19 February 2022, 23:31 | #261 |
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20 February 2022, 00:27 | #262 |
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20 February 2022, 02:24 | #263 |
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25 February 2022, 23:29 | #264 |
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Hello everyone, first of all thanks for ScummVM, I always enjoyed adventure games on the amiga the most, but from 1993 onwards almost all adventure games only appeared on the pc. Since I remained faithful to the Amiga until the beginning of 2000, many adventures passed me by. Now I can finally play them on the amiga That's great!
While looking for a way to use .wav files instead of .ogg files, I came across this thread And yes, it would be super cool if you could use .wav or even .iff files instead of .ogg I use an Amiga 4000 with CSMK3 060 50Mhz, 128MB Ram, ZZ9000, Buddha Z2 and switch, depending on the game, between ScummVM 1.5 1.7 2.1 2.2 and a special ZZ9000 ScummVM version 2.2 . from this website: http://www.apehead.se/snakes9000 i also have an impudent question To Pipper and Arti, the scummvm version for the zz90000, is it also from you? if so, can broken sword 1 and 2 or SherlockHolmes still be included? Best regards |
01 March 2022, 12:54 | #265 | |
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Quote:
Last edited by arti; 01 March 2022 at 14:32. |
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01 March 2022, 20:47 | #266 |
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Wonder if ScummVM WOS will be available too...? I'd wish, really...
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02 March 2022, 13:16 | #267 | |
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Would it be feasible to open up CDXL/Agablaster support for FMV-oriented games? I.e. - users would convert the video files to CDXL and ScummVM Amiga could play that instead of whatever compression system is in place, a bit like IFF/WAV vs OGG/MP3. |
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10 April 2022, 00:27 | #268 |
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Coming back to this thread after a hiatus - just getting ScummVM set up on my new A1200 setup.
I've managed to get MIDI audio working with Monkey Island 2, but I am having a 'mare getting the PC CD-ROM version of Monkey Island 1 to work with audio. I know the audio is actually stored as audio CD tracks instead of MIDI, and I've ripped the CD tracks and named them "TRACK1.MP3" etc, and copied to the game root folder (where the data files are saved). I've checked AHI settings following NovaCoder's youtube tutorial, but so far getting no music at all. Any help here would be much appreciated! Thanks in advance :-) AndyC |
10 April 2022, 01:07 | #269 |
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No idea, sorry.
Maybe ask on the official Scummvm forums to find out how it's supposed to be done and then see if any Amiga port supports that. I've never played the original games through to the end, meaning to try them on my DOS 6.22 486SX (FPGA computer) Last edited by NovaCoder; 10 April 2022 at 01:26. |
20 April 2022, 03:02 | #270 |
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I recently uploaded my updated 1.7 RTG of ScummVM with window mode support to Aminet. If anyone wants to give it a try. It doesn't include all the game engines but is probably still the best version to use on a real RTG 060.
http://aminet.net/package/game/misc/ScummVM_RTG |
20 April 2022, 17:07 | #271 |
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Just tried it with the talky version of Legend of Kyrandia = No Speech
and the Discworld Talky Demo = Worked Fine and Gabriel Knight (Sins of the Fathers) = No Speech Any idea why one Talks and the others do not ? |
21 April 2022, 00:14 | #272 | ||
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Update: It looks like your speech files are compressed with FLAC which my ports do not support, only OGG decompression is supported (says so in the README). Quote:
Last edited by NovaCoder; 21 April 2022 at 04:47. |
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21 April 2022, 18:20 | #273 |
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ReadMe ?
Anyway: Steel Sky Talky works fine DreamWeb Talky works Simon 2 --- Talks but the Graphics are Corrupted Flight of the Amazon Queen and Lure of the Temptress are not recognized ? Neither are Griffon & Mystery House Last edited by Nobby_UK; 21 April 2022 at 18:57. |
25 April 2022, 10:59 | #274 | |
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Which Bitrate and other settings should be used for the OGG Files? and can you implement uncompressed WAV support? that would help a lot with speed on the original Hardware. Last edited by Cathal; 25 April 2022 at 11:45. |
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25 April 2022, 13:19 | #275 | |
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Supporting WAV is possible of course but unfortunately I don't have the time to try it, sorry. |
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25 April 2022, 13:21 | #276 |
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Like I said, not all game engines are supported with my build of ScummVM RTG (v1.7) which is why some of those you tried aren't recognized. I'll look into what you said about Simon 2 though because the graphics should be fine.
Last edited by NovaCoder; 25 April 2022 at 15:56. |
28 April 2022, 20:16 | #277 |
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FYI
it works with the Aminet version 1.8.1 (Renaud Schweingruber) but it pushes the game back a screen. IE I have to press Amiga M to see it occupying the top corner of the screen. |
02 May 2022, 17:09 | #278 | |
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I really hope you will find the Time in the Future. My Amiga should do the rest very well. Normally I Use my A4000/060 with ZZ9000 GFX and Audio extension. That should work fine with WAV. I did a fast peek into the code and I think the basics for WAV and IFF are already there. Maybe they just have to be activated? And my A1200 with the IceDrake Card can handle OGG and has RTG and AHI 16 Bit output, but I have problems to find the correct sampling rate for the OGG Files because not all of Files I have are working. |
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05 May 2022, 11:53 | #279 | ||
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I grab the updated OGG files from here: https://www.pixelrefresh.com/product...ld-soundtrack/ And then used this online tool to convert to PCM WAV: https://convertio.co/ Converted WAV files must be placed in the game directory. PHP Code:
Code:
void DefaultAudioCDManager::play(int track, int numLoops, int startFrame, int duration, bool only_emulate) { debug(2, "DefaultAudioCDManager::play(track = %d)", track); // Stop any currently playing emulated track if (isPlaying()) { stop(); } if (numLoops != 0 || startFrame != 0) { _cd.track = track; _cd.numLoops = numLoops; _cd.start = startFrame; _cd.duration = duration; // Try to load the track from a compressed data file, and if found, use // that. If not found, attempt to start regular Audio CD playback of // the requested track. char trackName[2][16]; sprintf(trackName[0], "track%d", track); sprintf(trackName[1], "track%02d", track); // First try the default compressed music formats. Audio::SeekableAudioStream *defaultStream = 0; for (int i = 0; !defaultStream && i < 2; ++i) defaultStream = Audio::SeekableAudioStream::openStreamFile(trackName[i]); if (defaultStream != 0) { debug(2, "DefaultAudioCDManager::play() - Found default compressed music track"); Audio::Timestamp start = Audio::Timestamp(0, startFrame, 75); Audio::Timestamp end = duration ? Audio::Timestamp(0, startFrame + duration, 75) : defaultStream->getLength(); /* FIXME: Seems numLoops == 0 and numLoops == 1 both indicate a single repetition, while all other positive numbers indicate precisely the number of desired repetitions. Finally, -1 means infinitely many */ _emulating = true; _mixer->playStream(Audio::Mixer::kMusicSoundType, &_handle, Audio::makeLoopingAudioStream(defaultStream, start, end, (numLoops < 1) ? numLoops + 1 : numLoops), -1, _cd.volume, _cd.balance); } else { // Try WAV instead (NOVA_CODER). Audio::RewindableAudioStream *wavStream = 0; for (int i = 0; !wavStream&& i < 2; ++i) wavStream = Audio::RewindableAudioStream::openStreamFile(trackName[i]); if (wavStream != 0) { debug(2, "DefaultAudioCDManager::play() - Found WAV compressed music track"); /* FIXME: Seems numLoops == 0 and numLoops == 1 both indicate a single repetition, while all other positive numbers indicate precisely the number of desired repetitions. Finally, -1 means infinitely many */ _emulating = true; _mixer->playStream(Audio::Mixer::kMusicSoundType, &_handle, Audio::makeLoopingAudioStream(wavStream, (numLoops < 1) ? numLoops + 1 : numLoops), -1, _cd.volume, _cd.balance); } else { _emulating = false; if (!only_emulate) playCD(track, numLoops, startFrame, duration); } } } } Quote:
Will upload a new release of ScummVM RTG tmrw. http://aminet.net/package/game/misc/ScummVM_RTG Last edited by NovaCoder; 05 May 2022 at 12:03. |
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06 May 2022, 16:59 | #280 | |
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That's great, I will test it when it's on Aminet Tank You! |
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