02 November 2011, 13:31 | #101 |
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yay cant wait.
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03 November 2011, 13:43 | #102 |
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[ Show youtube player ]
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04 November 2011, 22:06 | #103 |
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good job dude
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05 November 2011, 03:52 | #104 |
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I'm dying to test these versions once my A4000T gets fixed!
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08 November 2011, 07:33 | #105 |
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08 November 2011, 09:06 | #106 |
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im going to have a look at this in a bit.
thanks novacoder. EDIT:-yes broken sword 1+2 now working,the only down side is the sound is a bit funky,by that its ssssllllllloooowwww. nice work though novacoder,for sorting this out. Last edited by roy bates; 08 November 2011 at 10:13. |
08 November 2011, 10:47 | #107 | |
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Quote:
You could try changing the tooltype AUDIO_CALLBACK_RATE down to 4 (obviously you should be using an 8k audio rate). I take it the audio is ok for something like Day of the Tentacle? |
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08 November 2011, 16:45 | #108 | |
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ile try that later,and i will try day of the tentacle. EDIT:- if i set it to 4 it stutters,sorry you just cant win can you? Last edited by roy bates; 08 November 2011 at 18:01. |
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09 November 2011, 23:30 | #109 | ||
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Quote:
Just go some interesting feedback from an German A3000 user on this release... Quote:
Anyway, I'll try and do a new RTG beta which uses a sperate thread to run the audio which should fix the stutter issue. Last edited by NovaCoder; 10 November 2011 at 00:11. |
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10 November 2011, 10:36 | #110 |
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yes maybe thats what he means,its NEARLY perfect is not so bad,on mine its nearly there which means its an echo novocader,its really bad the faster it goes.
ive found slowing it down makes it more bearable. i wonder if hes using scsi,im using ide which uses cpu time on transfers i think that could be the problem,i have scsi on my 3000T and the games are not so bad,dott,monkey 1+2 ETC.plus ram access on the big box amigas is a bit better. can you ask if hes getting a stuttering or echo in the games |
15 November 2011, 12:01 | #111 |
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Well I had to sacrifice 3 virgins and have sex with a chicken but we got there in the end, thanks for the testing Roy.
New multithreaded RTG version uploaded to AmiNet (v1.3.1.014) without the stutter.... |
15 November 2011, 13:46 | #112 | |
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how many virgins?!? thanks chris ile try this one .fingers crossed its still showing as (1.3.1.012) on aminet,is this normal or shall i be patient and wait a bit.? Last edited by roy bates; 15 November 2011 at 13:53. |
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16 November 2011, 10:55 | #113 |
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WOOHOO.
working broken sword 2,cant get out of the burning room yet but hay ho. the only problem is when you first start up scummvm i had to start it in aga,but apart from that no problems so far. on a whole its faster as well,well done novercoder. everyone remember that broken sword 2 is cpu intensive,and as such you really really need a fast 060 to run this.more so than curse of monkey island. EDIT:-oh dear,found a couple of bugs in broken sword 2,ile list them below. 1.the sound cuts out in random places during gameplay,but you can still play the game?!?i.e.it doesent crash. 2.when you get the dart to use as a lockpick on the cupbaord the game crashes,not random it does this every time without fail. it looks like you have your hands full with this one novercoder,better get out some fresh virgins. Last edited by roy bates; 16 November 2011 at 20:07. |
19 November 2011, 21:15 | #114 |
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19 November 2011, 22:47 | #115 | |
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sorry should of said,by fast i mean REALLY fast over 75mhz. ive got one at 80mhz one rtg at 100mhz and one aga at 100mhz. BUT with that said,these are only point and click and and even then theres only three of these games that need that sort of horsepower. |
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20 November 2011, 14:07 | #116 |
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wow. Do you have a spare 060 that I can use in my BPPC?
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20 November 2011, 16:28 | #117 |
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06 December 2011, 23:26 | #118 |
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The next RTG (and AGA 060 versions) will now support compressed audio (OGG VORBIS) which means that you can have audio in the Broken Sword cut scenes.
It will also support a windowed mode (with scalers). [ Show youtube player ] |
06 December 2011, 23:42 | #119 |
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14 December 2011, 18:40 | #120 |
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v1.3.1.019 - 15/12/2011
New in this release: 1) Increased the priority of the audio thread to fix remaining sound issues. 2) Changed memory allocation routines (again). 3) Added SDL backend, this backend supports a window mode. 4) Added support for compressed audio (OGG VORBIS). |
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