17 November 2009, 12:42 | #81 |
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which version of scumm is supported, and when it works , are you planning more ports?
thnx for the great work for the amiga community |
17 November 2009, 14:33 | #82 |
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17 November 2009, 14:58 | #83 |
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Doesn't seem to work with BlazeWCP on OS3.0 though so if you've only got that just use SystemPatch.
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17 November 2009, 15:02 | #84 |
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17 November 2009, 16:20 | #85 |
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it's because systempatch includes the blazewcp patch for 3.0...blazewcp has no effect on your 3.0 system so you could remove it and it would be the same...
i think that blazewcp patches the os 3.1 writechunkypixels routine wich does not exist in 3.0...systempatch implements writechunkypixels in a patched form from scratch above 3.0 rom. |
17 November 2009, 16:45 | #86 | |
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Quote:
Looks like pbareges has nailed that one then. Perhaps BlazeWCP just has no effect at all on 3.0? Would explain why I can use it fine with other programs but not this one... |
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17 November 2009, 16:56 | #87 | |
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Quote:
The game always needs SystemPatch, without it, it wont work. |
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26 November 2009, 22:11 | #88 |
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lucasarts routines were far from optimized on amiga, they were mainly coded in c to be as portable as could be on any platform...
scummvm ports rely on sdl libraries implemented on amiga...dott version ported by novacoder make a good use of optimized chunky pixels routines so the issue does not come from gfx, it comes from the midi interpreter that must mix real time up to 16 channels into 4 to fit paula specs. i tried to perform midi to module conversion to avoid this loss of cpu power in the music playing routine but i'm afraid we need a really talented musician with a lot of spare time to perform this! we can still hope... |
26 November 2009, 22:50 | #89 |
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One way would be to simply convert the midis to 28 khz stereo Amiga samples so they can be replayed using DMA with the 14 bit trick. The sound effects most likely have a fixed sample rate, so they can be converted to 28 khz, too. Now the mixing becomes a lot faster, at the price of the game data becoming larger.
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27 November 2009, 00:19 | #90 | |
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Quote:
MIDI files are just instructions of what instruments to play so they are very small in comparison and can be pre-loaded into FASTRAM (no disk access during game-play, the digital SFX are actually streamed form disk). |
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27 November 2009, 23:54 | #91 |
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Sorry but I've had to take those links down (GPL stuff), will re-release when the next version is ready....
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17 December 2009, 13:19 | #92 |
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A quick update is in the Zone, grab it while it's hot
I've managed to fix the screen tearing by using double buffering. |
17 December 2009, 13:26 | #93 |
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Nice work
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17 December 2009, 19:40 | #94 |
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where in the zone is it? can't find it....
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17 December 2009, 19:43 | #95 |
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It's called 'DOTT_AGA_030.lha' and is right at the top
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17 December 2009, 19:49 | #96 |
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sorry for the lame question, but I'm right now in the file server under "the zone" and I can only see older dott versions. What am I doing wrong?
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17 December 2009, 19:51 | #97 |
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Look at the top right of this page (scroll up). That's 'The Zone!' The fodler on the file server is just an archive.
Oh and if you can get access, have a look here : http://eab.abime.net/faq.php?faq=vb_...ezone_faq_item |
17 December 2009, 19:52 | #98 |
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Many thx! I always thought I just couldn't access the zone from here....
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17 December 2009, 19:57 | #99 |
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You're welcome That's why it's worth to read the rules... just saying
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17 December 2009, 20:00 | #100 |
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great job!!!
Why not a day... SamNMAx ? |
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