Here's an unusual case of legacy DOS code: This demo left me scratching my head for months on why it seemed to support Sound Blaster, but failed to produce any audio. It wasn't until I watched the demo initialize the Sound Blaster and I happened to look at the interrupt vector table that I noticed the demo is not hooking IRQ 5 or 7. It's hooking IRQ 3. It began producing audio once I set sbtype=sb2 and irq=3. This is very unusual, considering most demos of that time assumed IRQ 7, the original stock configuration of the original Sound Blaster. I was not aware the Sound Blaster 2.0 had any jumper settings to take IRQ 3, since that is normally taken by serial ports on standard PC hardware. This is also the first demo I've found that uses undocumented Sound Blaster 2.0 commands 0xE2 (DMA identification), 0xE4 (write test register), 0xE8 (read test register), and 0xE0 (SB20 identification where you read back the NOT inversion of your data byte). I also noticed that the demo isn't playing tracker music. Instead it's playing a simple loop, using varied DSP+DMA block sizes to act on "cue" points so that additional text on top of the animation can flash in time with the music. Debug messages printed to the log by DOSBox confirm this. * If the demo is in fact using some obscure mechanism to autodetect the IRQ, please let me know! Recommended settings: [cpu] core=normal cycles=4000 cputype=386 [sblaster] sbtype=sb2 sbbase=220 irq=3 dma=1 goldplay=false A cycles count between 3000 and 4000 is recommended. Below 2500 the animated "oscilloscope" of the music will render at half the normal frame rate, if that matters.