19 November 2010, 11:00 | #41 |
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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. |
19 November 2010, 11:42 | #42 |
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os 3.9 all the way baby
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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 Quote:
Last edited by Khyron; 19 November 2010 at 22:57. |
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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. |
20 November 2010, 16:19 | #45 |
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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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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. |
26 November 2010, 01:06 | #47 | |
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Quote:
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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26 November 2010, 12:25 | #48 |
Targ Explorer
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testing this now....on real amiga.
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26 November 2010, 12:48 | #49 |
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Can't wait, hope it doesn't suck!
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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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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 |
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? |
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!!! |
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. |
26 November 2010, 14:55 | #55 | |
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Quote:
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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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. |
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! |
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!) |
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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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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