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Messages - Spikey

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Obviously I don't think it can be done in SCI, but Dynamix's Heart of China does exactly this, midway sends a second bank.

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SCI Development Tools / Extract from Zeliard?
« on: January 21, 2023, 04:56:28 AM »
Hey folks,

Thanks for all your hard work in this community, I really appreciate it.

I was extracting music from many Sierra games this week, and have ways to do it for all the Japanese games.. except Zeliard, which uses its own file format SAR. If anyone knows a way to extract the sound.* files from the game, and MT-32 SysEx patch bank, I'd be very appreciative.

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SCI Development Tools / Re: Sounder 0.5 - with many improvements
« on: September 15, 2022, 02:28:32 PM »
Very nice work. I've said so elsewhere, but I'll say it again. :)

Is it possible for Dynamix games to be supported? They mostly use LZW compression in resources, and then SND file type, same as Sierra's (more or less).

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SCI Community How To's & Tutorials / Extracting from Macintosh resources?
« on: January 19, 2022, 01:02:06 PM »
Hey there,

Just wondering if it's possible to extract SCI resources from Macintosh SCI resource files. For example, Gabriel Knight 1 floppy - the resources appear to be in resource files called Data1 (no extension), Data2, Data3 and Data4.

I'm interested because I've heard that Mac versions have some different resources (eg KQ6 intro movie), and also I'm aware of a guy who's been able to extract sound resources from Mac versions, he wouldn't tell me how though.

I'm not a coder and not knowledgeable about Macs, so no idea if there's some easy compression technique bring used that is already reverse engineerable.

Hope everybody is well. :)

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AGI Development Tools / Re: WinAGI Version 2.1.10
« on: March 31, 2021, 10:53:44 AM »
Thanks, man. Unfortunately the list of people who know about Sierra + Apple IIGS games is about as long as the people who actually know details about Sierra's MIDI implementation- something like less than 5, and they don't know each other. :P

Are you familiar with SCI games, where they utilise a 1.pat and other similar patch files for different MIDI devices? That's what I'm trying to find out here. I guess I don't even know if AGI is compatible with that. Although, the SND files that are in AGI Apple games seem very similar to the SCI SND files (although different enough to both SCI and AGI SND files that neither's convertors work).

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AGI Development Tools / Re: WinAGI Version 2.1.10
« on: March 29, 2021, 01:34:35 PM »
Thanks a lot man. I just had the wrong window open, got a bit lost in there. :) All sorted, thanks a lot!


EDIT: Question. It's been posited the AppleII GS version sends SysEx data at game launch. If this was correct, how would one go about extracting it?

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AGI Development Tools / Re: WinAGI Version 2.1.10
« on: March 25, 2021, 02:44:23 PM »
Hey Andrew,

Thanks for your awesome work on this program.

I noticed AppleII GS sounds can be opened but not extracted, despite the program extracting them. Is it possible to capture those extracted SND files in some way? If not, is there another way to do it that you know of?

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Eric:
"It will also use the music from the Macintosh version as it has native General MIDI tracks (unlike the DOS version, which uses a music patch for the MT-32 tracks)."

Thanks for posting this. I'm going to guess that they (MT->GM and "native" GM) are one and the same.. but in case not, can you send me the SND files from the Mac version? :)

Also, have you found this with any other Mac version?

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"The problem there was that the files didn't seem to quite import properly, as some notes sustained instead of turning off when they were supposed to."

Shady, the problem is for whatever reason, emulators seem to improperly produce MIDI rendering, or the recording process captures it incorrectly. Since the same issues happen with old hardware and MIDI recording, I'm guessing it's a game thing.

Basically, best practice seems to be - you need to use extracted MIDI files and loop that time-perfect data (there cannot be any false note duration or anything else from master data!), and loop them according to the loop point generated by the game (i.e. do the maths from recorded files). Extracted files have loop points notated - but I've found they work faster then in game, and loop "too fast" if you follow them exactly. Any questions, send me a PM, or contact me at Sierra Music Central.

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Quote
What I like is my old Voyetra Orchestrator Pro, which is unfortunately 16-bit. During the Win7 era I was still able to use it via XP Mode. Haven't done anything on 10, so I haven't missed it. I'll agree with you about Anvil. Just wish that Voyetra would get ported to at least Win32.
Collector, I made the switch to Win 10, and was lucky enough to find "Voyetra Record Producer: MIDI Edition". It's basically Digital Orch Pro but 32-bit, with a couple changes.

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This looks INCREDIBLE, I had to register just to say that! Congrats Doan! Please finish this one and get it out there! Love Sierra's EGA games.

If you need music, I'm not a composer, but I'm happy to retool either MIDI files you or somebody else created, or old Sierra files.

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