I don't have the floppy version myself, but did it really have MIDI music, or music at all for that matter? I've seen a couple of reviews claiming it didn't.md5 wrote:Another bug I've noticed is that MIDI music is not played at all in the floppy disk version.
Search found 3543 matches
- Fri Nov 04, 2005 10:11 am
- Forum: Help and Support
- Topic: Gobliiins
- Replies: 19
- Views: 16303
- Wed Nov 02, 2005 5:30 pm
- Forum: Help and Support
- Topic: Monkey Island 1 Help
- Replies: 1
- Views: 5130
Re: Monkey Island 1 Help
Hi I'm using scummvm for the first time. What settings should I do so the game would work with audio. Ok I ripped the audio tracks from the cd to mp3. I put them in a folder. What settings are there to make in scummvm. I'm asking these questions because the readme is not very helpful. As long as th...
- Wed Nov 02, 2005 9:28 am
- Forum: Help and Support
- Topic: no sound in loom!
- Replies: 9
- Views: 7764
Re: no sound in loom!
All the sound in this game is stored as one long audio track on the CD. ScummVM either needs to play the sound from the CD, or from a compressed audio file (MP3, Ogg Vorbis or FLAC) as described in the README file.afBeaver wrote:i get no sound at all in loom... =(
its the pc cd version. what could be wrong?
- Wed Nov 02, 2005 8:26 am
- Forum: Help and Support
- Topic: Monkey Island Madness CD Audio
- Replies: 1
- Views: 5728
Re: Monkey Island Madness CD Audio
I would like to rip the audio from my Monkey Island Madness CD to my HDD and compress it to OGG, but it seems to be 24 separate tracks. Is there a way to tell which track go with which game? Do I have to compress each track separately, or is there a way to combine them into one file for each game. ...
- Wed Nov 02, 2005 8:17 am
- Forum: General Discussion
- Topic: BASS Languages
- Replies: 3
- Views: 6962
- Tue Nov 01, 2005 7:35 pm
- Forum: General Discussion
- Topic: Do you think ScummVM release testing is cut too short?
- Replies: 25
- Views: 35281
Re: I voted that the testing for 0.8.0 was too short
You already mentioned that sword2 alignment problem (endianness) so, that is one out of three having an issue. Just to clarify, endianness and alignment are two completely different beasts. Endianness concerns in which order the bytes of a multi-byte value are stored, while alignment places restric...
- Tue Nov 01, 2005 7:06 pm
- Forum: Help and Support
- Topic: Graphics problem at the end of "Broken Sword 1" (S
- Replies: 6
- Views: 11079
By the way, I have posted a bug report to the ScummVM bug tracker.
- Tue Nov 01, 2005 5:52 pm
- Forum: Help and Support
- Topic: Gobliiins
- Replies: 19
- Views: 16303
- Tue Nov 01, 2005 5:47 pm
- Forum: Help and Support
- Topic: Broken Sword 1 Playstation?
- Replies: 16
- Views: 15532
Re: Broken Sword 1 Playstation?
Hello everyone, I have Broken Sword 1 for the Playstation 1, but it won't work in ScummVM in Windows. It finds the game, but doesn't start it (it gives a file-not-found error). Are Playstation 1 games not supported by ScummVM? Or is there something I have to do before being able to play the game? O...
- Tue Nov 01, 2005 2:51 pm
- Forum: General Discussion
- Topic: Graphics Mode - Render Mode
- Replies: 16
- Views: 27606
is there a way to run scummvm in opengl or overlay mode like it is in dosbox? There used to be an OpenGL backend for ScummVM, but as far as I know the only benefit was an extra (and most would say pretty mediocre) 2x scaler. It wasn't noticeably faster, at least not for me, and since no one wanted ...
- Tue Nov 01, 2005 2:43 pm
- Forum: General Discussion
- Topic: re-program ScummVM to output to hardware overlay.
- Replies: 2
- Views: 6499
Re: re-program ScummVM to output to hardware overlay.
I know in the past the SDL graphics library ScummVM uses couldn't output to hardware overlay. But recently i read it is possible now under Linux. So that makes me wonder if it's possible under windows also. Has anyone tried this? That'd be SDL's YUV Overlays I suppose. I did some experimenting with...
- Tue Nov 01, 2005 10:47 am
- Forum: Help and Support
- Topic: Graphics problem at the end of "Broken Sword 1" (S
- Replies: 6
- Views: 11079
Re: Graphics problem at the end of "Broken Sword 1"
The room is definitely wider than 640 pixels, and it is being told to scroll to the right. It doesn't because the SCROLL_FLAG variable is being set immediately to 0, before the camera has a chance to move. From what I understand of the code, 0 means "don't scroll -- ever", 1 means "sc...
- Tue Nov 01, 2005 10:20 am
- Forum: Help and Support
- Topic: Compressing .SOU?
- Replies: 11
- Views: 14578
- Tue Nov 01, 2005 7:59 am
- Forum: Help and Support
- Topic: Graphics problem at the end of "Broken Sword 1" (S
- Replies: 6
- Views: 11079
Re: Graphics problem at the end of "Broken Sword 1"
I never played it with the original interpreter, but I did see something that might have looked like the second image (it's hard to tell, it was over so quickly) at the very end of the scene, as George and Nico run away: the character seemed to vanish much too early.
- Mon Oct 31, 2005 4:13 pm
- Forum: General Discussion
- Topic: Discworld
- Replies: 484
- Views: 499419
Re: Discworld
That's one of those things that actually might happen. See http://wiki.scummvm.org/index.php/Discworld
Though the way the word "shortly" has been used in that article over the past three months, it obviously doesn't mean what I always thought it meant.
Though the way the word "shortly" has been used in that article over the past three months, it obviously doesn't mean what I always thought it meant.