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Old 19 November 2010, 11:00   #41
Retrofan
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Yes, and for Christmas I'll have an ACA 1230/56 !! for another A1200

Ok, I understand; you're not only working in Full Throttle but in the Scummvm program too, because it doesn't seem 1.2.0 will work without OS4 or Morphos.
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Old 19 November 2010, 11:42   #42
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os 3.9 all the way baby
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Old 19 November 2010, 21:11   #43
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Would it be hard to add ECS support.. I don't mean color, but some some sort of simplistic grayscaling (8-64 shades depending speed/clarity etc..) in the graphics conversion routine..
like averaging each RGB entry to get a luminanace value then mapping that to one of the gray pallete entries


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Yes, lots actually

And when it’s released, it won’t just allow you to play awesome PC VGA games like Full Throttle on your AGA machines but most of this lot using the latest version of ScummVM (v1.2.0).

Progress report:

  • 16 bit stereo digital SFX (eg speech): done
  • Midi music support: done
  • AGA graphics conversion including VGA support: done
  • 16 bit GUI (converted to 8bit in real-time): done
  • Keyboard handling: 90% (eg good enough)
  • File saving/loading: done
  • Mouse cursor support: 70%
The first release will only support LucasArts games, more support will be added at a later date (well that’s the plan anyway).

The first beta should be released in the next couple of weeks, if you can wait that long


What are your machine specs BTW Retrofan?

Last edited by Khyron; 19 November 2010 at 22:57.
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Old 20 November 2010, 10:07   #44
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Hiya,

I'm an AGA coder, if someone wants to try and port to ECS they'll be able to get access to my source code.
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Old 20 November 2010, 16:19   #45
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Quote:
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Hiya,

I'm an AGA coder, if someone wants to try and port to ECS they'll be able to get access to my source code.
If you dont mind, when you finalize the release, could you add some info on setting up the build environment, and compiling info, and a few extra comments in the code here and there.. I'm not much of a coder especially a ++ coder, but I wouldn't mind taking a try at it. Kinda seems like fun idea to try..
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Old 25 November 2010, 03:25   #46
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Small update:

Mouse cursor handling now completed

Also Alpha blending added for the GUI (which was a bit painful), not sure how an 030 will cope with it though.
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Old 26 November 2010, 01:06   #47
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Quote:
Originally Posted by NovaCoder View Post
Small update:

Mouse cursor handling now completed

Also Alpha blending added for the GUI (which was a bit painful), not sure how an 030 will cope with it though.
I wanted to ask, but I didn't want to hurry you. How it's going playing in a real Amiga? What rest to do? For the list you gave it seems... nothing?

I know there aren't many people around this Thread, but I figure that that's because they haven't play Full Throttle... When they will see that intro...they are going to adore you !

Note: If you're one of those, play this: [ Show youtube player ]

Last edited by Retrofan; 26 November 2010 at 01:51.
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Old 26 November 2010, 12:25   #48
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testing this now....on real amiga.
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Old 26 November 2010, 12:48   #49
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Can't wait, hope it doesn't suck!
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Old 26 November 2010, 13:02   #50
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doesn't suck! Far from it. It looks and moves great, but sound is still scratchy... Using latest .ahi too. How have you your ahi prefs set?
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Old 26 November 2010, 13:11   #51
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it uses whatever your ahi prefs is set to. try 8 bit stereo the sample rate is set in the scum gui, try 22k

the issue i just found with the screen update logic should help the audio
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Old 26 November 2010, 13:24   #52
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I have a question about ScummVMAGA that was lately in the Zone.

This program appears to run itself in low res.

I don't know why, but with my Indivision AGA this cause the screen to be cut on the right, as if it was too big.
I have tried to setup my WB in lowres and the same thing happens on my LCD.
I don't understand why the indi causes trouble with low res screens on the WB as i don't have any problems with WHDLOAD games.

Is there any way to force ScummVM to use Highres or interlaced Highres instead?
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Old 26 November 2010, 14:01   #53
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found my issue!! The ScummVM build is great! BUT SB128.audio sound driver is awful. Using paula.audio, the sound is FANTASTIC in Full Throttle. Perfect sync too!

What is wrong with sb128.audio though? gah!!!
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Old 26 November 2010, 14:50   #54
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Huge congrats to Novacoder, this is a stunning implementation of ScummVM for 68k users!

So here is the result of my testing so far.

1. DO NOT USE SB128.audio (mediator users etc)
2. USE Paula.audio
3. If your screen is off centre with an Indivision, remove the PAL monitor driver from your monitor/devs replace with VGA only and multisync.

Games
1. Full Throttle runs full speed with good audio in perfect sync BUT missing in game sound effects?
2. DOTT runs full speed with good audio in perfect sync
3. Maniac Mansion runs full speed with good audio in perfect sync
4. Indiana Jones Fate of Atlantis Runs full speed, good music but Speech not working...?
5. Sam n Max runs at about 80% speed. Sound is good but sync is poor.

Last edited by DDNI; 26 November 2010 at 15:37.
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Old 26 November 2010, 14:55   #55
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Quote:
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3. If your screen is off centre with an Indivision, remove the PAL monitor driver from your monitor/devs replace with VGA only and multisync.
Thanks! That's the issue i was talking about.
However, i obviously need the PAL monitor as my WB is in HighRes interlaced PAL.
Would there be any other solution? There is no tooltype on the ScummVMAGA icon info...
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Old 26 November 2010, 15:31   #56
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@calabazam, I dont have PAL in there...
I only have VGA, Multisync, Voodoo and HighGfx in my monitors drawer. All works well here.
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Old 26 November 2010, 15:39   #57
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Currently, i have HighGFX, NTSC (required for Quake68k), PAL (required for my WB) and VGAOnly.
I'm going to try to add Multiscan.

EDIT: now the SCUMMVM screen is still out centered but on the left instead of the right!
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Old 26 November 2010, 17:00   #58
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cool. thanks for the testing DDNI

i'll do a general release build next week so everyone can get to play (will be a bit better too!)
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Old 26 November 2010, 17:53   #59
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@Novacoder, no worries. Any thoughts about the lack of SFX in FT and Speech in Indy?
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Old 26 November 2010, 19:46   #60
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Calabazam, have you tried changing the PAL Graphics Overscan settings to 320x256, centering it and saving it? If you have set PAL Graphics Overscan to fill your screen, then all PAL Intuition screens will open aligned to the top corner of the screen.

For SCUMMVM it would be better to use NTSC so the Indivision will switch to 640x480 mode instead of 800x600 mode like it can with PAL resolutions. If you set up your NTSC Graphics Overscan to 640x240, centre and save it then you'll have a perfect 640x480 resolution, which of course is 320x240 in Low-Resolution, great for PC games like these, and perfect for using with Shapeshifter too.

If you don't want to change your Overscan settings, you can always hold down the Left Amiga key while clicking and dragging the SCUMMVM screen to the centre of your display.
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