3ds and Win311
Note that under Windows, merely excluding memory ranges in your
memory manager (EMM386.EXE, QEMM386.SYS, etc.) may not be enough. You
might also have to exclude it from WINDOWS's OWN memory management,
by adding a line like this to the [386enh] section of SYSTEM.INI:
EMMexclude=A000-C7FF
Add one such line for each range that needs to be excluded. Do not try to
specify more than one range on a single EMMexclude= line.
3DS runs Real Slow under Windows 3.1 or WfWg3.11. The best use I've
seen for doing this is to run it as a Render Slave only, by copyiing
your 3DS.SET file to 3DSSET.BAK, running 3DS VIBCFG and setting ALL
of the Vibrant in-line drivers to NULL (requires recent versions of
the Vibrant drivers — the ones that originally shipped with 3DSr3
don't have it, but the ones that shipped with 3DSr"4" should), then
renaming the modified 3DS.SET to 3DSWINSL.SET and renaming (or
copying) 3DSSET.BAK back to 3DS.SET. Then set up your PIF to run
this command line: "3DS SLAVE SET=3DSWINSL.SET". Have it start up in a
Window so you can quickly Minimize it to an icon. You will see NO
screen display thanks to the NULL drivers, but that's good as it will
then not be able to interfere with anything else screen-wise (and
also won't require the RAM-hogging High Graphics settings and
cycles-hogging Monitor Ports settings in the .PIF — turn them ALL
off!).
The only reliable way to run 3DS under Windows with 3DS being
interactive (instead of in Slave) is to set BOTH the Windows driver
AND the 3DS driver to a straight VESA driver using the same
resolution and bit depth, so that the screen doesn't have to shift
modes when you toggle. This, of course, usually turns off any
accelleration capabilities your board may have for both programs, so
I don't recommend it.
The only REALLY effective way to multitask 3DSr3 or later (until
3DSr"5" — the REAL 3DSr4!) is with OS/2 v2.1 or later. Phar Lap
works MUCH better with full DPMI 1.0 (which OS/2 provides) than with
Windows's DPMI 0.9 patched to add the DPMI 1.0 "_REALBREAK" call via
PHARLAP.386. In fact, under OS/2 it is actually PRACTICAL, not just
POSSIBLE, to run TWO (or even MORE) copies of 3DS at the SAME TIME!
One for Slave Rendering, and one for working! Give each its own
3DSNET.SET file and they can act like a Rendering Network to each
other, even with just one machine! OS/2's pre-emptive multitasking
even of DOS tasks means that each of these will run EFFICIENTLY — in
fact, when you're not ACTIVELY USING the Working copy of 3DS, the
Slave copy can render large projects FASTER THAN IT WOULD AS A
STAND-ALONE SLAVE UNDER STRAIGHT DOS thanks to OS/2's DPMI 32-bit
Swapping, which makes Phar Lap think it has up to 512MB of RAM to
work with, so that Phar Lap won't do its own woefully-inefficient
swapping!