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Old 24 July 2023, 13:52   #41
BSzili
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Quote:
Originally Posted by Ponki1986 View Post
I changed midiType to 2 and to 0 but still nothing. Does the game using CAMD directly send data to 0ut.0? Because I use a newer library and driver uae.out.0 or alternatively mmp.out.0. Other games that use CAMD have no problem with this.
I think I misunderstood you because you mentioned the MIDI_Instruments file, which is only needed for the built in synth. So you'd like to use CAMD, right? Currently the game is hardcoded for "out.0", I'll figure out something to find the other outputs if that's not available.
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Old 24 July 2023, 13:52   #42
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Originally Posted by Toni Galvez View Post
It would be nice to get the music as a largue sample for more than 16MB fast RAM, first, because we can save some CPU speed for the game and second, the music can sound much better than the real time AHI mixing.

I would recommend a 8bit stereo iff files for the musics, streaming from fast to chip ram. I have a PiStorm, like most people, I got plenty of fast ram.
Not possible, the game uses a dynamic music system.
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Old 24 July 2023, 14:11   #43
Olaf Barthel
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Originally Posted by BSzili View Post
I started working on a native port of Dark Forces based on The Force Engine. There is already a 68k Mac version of DF, but the only video I found of it running on non-FPGA Amiga hardware is this
How does it compare to the 1995 Mac version of the game demo (see https://www.macintoshrepository.org/...rs-dark-forces)? I actually played that on Emplant back in the day, using an Apple CD 300 drive which did the game's intro movie no favours (early streaming video using what may have been a precursor to INSANE). The game's graphics had to be scaled up for the Macintosh II resolution which did not help much either
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Old 24 July 2023, 14:32   #44
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Based on these videos it's slightly faster because it runs in the original 320x200 resolution:
[ Show youtube player ]
[ Show youtube player ]
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Old 24 July 2023, 15:38   #45
hammer
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+144 fps in 320x200 window mode/vsync off for A1200 with PiStorm32 Lite RPi 4B. Used the 060 version.

Last edited by hammer; 24 July 2023 at 15:52.
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Old 24 July 2023, 16:06   #46
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Quote:
Originally Posted by Toni Galvez View Post
It would be nice to get the music as a largue sample for more than 16MB fast RAM, first, because we can save some CPU speed for the game and second, the music can sound much better than the real time AHI mixing.

I would recommend a 8bit stereo iff files for the musics, streaming from fast to chip ram. I have a PiStorm, like most people, I got plenty of fast ram.
CAMD_tools can use GMPlay as a Softsyn software but I don't recall GMPlay 1.3 supports AHI.

PiStorm-Emu68 can brute force both GMPlay and Dark Forces.
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Old 24 July 2023, 16:07   #47
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Hi

Working splendidly on pistorm32... Only, I can't get music to work. SFX is ok, but music doesn't play.
I have MIDI_Instruments file in the directory, I have midiType=2 ... should be working fine. AHI music in other games works perfectly fine.

[ Show youtube player ]


Last edited by tomcat666; 24 July 2023 at 16:18.
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Old 24 July 2023, 16:09   #48
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Originally Posted by BSzili View Post
I think I misunderstood you because you mentioned the MIDI_Instruments file, which is only needed for the built in synth. So you'd like to use CAMD, right? Currently the game is hardcoded for "out.0", I'll figure out something to find the other outputs if that's not available.
I mean I don't have any music in the game at all. I tried with CAMD and with MIDI_Instruments. I know these are two separate ways to play MIDI music.In Duke3D you used the DefMidiOut variable where I typed uae.out.0 and everything works great. Can you do it this time? And if not, how should I make at least MIDI_Instruments work?I would be very grateful for your help.
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Old 24 July 2023, 16:10   #49
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the game works very badly (1 fps) on my A2000 equipped with a 68060 50 mhz 128 mo fast and picasso IV 4 mo RTG with the game on a sscsi2 card which takes sd cards
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Old 24 July 2023, 16:10   #50
hammer
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Originally Posted by tomcat666 View Post
Hi

Working splendidly on pistorm32... Only, I can't get music to work. SFX is ok, but music doesn't play.
I have MIDI_Instruments file in the directory, I have midiType=2 ... should be working fine. AHI music in other games works perfectly fine.
Use the 060 version.
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Old 24 July 2023, 16:12   #51
Michael
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Having same problem, how to get internal midi synth working ?
It works happily with ADoom, but here there is no music


Also in window mode there is some text to fix

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Old 24 July 2023, 16:16   #52
hammer
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Having same problem, how to get internal midi synth working ?
It works happily with ADoom, but here there is no music


Also in window mode there is some text to fix

Which build? 040 or 060?

Try the 060 build. The 040 build seems to be missing the built-in soft syn.
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Old 24 July 2023, 16:19   #53
tomcat666
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Use the 060 version.
Ahhh, thank you. With 060 version Music is working perfectly fine.

[ Show youtube player ]

Last edited by tomcat666; 24 July 2023 at 16:24.
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Old 24 July 2023, 16:23   #54
Michael
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Yep, just discovered the same, 040 is missing it, 060 works!

Really hoping that some day someone will eventually make 22KHz adoom midi instruments file
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Old 24 July 2023, 16:24   #55
utri007
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Quote:
Originally Posted by K1200RS21 View Post
the game works very badly (1 fps) on my A2000 equipped with a 68060 50 mhz 128 mo fast and picasso IV 4 mo RTG with the game on a sscsi2 card which takes sd cards
I have a Amiga 1200 with Zorro II extender, CFG card and RTG works just fine, only little lower fps than with AGA. So it should be perfectly playable with your machine.
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Old 24 July 2023, 16:28   #56
Michael
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Another strange thing is speed limits, 040 is locked to 29 FPS in full screen
While 060 version is running at 59/60
And sadly any bigger then 320x200 resolution fails with a black screen in RTG
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Old 24 July 2023, 16:40   #57
hammer
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Originally Posted by Seiya View Post
for high resolution i think using Mac version files. But i don't know if it works.
PC's "The Force Engine" can run PC DOS version at 4K resolution.

It's more than 5000 fps at 4K with RTX 4080 OpenGL.
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Old 24 July 2023, 17:12   #58
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Would be nice to see a PPC build too.
A Warp3D version will probaby run nicely too, we only have Descent to prove it so far.
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Old 24 July 2023, 19:33   #59
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Originally Posted by Ponki1986 View Post
I mean I don't have any music in the game at all. I tried with CAMD and with MIDI_Instruments. I know these are two separate ways to play MIDI music.In Duke3D you used the DefMidiOut variable where I typed uae.out.0 and everything works great. Can you do it this time? And if not, how should I make at least MIDI_Instruments work?I would be very grateful for your help.
For CAMD you've provided me with all the info I need to fix the problem. For the built in synth, please send me a SnoopDOS log.

Quote:
Originally Posted by K1200RS21 View Post
the game works very badly (1 fps) on my A2000 equipped with a 68060 50 mhz 128 mo fast and picasso IV 4 mo RTG with the game on a sscsi2 card which takes sd cards
Can you send me a screenshot or text quote of the output of WhichAmiga?

Quote:
Originally Posted by Michael View Post
Another strange thing is speed limits, 040 is locked to 29 FPS in full screen
While 060 version is running at 59/60
And sadly any bigger then 320x200 resolution fails with a black screen in RTG
Set vsync=false in settings.ini.
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Old 24 July 2023, 20:46   #60
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Great Port! Works nice so far. As my setup can not use 320x200 in RTG I would need scale=2 to use 640x400 but its currently not supported or not working at all?
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