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Old 15 September 2009, 08:14   #1
NovaCoder
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Day of the Tentacle AGA

Hi,

Just to let you guys now that I'm nearly ready to release a BETA of my updated port of DOTT.

It's based on an ALPHA release of SCUMMVM (v0.38.2), the work done by P. Barèges and bits of the latest SCUMMVM release (v0.13.1).

This has been coded on WINUAE and a real Amiga 1200


My done list:
  • Fixed game speed
  • Fixed most of the graphical glitches
  • General speed-ups
  • Added 16 channel MIDI sound library
  • Got Speech and SFX working with the new sound library
My to-do list:
  • Get music working
Getting the music working is proving a little tricky at the moment but I hope to crack it soon. I've got the original PC CDROM version so I should be able to convert all speech/sfx and music for my Amiga version.

When it's ready it will need a few beta testers, any volunteers?

If I get the time........I may also release SAM & MAX for AGA machines because it uses the same basic engine

Last edited by NovaCoder; 05 November 2009 at 00:46.
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Old 15 September 2009, 09:27   #2
Bamiga2002
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Sounds great!

But why do this if you can use ScummVM? Just curious
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Old 15 September 2009, 10:17   #3
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Nice one! Lemme know
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Old 15 September 2009, 13:23   #4
Xenon
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Very nice!! I am able to test it ^-^

PS: About Sam & Max... YES!!! It's my favorite adventure
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Old 15 September 2009, 13:47   #5
NovaCoder
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Yep, should be ready to release a BETA soon.

Update: I've just tested it with the CDROM'S 262MB sfx file on my 1200 and it doesn't run out of memory
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Old 15 September 2009, 13:51   #6
NovaCoder
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Quote:
Originally Posted by Bamiga2002 View Post
Sounds great!

But why do this if you can use ScummVM? Just curious
If you mean the latest version of ScummVM, then it hasn't been ported to classics (yet). If you mean the old AGA versions, they only support AHI which my system really struggles with.

Last edited by NovaCoder; 20 November 2015 at 05:12.
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Old 15 September 2009, 22:36   #7
dlfrsilver
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i wonder if the french SFX 260 mb file will be supported
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Old 16 September 2009, 01:06   #8
kriz
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Very cool, look forward to try this
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Old 16 September 2009, 18:21   #9
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very exciting indeed...i'm looking forward to testing it on my basic a1200/8mb fast config...fingers crossed!!

thank you so much!

PS: i would also love to see you complete the sam&max conversion!
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Old 16 September 2009, 22:08   #10
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Good to see you havent lost your coding skills I though the Amiga would have been on ebay by now after your recent new arrival

Must show you what Ive been working on soon as I too have got the (XNA) coding bug
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Old 17 September 2009, 01:31   #11
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Cool, thanks for the support guys
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Old 17 September 2009, 01:34   #12
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Yes well done Dude - I tryed your last beta and am looking forward to this.
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Old 17 September 2009, 02:50   #13
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Well done dude!
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Old 17 September 2009, 23:08   #14
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Go Nova!
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Old 17 September 2009, 23:09   #15
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That's awesome news NovaCoder!
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Old 19 September 2009, 01:41   #16
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This is great news! I always wanted to see DOTT on the Amiga I'm looking forward to hearing how the music will sound when it's working! For the PC version i always preferred Roland and GM music compared to the crap Sound Blaster/Adlib FM music.... and i know the Amiga sounds much better than an old Soundblaster/Adlib card
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Old 19 September 2009, 03:10   #17
DyLucke
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Great news indeed. I hope you'll be able to finish both projects.
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Old 19 September 2009, 12:54   #18
Hungry Horace
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sounds cool. Although i'm confused by the need for the 16-channel sound library if there is no music?

Is the trouble with making a 4-channel version the music conversion to mod?
i'm interested, as I might be able to help with that. (I havent heard the originals yet though!)

i would have though speech/sfx would be fine on 4-channels, if you then use CD-audio for the music instead... although that is not ideal.

does sfx/speech really need more than one channel? could it be written that you have 4-channel music written, with one channel allocated to "mute" when sfx/speech come in, like happens with Xenon 2?

i guess i'm an idealist, and i'll love to see a "genuine" classic amiga version
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Old 19 September 2009, 14:19   #19
NovaCoder
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Hiya Horace,

I'm currently aiming to have 1 channel for speech, 1 for sound effects and then 16 (simulated) for the music. The music is proving to be a little tricky as the originals are MIDI files so I need to do some conversion work to get them to play.
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Old 19 September 2009, 16:19   #20
Hungry Horace
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Quote:
Originally Posted by NovaCoder View Post
Hiya Horace,

I'm currently aiming to have 1 channel for speech, 1 for sound effects and then 16 (simulated) for the music. The music is proving to be a little tricky as the originals are MIDI files so I need to do some conversion work to get them to play.
i had a listen through some of the .mod conversions in P. Barèges's download earlier.

Although there may be a standard 16 channels for .mid files, they clearly arent all used most of the time, and I wouldnt see a 4-channel conversion (in some cases lower!) being that difficult, just that it would take a lot of time to do all of them. Style-wise, it would likely end up a lot like Monkey Island 2.

just my thoughts!
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