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Messages - MusicallyInspired

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Haha I'm as surprised as you that so many were nostalgic for the PC Speaker. I like the phrase "Choose your nostalgia!" a whole lot now. :D

Of course, it's just a bit more manual labour. :P
But fair enough.

EDIT: But also, this was a feature that was already there that has since been removed. Why? There used to be a "Reset Filenames" button in the decompilation process window. Sometimes there are so many scripts that need to be renamed.

Kawa, I have a request from a friend for your fork of Companion. Is it possible for you to re-add the ability to disable auto-renaming script files on decompilation? Sometimes it gives script names like Obj and Game which confuse the compiler.

The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: November 07, 2021, 11:14:34 AM »

Back on the laptop, will study Doomie's findings later.

The thing about Ravi's writeup is that at least the part I referenced doesn't match my hypothesis:
The upper 4 bits of that byte specify how many voices each logical MIDI channel will be playing. The lower 4 bits specify which drivers should react on that channel. Bit 0 set means AdLib shall react. Bit 1 set means PCjr shall react. MT32 will react on all channels. Bit 3 signals the control channel.
Not only does that imply AdLib's channelMask is 0x01 (it's 0x04) but I wasn't aware the PCJr was able to run SCI so that's something I'd prefer to take heavily salted.

He's referring to Tandy 3-voice as Tandy and IBM PCjr share the same sound chip (as does the Sega Master System and the Game Gear). Ravi wrote SoundBox which works as you'd expect so no salt needed here.

I've already worked this out with Ravi's writeup on the ScummVM SCI wiki (Kawa referenced earlier). All the answers are there. It's the SCI1.0 sound resource format I'm not sure of. I know what to change for SCI0 sound resources I just couldn't edit the Companion source. (also, I don't fully know how to implement setting byte values in a binary file within the GUI realm)

Yeah. Maybe I'll spend more time on this figuring it out over the weekend.

That makes the most sense.

Is there not a way to easily determine the initial voice count for each channelID? I'm struggling to find any information about that in any online midi programming tutorials.

The initial voice count must be set manually by the composer. This is easily done in Ravi's SoundBox tool for SCI0 sound resources. But this is of no help for SCI1.0. Adlib has a max of 8 voices across all channels that are flagged as Adlib channels. If you have more than that you're going to get missing/dropped notes. The composer also has to ensure that no more than the max number voices (notes) are playing at the same time in an Adlib channel at once when composing. It's all part of that process pre-game implementation. You do not want this to be generated automatically. At least, not unless you already have the max number of notes playing at a time while you're composing the MIDI so that setting it automatically will be safe. But you have to be sure. I'd just like to have the ability to set it manually. That was my whole idea.

What I find interesting here is this part:
This is important for Adlib because if it's not set no notes will be played at all.
I know for a fact the music in The Dating Pool works fine on AdLib, which I import from .mid files in SCI Companion. Of course, that's an SCI11 game, not SCI1...

There's a difference in drivers too remember. There is a stereo OPL driver that ignores the initial voices value, but the original ADL.DRV won't play notes without that value set.

I gave up trying to edit the Companion source because of the error messages I keep getting and I can't seem to get an earlier version of Visual Studio working either.

SCI Development Tools / Re: SCI10 SCI1.1 export/import
« on: October 16, 2021, 05:19:35 PM »
Does it also work vice versa?

SCI Development Tools / Re: SCI10 SCI1.1 export/import
« on: October 16, 2021, 03:04:42 PM »

SCI Development Tools / Re: SCI10 SCI1.1 export/import
« on: October 14, 2021, 07:28:25 PM »
There's definitely a difference in the sound resources for sure. SCI1.1 backgrounds can also be full 200 pixels high or standard 190 so there's a difference there. If those have differences then the Views likely do as well.

So for this year's Space Quest Olympics (in honour of Scott Murphy on his birthday) headed by Troels Pleimert (aka the Space Quest Historian), I decided to work on a surprise for the final event of the stream. I extended the root monster maze gauntlet to the west of the main maze screen and stripped out the rest of the game. It starts you right at the beginning of the maze, it gives you a "Checkpoint!" text when you get to the final archway, and when you return all the way to the beginning (after having reached Checkpoint) it will tell you your time. So if you'd like to give it a go yourself, have at it. Here's the download.

And here's a link to the stream on YT which featured each event from each SQ game (this year's theme was Speedrunner's Delight). The new root maze is the final event at the end:

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