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Which games would you like to be supported on the future?
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ErikBauer



Joined: 23 Jan 2009
Posts: 4
 

My personal wish list:

- Blade Runner
- Icom Simulations games (Uninvited, Deja Vu'...)
- 11th Hour
- Cruise for a Corpse
- Myst/Riven
- Universe
- Dreamweb
- BloodNet
- Kult- Temple of flying saucers
- Hearth of China

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Post Fri Jan 23, 2009 11:17 am 
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zrina7



Joined: 19 Nov 2008
Posts: 37
Location: Slovenia
 

I would like to support:

-Leasure Suit Larry 6
-LBA 2
-Runaway - The road adventure (i know it works on xp, but i would like to play it on my phone.)

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Post Fri Jan 23, 2009 12:15 pm 
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bobdevis



Joined: 16 Jan 2009
Posts: 563
 

Oooh, adding Myst1 support may be an ugly business as the game uses an external proprietary program (Quicktime) for the movies.
The user may have to unpack, convert and repack game files to make this fly.

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Post Fri Jan 23, 2009 2:26 pm 
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eriktorbjorn
ScummVM Developer


Joined: 31 Oct 2005
Posts: 3286
 

quote:
Originally posted by bobdevis
as the game uses an external proprietary program (Quicktime) for the movies.
The user may have to unpack, convert and repack game files to make this fly.


That depends. From what I understand, QuickTime is a container format that can contain any of a number of different audio and video formats. Wikipedia says that the original Macintosh version of Myst used a video codec called Cinepak. I think FFmpeg knows how to play that, though I'm not sure.

I don't know what the PC version used. It probably depends on if you look at the original release, or the Masterpiece Edition. (Or realMyst, but that one used a 3-D engine so it's outside the scope of ScummVM.)
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Post Fri Jan 23, 2009 2:58 pm 
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bobdevis



Joined: 16 Jan 2009
Posts: 563
 

Now you got me curious.
I dug up my Myst cd. I have the original, not the Masterpiece edition.
The movies are all separate files and all called *.MOV as they should. VLC has no trouble with them and neither does Mplayer.

This is what Mplayer has to say about the codecs:

code:

==========================================================================
Opening video decoder: [ffmpeg] FFmpeg's libavcodec codec family
Selected video codec: [ffcvid] vfm: ffmpeg (Cinepak Video (native codec))
==========================================================================
==========================================================================
Forced audio codec: mad
Opening audio decoder: [pcm] Uncompressed PCM audio decoder
AUDIO: 11025 Hz, 1 ch, s8, 88.2 kbit/100.00% (ratio: 11025->11025)
Selected audio codec: [pcm] afm: pcm (Uncompressed PCM)
==========================================================================



It seems the movies won't be the problem after all. As long as the devs decide to bother to integrate a player at least.
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Post Fri Jan 23, 2009 7:42 pm 
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clone2727
Retired


Joined: 09 Jun 2006
Posts: 1592
Location: NJ, USA
 

All of the original Myst videos use Cinepak and raw audio. All of Riven use Cinepak and QT IMA ADPCM. Myst ME uses a barrage of different codecs. Cinepak and Sorenson 3 are the two video codecs and it uses various raw audio codecs and QDesign Music 2.

As for a Myst/Riven engine, I've been working on one. The process has been slowed down by real life, but it is coming along slowly but surely. (See here for random and scattered posts on the progress.)

@bobdevis: We're currently using a built-in QuickTime player for the engine based off of ffmpeg's implementation.

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Post Fri Jan 23, 2009 8:24 pm 
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Freddo



Joined: 31 Oct 2005
Posts: 280
 

Ooooh, interesting Smile

I got the Amiga version of Myst. Nowdays I have to use an Amiga emulator to play the game, not very pleasant.

Don't think the data is stored in the same way as the MAC/PC versions, tho.

EDIT: Just checked, and the video files are normal Quicktime .mov files.


Last edited by Freddo on Fri Jan 23, 2009 9:06 pm; edited 1 time in total

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Post Fri Jan 23, 2009 8:58 pm 
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clone2727
Retired


Joined: 09 Jun 2006
Posts: 1592
Location: NJ, USA
 

quote:
Originally posted by Freddo
I got the Amiga version of Myst. Nowdays I have to use an Amiga emulator to play the game, not very pleasant.

Don't think the data is stored in the same way as the MAC/PC versions, tho.
I've looked at an Amiga demo, and it's different. Only the Windows version of Myst, Windows/Macintosh versions of Riven (they're hybrid discs), and Myst ME use this. All other platforms use a different engine.
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Post Fri Jan 23, 2009 9:01 pm 
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JamesWoodcock



Joined: 09 Nov 2005
Posts: 217
Location: England UK
 

The Gene Machine for me Smile

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Post Sun Jan 25, 2009 10:54 am 
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Wishbone



Joined: 09 Dec 2008
Posts: 7
Location: Denmark
 

Games I'd love to see working through ScummVM:

Sanitarium
Innocent Until Caught 1 + 2
KGB

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Post Sun Jan 25, 2009 2:26 pm 
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SuperDre



Joined: 31 May 2007
Posts: 157
Location: helmond.nl
 

quote:
Originally posted by clone2727
As for a Myst/Riven engine, I've been working on one. The process has been slowed down by real life, but it is coming along slowly but surely. (See here for random and scattered posts on the progress.)


Well, maybe it would be a good idea if you try to add the engine to scummvm, which means yet another standard engine incorporated into Scummvm, and which also propably means more help fixing it..
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Post Sun Jan 25, 2009 6:15 pm 
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Longcat



Joined: 23 Sep 2006
Posts: 948
 

why? are YOU going to help develop it? I bet it is going to hit trunk when the time is right.

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Post Sun Jan 25, 2009 7:39 pm 
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clone2727
Retired


Joined: 09 Jun 2006
Posts: 1592
Location: NJ, USA
 

quote:
Originally posted by Jonatan
I bet it is going to hit trunk when the time is right.
Exactly Smile
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Post Sun Jan 25, 2009 7:40 pm 
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md5
ScummVM Developer


Joined: 03 Nov 2005
Posts: 2256
Location: Athens, Greece
 

quote:
Originally posted by bobdevis

It seems the movies won't be the problem after all. As long as the devs decide to bother to integrate a player at least.


Wow, great post, really useful. Yes, we don't bother with such mundane and awfully easy tasks like adding a whole decoder for QuickTime, after all it's something dead easy to do, and we got the manpower to do it, we just don't bother. Maybe you could write a decoder for us quickly, since it's such an easy task? After all, you seem to know what you're talking about
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Post Sun Jan 25, 2009 10:59 pm 
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bobdevis



Joined: 16 Jan 2009
Posts: 563
 

quote:
Originally posted by md5

Wow, great post, really useful. Yes, we don't bother with such mundane and awfully easy tasks like adding a whole decoder for QuickTime, after all it's something dead easy to do, and we got the manpower to do it, we just don't bother. Maybe you could write a decoder for us quickly, since it's such an easy task? After all, you seem to know what you're talking about


I'm sorry, that came out wrong. What I ment is that I know you are doing this for fun and not for money. So we should be thankful for all we are getting. You aren't getting payed, so you (the devs) have to want (be bothered) to add stuff.
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Post Mon Jan 26, 2009 12:35 am 
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