean Crisis .sit file, copy it to the Mac hard disk. Alternatively if you don't want to use SheepShaver then you would: Create a .iso cd image of the Korean Crisis .sit file. Mount the iso with the appropriate Qemu command options. Open the cd on the Mac desktop and copy the file to the Mac Hard disk. You can now continue the next steps in either SheepShaver or Qemu, the steps are the same: Use Stuffit Expander to un-compress the Korean Crisis .sit file. This should create a Korean Crisis folder containing four .img disk image files. Use Stuffit Expander to open the first disk image. A disk will appear on the Mac desktop. Open the disk and copy the Korean Crisis Installer to a new folder on the Mac hard disk. Give this new folder a meaningful name. Repeat for the second, third and fourth disk images. Open each image in Stuffit Expander, then open each disk and copy the Korean Crisis Installer file to the new folder. Drag any floppy disks to the trash to unmount them from the desktop. Dragging to the trash just unmounts the disk, it does not delete them. Go to the new folder you created and run the Korean Crisis Installer. During the installation specify the folder where you installed Hornet v2.0.1 If you are still using SheepShaver, shutdown the Mac and start it in Qemu. When you run Hornet you should now be able to choose the new Korean Peninsula Theater. Installing Strike Missions To install Strike Missions: Start SheepShaverGUI, make sure the ' Enable "My Computer" icon on your Mac desktop (external file system) ' option is checked. Start SheepShaver from the GUI. Open My Computer and find the compressed Strike Missions .sit file, copy it to the Mac hard disk. Alternatively if you don't want to use SheepShaver then you would: Create a .iso cd image of the Strike Missions .sit file. Mount the iso with the appropriate Qemu command options. Open the cd on the Mac desktop and copy the file to the Mac Hard disk. You can now continue the next steps in either SheepShaver or Qemu, the steps are the same: Use Stuffit Expander to expand the Strike Missions .sit file. This creates a Hornet STRIKE Missions 2.0 folder. Copy the Hornet STRIKE Missions 2.0 folder to the existing Hornet folder. Replace the original F/A-18 Data 2.0 file (taking a copy first) with the Strike Missions F/A-18 Data 2.0 file. To use the original theaters/training missions, simply replace the Strike Missions F/A-18 Data 2.0 file with the original F/A-18 Data 2.0 copy. MAME MAME provides very accurate emulation at the cost of performance. Qemu provides better performance but requires the joystick axes to be mapped to mouse axes for the mouse controls to act like a joystick. If this isn't possible then MAME may be a preferred option. To increase performance, you can specify the -cheat option in the command used to run MAME and use the MAME slider menu to overclock the main cpu by up to 400%. This may introduce non-breaking sound issues, where fragments of sound get repeated during play, depending on how high you go and your host pc, so the optimum overclock is a personal preference. The current version of MAME is v0.260 although there is active development with new releases coming out frequently. Setup To set up MAME take a look at my earlier blog post: Running the Mac version of F-117a Stealth Fighter 2.0 with MAME . You can follow the guide all the way through until it comes to installing F-117. Installing Stuffit Deluxe is optional but you may find it useful for installing other games. You should now have: An emulated Mac Quadra 800 with 128mb of memory. Running Mac OS 7.6.1. With Stuffit Expander v5.5 (and optionally Stuffit Deluxe) installed. Installing Toast This may be an optional step depending on the copy of Hornet v2.0 you have managed to obtain. If you copy is a compressed cd image with a .toast.sit extension then you'll need to install toast. If you have a .toast file on your host pc you can skip this section. To install: Obtain a copy of Toast v4, this will probably be compressed with Stuffit and have a .sit extension. Create a .iso cd image using your preferred software (I tend to use ImgBurn) containing your compressed copy of Toast v4. Start the Mac in MAME. Mount the .iso cd image using the MAME File Manager. Copy the compressed copy of Toast to the Mac hard disk. Use Stuffit Expander to uncompress Toast v4 and copy to the Mac hard disk (if not already). Installing F/A-18 Hornet v2.0.1 Most copies of F/A-18 Hornet will be the v2.0.1 version although most will be described as v2.0. To confirm the version, when you open the installer, one of the items it installs should be ' F/A-18 Hornet 2.0.1 ' and a ' READ ME 2.0.1 '. If you have a copy in a .toast cd image format on your host pc, or you can uncompress your copy to end up with a .toast cd image format on your host pc, then all you have to do is mount the .toast file in MAME as a cd using the MAME File Manager. If it is in a compressed cd image format we need to take the following steps to un-compress it first, making sure that Toast has already been installled: Create a .iso cd image using your preferred software (I tend to use ImgBurn) containing your compressed cd image of Hornet v2.0. Start the Mac in MAME. Mount the .iso cd image using the MAME File Manager. Copy the compressed cd image of Hornet v2.0 to the Mac hard disk. Use Stuffit Expander to uncompress, to end up with a .toast file. Open the .toast file, you may need to open the Toast application first and drag the .toast file onto the Toast app. Whichever method you used, you should now have the Hornet installation cd mounted on your Mac desktop. All that remains is to Run the Hornet installer from the desktop cd, installing to the Mac hard disk. Installing Korean Crisis Expansion The process is very similar to installing on Qemu without using SheepShaver. The first step is to copy the Korean Crisis .sit file onto the Mac hard disk: Create a .iso cd image containing the Korean Crisis .sit file. Start the Mac in MAME. Mount the .iso cd image using the MAME File Manager. Open the cd on the Mac desktop and copy the Korean Crisis .sit file to the Mac Hard disk. Then the process is the same as for a SheepShaver/Qemu install, following these steps . Installing Strike Missions The process is very similar to installing on Qemu without using SheepShaver. The first step is to copy the Strike Missions .sit file onto the Mac hard disk: Create a .iso cd image containing the Strike Missions .sit file. Start the Mac in MAME. Mount the .iso cd image using the MAME File Manager. Open the cd on the Mac desktop and copy the Strike Missions .sit file to the Mac Hard disk. Then the process is the same as for a SheepShaver/Qemu install, following these steps . Joystick setup Hornet can use keyboard controls (not great) or mouse controls (even worse)! To use a modern joystick with the emulated Mac mouse controls that acts like a joystick, you can use the MacFlight plugin. Details on how to use the MacFlight plugin are on the earlier blog post: MacFlight: A MAME plugin for retro Mac flight sims . Multiple Monitors To set up multiple monitors in MAME take a look at yet another earlier blog post: MacFlight: Multi-monitor support! It'll describe how to set up multiple monitors in MAME. If you use a supported memory and resolution, MacFlight will also work.
- Just deserts: F/A-18 Hornet Classic
This is a guide to setting up F/A-18 Hornet V1.0/Classic with Mac emulation. It'll take a look a single screen and multi-monitor options and my subjective view on which are best. We'll be looking at emulators in order of preference. Versions The preferred version of Hornet is v1.1.2 , available as a single game or as part of the ' 9 Big Ones ' compilation cd. A patch exists to update to version 1.1.3b1, however it requires the games folder to named (or renamed to) F/A-18 Hornet 1.1.2 before the patch will run. However at the present time this version will crash on all emulators. It doesn't provide any significant changes or bug fixes. SheepShaver SheepShaver is a good solution, easy to setup and run. In order to use a modern joystick effectively, you will need to use your joysticks profile software to map your joystick x/y-axes to the mouse x/y-axes. It doesn't have support for multiple virtual monitors at present. If you decide to use Qemu m68k instead, it's still worth installing SheepShaver as you can mount a Qemu disk image in SheepShaver which makes transferring files onto the disk far easier. The latest version of SheepShaver can be obtained from the Emaculation website. At time of writing the latest version is SheepShaver-Windows-27-08-2023-framebuffer . In order to create a suitable emulated PPC Mac, the SheepShaver setup guide at the Emaculation website should be followed. The configuration I use is: An old world 4mb rom file 128mb ram Mac OS 7.6.1 1152x870 resolution In addition the SheepShaver_prefs file was edited and the following preference was added to reduce the cpu clock to 33Mhz, the default being 100Mhz. cpuclock 33 Once you have an emulated Mac running Mac OS 7.6.1, you will want to install software. Depending on the version of Hornet obtained, you may have to install Stuffit Expander before you install F/A-18 Hornet. I've found Stuffit Expander v5.5 to work well. Update 07/11/2023 : I've noticed that very occasionally when switching to the external target view during a mission the game can freeze. SheepShaver is still the recommendation, but something to be aware of. Update 10/11/2023: The key bindings are not optimal. The \ key is incorrectly mapped to 3. To fix this you'll want to set the 'Use raw keycodes' option and specify the keycodes files in the SheepShaver folder as shown. Qemu m68k Qemu is another good solution for running Hornet and the recommended solution to run with multi monitor support. Transferring files onto the hard disk image is also more complicated, the easiest solution is to use SheepShaver to mount the Qemu disk image and transfer files. The alternative is to create a cd image and mount the image in Qemu. Like SheepShaver you'll need to remap the joystick x/y-axes to the mouse x/y axes. The target button, backslash '\' doesn't seem to work, instead the hash '#' key targets (at least on Uk keyboards). There are 2 versions available from the Emaculation website, the latest version, Qemu-system-m68k-Win64-06-10-2023 and the experimental multi-monitor version Qemu-m68k-Win64-qfb-experimental-05-10-2022 . If you want to try out both, they should be installed into separate folders. I tend to use the experimental version for both single and multiple monitors. The experimental version allows you to use the Windows key to emulate the Apple command key (which you need in Hornet). The Qemu-system-m68k-Win64-06-10-2023 version seems to have lost this mapping. However the experimental version has an issue with full screen rendering at 1152x870, so I tend to use 1024x768. Update 11/11/2023: The Qemu-system-m68k-Win64-06-10-2023 version hasn't actually lost this mapping, but in full screen mode holding the Windows key causes a key press 'pulse' in the emulator. In the experimental version holding the Windows key generates the held key press in the emulator. This can be seen with the 'Key Caps' app. I'll include the command to run the Qemu-system-m68k-Win64-06-10-2023 version in case this gets fixed later. In order to create a suitable virtual Mac the Emaculation setup guide should be used. The configuration I use is: Quadra 800 rom 128mb ram Mac OS 7.6.1 1152x870 resolution (Qemu-system-m68k-Win64-06-10-2023 version) 1024x768 resolution (Qemu-m68k-Win64-qfb-experimental-05-10-2022 version) Note: In the configurations below, your rom file and hard disk image may have a different name and be located in a different folder. The caret ^ character continues the command onto the next line. Qemu-system-m68k-Win64-06-10-2023 configuration qemu-system-m68k.exe ^ -M q800 ^ -m 128 ^ -g 1152x870x8 ^ -display sdl ^ -bios "D:\MacOS\qemu-disk-rom\Quadra800.rom" ^ -drive file=pram-macos.img,format=raw,if=mtd ^ -device scsi-hd,scsi-id=0,drive=hd0 ^ -drive file=D:\MacOS\qemu-disk-rom\qemu761.img,media=disk,format=raw,if=none,id=hd0 Qemu-m68k-Win64-qfb-experimental-05-10-2022 single monitor configuration qemu-system-m68k-qfb.exe ^ -M q800,fb=none ^ -m 128 ^ -bios D:\MacOS\qemu-disk-rom\Quadra800.rom ^ -display sdl ^ -device nubus-qfb,width=1024,height=768,depth=8 ^ -drive file=pram-macos-qfb.img,format=raw,if=mtd ^ -device scsi-hd,scsi-id=0,drive=hd0 ^ -drive file=D:\MacOS\qemu-disk-rom\qemu761.img,media=disk,format=raw,if=none,id=hd0 Qemu-m68k-Win64-qfb-experimental-05-10-2022 multi monitor configuration This configuration will create 3 virtual displays as windows. qemu-system-m68k-qfb.exe ^ -M q800,fb=qemu ^ -device nubus-qfb,width=1024,height=768,depth=8 ^ -device nubus-qfb,width=1024,height=768,depth=8 ^ -m 128 ^ -g 1024x768x8 ^ -bios D:\MacOS\qemu-disk-rom\Quadra800.rom ^ -display sdl ^ -drive file=pram-macos-qfb.img,format=raw,if=mtd ^ -device scsi-hd,scsi-id=0,drive=hd0 ^ -drive file=D:\MacOS\qemu-disk-rom\qemu761multi.img,media=disk,format=raw,if=none,id=hd0 You can add the following lines to the bottom of each command to mount a cd image, replacing with the actual name of your cd image. The previous last line will need to end with the caret character. rem add the ^ to the end of the last line before adding these lines -device scsi-cd,scsi-id=3,drive=cd0 ^ -drive file=,format=raw,media=cdrom,if=none,id=cd0 Once you have your emulated Mac up and running, install Stuffit Expander v5.5 , if you need to, before you install Hornet. MAME MAME provides very accurate emulation at the cost of performance. This accuracy means it may be the only emulator capable of running some titles reliably. With Hornet, we can get better performance from SheepShaver or Qemu. However both SheepShaver and Qemu require the joystick axes to be mapped to mouse axes for the mouse controls to act like a joystick. If this isn't possible then MAME may be a preferred option. The hit in performance can be overcome by overclocking the emulated Mac, however this can result in non-breaking sound issues, where fragments of sound will be repeated during play. It'll be down to personal preference as to how big of an issue this is. The current version of MAME is v0.260 although there is active development with new releases coming out frequently. Setup To set up MAME take a look at my earlier blog post: Running the Mac version of F-117a Stealth Fighter 2.0 with MAME . You can follow the guide all the way through until it comes to installing F-117. Installing Stuffit Deluxe is optional but you may find it useful for installing other games. You should now have: An emulated Mac Quadra 800 with 128mb of memory. Running Mac OS 7.6.1. With Stuffit Expander v5.5 (and optionally Stuffit Deluxe) installed. You can now install hornet. If the copy of Hornet obtained is a .toast cd image. You may be able to mount it in MAME by: Taking a copy of the .toast cd image. Change the extension to .iso. Use the MAME file manager to mount the .iso cd image. Otherwise you will have to create your own .iso cd image to transfer files onto your emulated Mac. To increase performance, you can specify the -cheat option in the command used to run MAME and use the MAME slider menu to overclock the main cpu by up to 400%. This may introduce sound issues depending on how high you go and your host pc, so the optimum overclock is a personal preference. Joystick setup Hornet can use keyboard controls (not great) or mouse controls (even worse)! To use a modern joystick with the emulated Mac mouse controls that acts like a joystick, you can use the MacFlight plugin. Details on how to use the MacFlight plugin are on the earlier blog post: MacFlight: A MAME plugin for retro Mac flight sims . Multiple Monitors To set up multiple monitors in MAME take a look at yet another earlier blog post: MacFlight: Multi-monitor support! It'll describe how to set up multiple monitors in MAME. If you use a supported memory and resolution, MacFlight will also work.
- F/A-18 Hornet Classic Tips
Some tips I've discovered while playing F/A-18 Hornet V1.0/Classic. Updated on 23 Dec 2023. Air-to-Ground Training The annoying threat warning is coming from the SAM radar on the hexagonal patch of ground, it's easy to kill with a Harm. Enjoy the peace and quiet! You can't seem to strafe the launchers on the hexagonal patch, use Mavericks on the launchers and strafe the vehicles on the rectangular patch of ground. There's a ship off-shore you can target and kill with a Maverick, this may be useful practice if you're struggling with Maverick targeting. Missions Enemy radar struggles to find you if you stay below 125ft. Avoiding missiles seems quite difficult so don't forget, turn that ECM on. Launching missiles at low-level is possible, you can launch the AGM-88 Harm, AIM-9 Sidewinder and AIM-120 AMRAAM at very low-level, there is no missile 'drop' as they leave the rails. When trying to use the camera in the AGM-65 Maverick, use the autopilot. Make sure the TACAN is turned off, and turn on the autopilot to maintain course and height. With the TACAN on, the autopilot will change course towards a waypoint but with it off, the autopilot maintains a straight and level course, allowing you time to acquire a target with the electro-optical targeting. If you start on the apron, check for landing aircraft before you venture onto the runway, one mission starts with a B-52 landing. Mavericks seem over-powered they can kill vehicles and buildings. This means you don't have to acquire a vehicle target precisely, close enough is often good enough for a kill. You don't have to precisely target buildings either, a bomb or Maverick seems to have an area effect. Targeting between 2 buildings may destroy them both, if they are close enough together. In one mission you start on the apron at an enemy airbase, the runway is behind you and you can kill the parked fighter in front of you with the gun. You don't need to kill the other fighters in the air if you stay below 125ft, they'll struggle to target and fire on you. So you can just run for home! HARM's can be used against hovercraft, which may be useful if you have to attack at low level. The gun can also be used to destroy them. Supergun I thought there were just 2 final missions, destroying a nuclear power station or destroying a dam. But after 6 missions I had reached the rank of captain, on normal difficulty and received a different mission. The supergun mission. In this mission you have destroy a supergun positioned against a mountain. However the mission starts with an attack on the airbase you start from. My suggested tactics for this mission are: take off immediately, while you are taxiing select air radar and sidewinders. Take off, stay low, below 100ft lock up the attacking aircraft (advanced fighter) and destroy, usually only takes a single sidewinder. Your radar will find another advanced fighter, stay below 100ft and use an AMRAAM to take it out. Use the autopilot and turn on the TACAN for waypoint 1, switch to ARAD radar, again stay low, below 100ft, target the right-most contact, this will be the SAM radar, use a HARM, to destroy it, you may need to use a second HARM. Once the threat warning is silenced, turn away stay low as you put some distance between yourself and the AAA defences. Climb to 8000-10000ft, throttle back to 80% and re-engage the autopilot to head to waypoint 1. Engage CCIP, wait until you are nearly over the target and dive. Target the buildings at the base of the supergun, once the B57's are released (should be around 5000-6000ft), pull up and engage afterburners to escape the blast. Head to the airbase at waypoint 0 and land. Enjoy your retirement! FAQ I've managed to find the F/A-18 Hornet FAQ, by trawling some Mac archives. Given how difficult it is to find these days I've added it. Update: Strategy guide A strategy guide exists, very tricky to find it has resurfaced and can be found at the Macintosh Repository on their F/A-18 Hornet page . It's included in the FA-18_Hornet_Collection.sit file. Update: Expert hints & tips Hornet generated a lot of discussion on the Usenet group: comp.sys.mac.games .flight-sim including a discussions on SAM avoidance and weapons deployment, these are still available today courtesy of google, no longer active, the archive provides a treasure trove of useful information, you just have to go searching at: comp.sys.mac.games.flight-sim Just try and ignore the spam and search for what you need.
- F/A-18 Hornet: History of a classic
This post will be taking a look at the history of F.A-18 Hornet, the first game in the F/A-18 Hornet series from GraphSim. It will discuss the various versions that have existed and the changes that have been introduced over time. Most of this post is based on updates and utilities I've encountered as I've looked into Hornet. Some of this information may not be correct, so if you can expand on or correct anything, please feel free to get in touch. Version 1.0 Initial version. Released in 1993, probably in the second half of the year as reviews and updates started appearing in Jan 1994. Also known as version 1.0.0 when GraphSim started using 1.x.x version numbers. Version 1.0.1 I believe this may have been a bug fix patch for v1.0 although it's not known what the changes in this version were. This was the last 1.0 version. It looks to have been created/released prior to Jan 1994. An updater application exists to update v1.0.1 to v1.1 confirming the existence of this version. Version 1.1 Also known as version 1.1.0. Released Jan 1994, registered users would later receive update disks from GraphSim. This was a major update to Hornet, introducing a large number of new features, and a new flight model. Two separate applications existed to update v1.0 to v1.1 and update v1.0.1 to v1.1. Version 1.1.1 Released Feb1994. A minor update to version 1.1 which introduced a few new features. Only one updater application has been found that updates v1.0.0 to v1.1.1 so it's not known if a fresh install of Hornet was needed to apply this patch. The readme below covers the changes in version 1.1 and version 1.1.1. Version 1.1.2 Released Apr 1994. Another minor update which introduced bug fixes and tweaked the flight characteristics of some aircraft. The updater application would update any earlier v1.1.x version to v1.1.2. Version 1.1.3b1 Released Apr 1994. A beta patch (hence the b1 in the version number) to fix bugs in the flight model for lower memory Macs and changes the roll rate in the flight model. An updater application would update v1.1.2 to v1.1.3b1. The patch is incompatible with the Classic version. Version 1.1.3b2 Released Apr 1994. A second beta patch. There is no readme so the contents of the patch aren't known. After applying the patch the hornet version is listed as 1.1.3 in the 'File Info' dialog box. An updater application would update v1.1.2 to v1.1.3b2. This patch is incompatible with the Classic version. PowerPC Hack Version An unofficial fan made patch to add PowerPC code to the Hornet application converting it to a fat binary compatible with both m68k and PPC architectures, optimising the performance on PowerPC Macs. Released in Sep 1994. It can be used to patch versions 1.1.0, 1.1.1, 1.1.2 and 1.1.3b1. This patch pre-dates the Classic version. It's not known if this version is compatible with the v1.1.3b2 patch. Classic Version An official GraphSim release around Oct 1995, the classic version according to the 'about' information, is based on version 1.1.2. I believe it is released as a fat binary containing both m68k and PowerPC code as it runs under the SheepShaver emulator. It included an electronic version of the manual. This version is the most common found today. It has the characteristics of a re-release, combining a history of changes until v1.1.2. It's not known if either of the v1.1.3 beta patches made it into this release. The updater application to update Hornet 1.x to Hornet 2.0 doesn't seem to be compatible with this version.
- F/A-18 Hornet 2.0: Sequel or upgrade?
This blog post discusses F/A-18 Hornet 2.0 and whether it's a sequel or an upgrade to Graphism's first Hornet game, F/A-18 Hornet. It is based on what I learned as I worked to get the game running under modern hardware with emulation so it may not be 100% accurate. If you can expand on or correct anything, please feel free to get in touch. Before we begin, it's worth differentiating between the game title, F/A-18 Hornet 2.0 and the version, v2.0.1. This version seems to be the release version distributed on cd. I haven't seen an earlier v2.0.0 version. The short answer to this question is that it is both, an upgrade for some of Graphism's customers and a sequel to others. Upgrade path For customers that purchased one of the earlier versions of F/A-18 Hornet, it's an upgrade. An upgrade package came on 4 disks. A quick discussion of the myriad of F/A-18 Hornet versions can be found in the blog post: F/A-18 Hornet: History of a classic . The upgrade application would upgrade any v1 copy of F/A-18 Hornet (presumably v1.0.0 through to v1.1.3b2, but not Classic) to F/A-18 Hornet 2.0 v2.0.1. Installation path Those customers without a copy of F/A-18 Hornet, or those that purchased F/A-18 Hornet (Classic) would have to perform a fresh install of F/A-18 Hornet 2.0. The game was distributed on a single cd. The upgrade application is incompatible with the Classic version, and for those customers it would be considered a sequel. Korean Crisis, expansion or upgrade? The Korean Crisis addon could also be considered both an expansion and an upgrade. For customers with an earlier version of F/A-18 Hornet (v1.0.0 - v1.1.3b2), the installation would upgrade to F/A-18 Hornet 2.0 v2.0.1 with the Korea theater added. For those customers with an existing install of F/A-18 Hornet 2.0, Korean Crisis would only add the Korea theater, the version remaining unchanged at v2.0.1. Contentious? The upgrade and expansion paths probably led to quite different and possibly contentious customer experiences. Both F/A-18 Hornet (Classic) and F/A-18 Hornet 2.0 were released the same year, 1995. A PowerPC customer, may have purchased F/A-18 Hornet (Classic), to get an optimised PPC version and then had to purchase F/A-18 Hornet 2.0 and Korean Crisis, to get the definitive F/A-18 Hornet 2.0 experience. Whilst another customer may only have had to buy F/A-18 Hornet v1.x followed by Korean Crisis to get the exact same definitive edition. It's my subjective opinion but the F/A-18 Hornet (Classic) version seems to have been a mis-step by GraphSim, that created confusion. It may have been better to have released a PowerPC optimised patch (the PPC Hack patch shows this was feasible) rather than a new version, based on v1.1.2 and incompatible with v1.1.3b patches or upgrades to Hornet 2.0.
- Running Joint Strike Fighter in PCem
This guide covers running the Eidos/Innerloop 1997 sim, Joint Strike Fighter JSF, in the PC emulator PCem. For further background take a look at the previous guide: Running Joint Strike Fighter in Windows 10 . Despite JSF being able to run natively in Windows 10, there are reasons using the PCem emulator may be preferable: Your modern multi-axes/multi-button HOTAS controller is incompatible with JSF, resulting in a crash to desktop when you try to use it. Your particular Windows 10 setup has issues with the Glide wrappers used to run JSF with 3dfx enabled. PCem can help by: Supporting 2 joysticks (4 axes), which allows us to specify the 4 axes of any physical hardware in a consistent way such that Windows 98 / JSF only deals with the PCem virtual joysticks rather than a myriad of physical devices. Emulates Voodoo hardware at a lower level providing emulated period correct hardware closer to the physical hardware the game originally worked with. PCem setup If you're completely new to setting up PCem or need a refresher, I highly recommend the excellent YouTube tutorial video by PhilsComputerLab, PCem Windows 98 Setup . Once you have a basic, clean Windows 98 virtual machine and hard disk image, I recommend: Taking a copy of the basic virtual machine to create a game specific virtual machine. Taking a copy of the basic hard disk image to create a game specific image. Use PCem and reconfigure the game specific virtual machine to use the game specific hard disk image. If things go badly wrong, you'll always have the basic image to try again with and it'll save a lot of time and effort if you ever want to try a different Glide compatible game. Installation Once the emulated machine is running, change the cd device settings in PCem, to use either your physical drive (if you have a physical cd), or a cd image. Then it's just a case of selecting the JSF install option from the JSF launcher app, (you may have to manually run the launcher app from cd if it doesn't start automatically). Installation should complete without any issues. Patching If you've followed Phils tutorial video, you know how easy it is to mount the PCem hard disk image (.vhd) file in modern Windows, and copy any games patches into it. Windows 98 doesn't have built in zip file support so unzip in modern Windows before copying into the mounted hard disk image. There is a single v1.12 patch available from The Patches Scrolls . It's a file replacement patch, so copy the patch jsf.exe into the game folder, replacing the existing one. Setup options Enabling 3dfx is done through the game options. Disabling the 3dfx option will switch to software rendering. Everything else is pretty self explanatory. Hotas setup Take a look at my Controllers and retro sims part 5: PCem guide for installing HOTAS controllers in PCem. Once you have a custom calibrated Windows 98 controller the hard work is done. Control options are limited to keyboard, mouse or joystick. JSF will automatically assign axes, so the joystick option covers joystick/throttle/rudder. That's it, the HOTAS configuration is done! Good hunting!