10 August 2006, 15:18 | #1 |
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day of the tentacle AGA - talented musician needed
-->POSTED IN THE ZONE
NOTES ----- None of it would have been possible without these great guys (special mention to nogfx) SCUMMAGA 0.38.2 by nogfx BLAZEWCP BY Rick Pratt (OS3.1 CHUNKY PIXELS PATCH) SYSTEMPATCH BY Sante Nocciolino (http://web.tiscali.it/ziosante) (OS3.0 CHUNKY PIXELS PATCH) PTREPLAY BY Andreas Pålsson (MOD PLAYER) PTMID BY Andrew Scott GMPLAY SAMPLE BANK BY Christian Sauer/ Alessandro de Luca and Christian Buchner. INSTALL ------- - you first need to copy libs/ptreplay.library file to your system LIBS: directory - OS 3.1+ USERS need to have BlazeWCP installed. if not, copy c/blazewcp to your system C: directory and in your System S:startup-sequence file add the line "C:BlazeWcp" just after the "setpatch quiet" line. reboot. - OS 3.0 USERS need to have SYSTEMPATCH installed. if not copy c/systempatch to your system C: directory, libs/quicklayers.library to your system LIBS: directory, and in your System S:startup-sequence file add the line "C:SystemPatch" just after the "setpatch quiet" line. reboot WARNING : SYSTEMPATCH VERSION INCLUDED IS DESIGNED FOR OS 3.0, DO NOT USE IT ON OS3.1+ systems. - Copy game files (TENTACLE.EXE, TENTACLE.000, TENTACLE.001, 1-102(ex. 2,15,26,40,41).MOD) to the game directory of your choice. - Midi directory contains the original midi files extracted from tentacle.001 PLAY ---- -launch tentacle.exe from your game directory -when playing adjust talk delay with +/- keys HISTORY ------- Built based on SCUMMAGA 0.38.2 sources left by nogfx, updated by P. Barèges: - FORCED FAST MODE - FORCED TENTACLE game name - DISABLED SFX PLAYING - CHANGED SOUNDENGINE TO MOD PLAYER - CONVERTED DOTT GENERAL MIDI FILES TO MOD FILES USING PTMID and GMPLAY SAMPLE BANK. TODO ---- - A TALENTED MUSICIAN IS REQUIRED TO IMPROVE MIDI FILES CONVERSION! - CATCH RESTART MODULE SIGNAL in SCUMMVM MAIN LOOP TO AVOID ANNOYING MUSIC LOOPS. |
10 August 2006, 15:29 | #2 |
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that's very cool! thanks for sharing it!
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11 August 2006, 07:24 | #3 |
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Will check tihs out ... sounds sweet.
So is the only difference in terms of Gameplay to playing this say straight on a PC the lack of sfx and the converted music? What specs do you need in a real amiga? |
11 August 2006, 17:44 | #4 | |
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Quote:
i'm using a1200 with 8mb fastmem...i would love to know how it works on a straight a1200 and if not how much fastram the game would need ? thanks to give me your feedback.... i will probably post an update of the main program file (tentacle.exe) on monday fixing the music loop bug (i had to figure out how to handle signals), and with a keyboard command to clean up the inventory display. |
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12 August 2006, 10:20 | #5 |
Zone Friend
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Cheers, had a go through emu, as I'm still too lazy to get my box out, looked quite good... when selecting the screenmode it said to bick 320*200 (or something close) .. is that necessary?
Then the game ran at a hundred mph when I played ... so I stopped there, but will check it out further another time. Good work on your part for sure! |
12 August 2006, 13:50 | #6 |
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-->just posted a patch to avoid music loop in the zone (new executable tentacle.exe)
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13 August 2006, 00:57 | #7 |
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incredible work. seems to run fine on my a1200 with 030/50. i am amazed.
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13 August 2006, 11:40 | #8 |
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...mmh, and why not an AGA optimized complete scummvm version?
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14 August 2006, 02:09 | #9 |
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because i'm more a patcher than a real coder...i asked the guy who handled the last scummvm release (which supports aga) why for the same game it was so much slower than the first scumm aga releases and he just replied that this was due to the much more complex code...+ you would not be able to emulate midi or adlib on paula at reasonable speed...and convert the whole scummvm music collection to mods would be hard work (too lazy to perform that)...maybe if i can catch scummvm 0.2.0 (from nogfx) sources i will work on a sam'n'max music version but that's all i'm really interested in...(because scummaga 0.38.2 can't handle sam'n'max to the end)
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14 August 2006, 02:44 | #10 |
CaptainM68K-SPS France
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thank you very much, the game is running WILD on my machine, too fast to be playable ^^ hehe.
your work is very good ^^, and maybe why not trying to upgrade it ^^ ? like doing a pure amiga version ? |
14 August 2006, 03:23 | #11 |
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Great Work Runs in fast forward on my '060.
(Don't really need to use BlazeWCP for this one) Cheers Mate! |
14 August 2006, 14:48 | #12 |
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for the ones having trouble with fast speed, i think the scummaga original key commands still work...ie Right Shift+G : normal mode (slower), Right Shift+F=back to fast mode, once again + or - on the numpad to adjust text speed.
let me know....still no one interested in improving midi to mod conversion ? about a pure amiga version, sorry but i don't have enough time or competence to achieve this...but this version is already fun and playable to the end....if anyone interested, i can provide the source code |
14 August 2006, 15:12 | #13 |
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Thanks for the job !
i wish too that someone with enough knowledge ported an optimized AGA version. The real problem as mentionned seems to be the emulation of the sound. we can still dreams... |
16 August 2006, 02:20 | #14 |
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final release posted in the zone ... it patches the gfx bug with object cursors. still hoping a musician will show up to improve midi conversion!! now the amiga has its dott release!
drfsilver : what do you mean by a pure amiga version...? what kind of improvement would you expect from such a version as the last one posted is totally playable on non expanded AGA machines and you get the musics playing ok...... |
16 August 2006, 12:51 | #15 |
CaptainM68K-SPS France
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You have accomplished a great job, the only thing to add is the intro
sound support ^^, french and english versions have a spoken intro, would be could to convert it and have support for it inside the program. a mod convertion why not ? ^^ |
17 August 2006, 15:20 | #16 | |
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Quote:
the only trouble is that as the only dott version working with it is cd-rom (protection free) version, you need the big monster.sou file (about 200Mb i think)...i was never able to find it and the game always crashed in the time tunnel at the end of the intro as my monster.sou file was the floppy one, and the game may have tried to acces portions of the file after the end-of-file. also due to 4-channels limitation you have to make a choice, reserving a channel for sfx means only 3 left for music so your mods conversion will become really tricky... anyway, i don't have enough time to perform this but if someone is willing to, i can send him the source code... all the original sfx related code is still there i just forced the nosound option in the main code.... Last edited by pbareges; 17 August 2006 at 16:34. |
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17 August 2006, 17:03 | #17 |
CaptainM68K-SPS France
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i have day of the tentacle french talkie ^^.
I can process the monster.sou file if you want, or send it to you. |
17 August 2006, 17:17 | #18 |
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i would love to check this out!! how can you provide me with it ?
i thought of an easy implementation maybe... i could just check if music is playing and if not play the sample... your monster.sou 200mb file would be much appreciated to check this out!! |
17 August 2006, 17:20 | #19 |
CaptainM68K-SPS France
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as wav file or MP3 ? "make your choice" lol
I use , you'll be able to get it very quickly. |
17 August 2006, 17:37 | #20 |
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i would like the original file please (so i guess wav)... thanks again!
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