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#1 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
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Day of the Tentacle AGA
Hi,
Just to let you guys now that I'm nearly ready to release a BETA of my updated port of DOTT. It's based on an ALPHA release of SCUMMVM (v0.38.2), the work done by P. Barèges and bits of the latest SCUMMVM release (v0.13.1). This has been coded on WINUAE and a real Amiga 1200 ![]() My done list:
When it's ready it will need a few beta testers, any volunteers? If I get the time........I may also release SAM & MAX for AGA machines because it uses the same basic engine ![]() Last edited by NovaCoder; 05 November 2009 at 00:46. |
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#2 |
BlizzardPPC'less
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Sounds great!
But why do this if you can use ScummVM? Just curious ![]() |
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#3 |
Targ Explorer
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Nice one! Lemme know
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#4 |
Registered User
Join Date: Nov 2004
Location: Zaragoza, Pamplona-Iruña, Bera
Age: 43
Posts: 444
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Very nice!! I am able to test it ^-^
PS: About Sam & Max... YES!!! It's my favorite adventure ![]() |
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#5 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
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Yep, should be ready to release a BETA soon.
Update: I've just tested it with the CDROM'S 262MB sfx file on my 1200 and it doesn't run out of memory ![]() |
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#6 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
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If you mean the latest version of ScummVM, then it hasn't been ported to classics (yet). If you mean the old AGA versions, they only support AHI which my system really struggles with.
Last edited by NovaCoder; 20 November 2015 at 05:12. |
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#7 |
CaptainM68K-SPS France
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i wonder if the french SFX 260 mb file will be supported
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#8 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,252
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Very cool, look forward to try this
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#9 |
Registered User
Join Date: Feb 2005
Location: montreal / canada
Age: 48
Posts: 722
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very exciting indeed...i'm looking forward to testing it on my basic a1200/8mb fast config...fingers crossed!!
thank you so much! PS: i would also love to see you complete the sam&max conversion! |
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#10 |
Long time member
Join Date: Jul 2001
Location: UK
Posts: 754
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Good to see you havent lost your coding skills
![]() ![]() Must show you what Ive been working on soon as I too have got the (XNA) coding bug |
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#11 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
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Cool, thanks for the support guys
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#12 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,850
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Yes well done Dude - I tryed your last beta and am looking forward to this.
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#13 |
Registered User
Join Date: Mar 2007
Location: Mallorca,Spain.
Age: 44
Posts: 1,154
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Well done dude!
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#14 |
BlizzardPPC'less
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Go Nova!
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#15 |
Moderator
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,404
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That's awesome news NovaCoder!
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#16 |
Miggy Ate My Hamster!
Join Date: Nov 2008
Location: Lancashire, UK
Posts: 1,566
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This is great news! I always wanted to see DOTT on the Amiga
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#17 |
Cookie Muncher
Join Date: Nov 2008
Location: Spain
Age: 49
Posts: 239
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Great news indeed. I hope you'll be able to finish both projects.
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#18 |
Wipe-Out Enthusiast
Join Date: Nov 2005
Location: .
Age: 43
Posts: 2,545
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sounds cool. Although i'm confused by the need for the 16-channel sound library if there is no music?
Is the trouble with making a 4-channel version the music conversion to mod? i'm interested, as I might be able to help with that. (I havent heard the originals yet though!) i would have though speech/sfx would be fine on 4-channels, if you then use CD-audio for the music instead... although that is not ideal. does sfx/speech really need more than one channel? could it be written that you have 4-channel music written, with one channel allocated to "mute" when sfx/speech come in, like happens with Xenon 2? i guess i'm an idealist, and i'll love to see a "genuine" classic amiga version |
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#19 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
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Hiya Horace,
I'm currently aiming to have 1 channel for speech, 1 for sound effects and then 16 (simulated) for the music. The music is proving to be a little tricky as the originals are MIDI files so I need to do some conversion work to get them to play. |
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#20 | |
Wipe-Out Enthusiast
Join Date: Nov 2005
Location: .
Age: 43
Posts: 2,545
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Quote:
Although there may be a standard 16 channels for .mid files, they clearly arent all used most of the time, and I wouldnt see a 4-channel conversion (in some cases lower!) being that difficult, just that it would take a lot of time to do all of them. Style-wise, it would likely end up a lot like Monkey Island 2. just my thoughts! |
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