Simon the Sorcerer 1 Amiga unknown Versions

General chat related to ScummVM, adventure gaming, and so on.

Moderator: ScummVM Team

User avatar
eriktorbjorn
ScummVM Developer
Posts: 3364
Joined: Mon Oct 31, 2005 7:39 am

Post by eriktorbjorn »

eriktorbjorn wrote:
Kirben wrote:SDL_Mixer provides MOD support, but isn't used by ScummVM, due to portability reasons. Several ports of ScummVM use custom backends for better performance, check http://wiki.scummvm.org/index.php/Platforms
If MikMod or ModPlug supports Protracker MOD music, I assume we could borrow code from there. (An alternative source for ModPlug would be the XMMS plugin.)

But I can't do it: I wouldn't have anything to test it with.
User avatar
Raziel
ScummVM Porter
Posts: 1307
Joined: Tue Oct 25, 2005 8:27 am
Location: a dying planet

Post by Raziel »

Test with what? MOD's?
Or are you talking about Amiga versions of games which have this Protracker music?

If the latter one i can provide few original copies of them.
User avatar
sev
ScummVM Lead
Posts: 2070
Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

eriktorbjorn wrote:But I can't do it: I wouldn't have anything to test it with.
I can test it for you :) And you may use ITE as a test base, i.e. replace MIDs with MODs in Win32 version (or early demo) to get MOD player working. 8)


Eugene
Kirben
ScummVM Developer
Posts: 417
Joined: Wed Sep 21, 2005 12:15 pm
Location: Melbourne, Victoria, Australia

Post by Kirben »

eriktorbjorn wrote: If MikMod or ModPlug supports Protracker MOD music, I assume we could borrow code from there. (An alternative source for ModPlug would be the XMMS plugin.)

But I can't do it: I wouldn't have anything to test it with.
SDL_Mixer uses intergrated code from MikMod for play back of MOD formats, so MikMod would be fine.

A demo of Simon the Sorcerer 1 (Amiga ECS) is available at http://quick.mixnmojo.com/demos/simon1amigademo.zip.
But the gameamiga file will need to be unpacked manually with extract_simon1_amiga, and md5 details added to ScummVM.
User avatar
sev
ScummVM Lead
Posts: 2070
Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

Kirben wrote:But the gameamiga file will need to be unpacked manually with extract_simon1_amiga, and md5 details added to ScummVM.
Additionally you will need to unpact 7tune file from the demo which is packed MOD file. And if you ask, yes, this is better target than that ITE hack I mentioned above ;)


Eugene
User avatar
eriktorbjorn
ScummVM Developer
Posts: 3364
Joined: Mon Oct 31, 2005 7:39 am

Post by eriktorbjorn »

sev wrote: Additionally you will need to unpact 7tune file from the demo which is packed MOD file. And if you ask, yes, this is better target than that ITE hack I mentioned above ;)
Does anyone know how it is packed?
Kirben
ScummVM Developer
Posts: 417
Joined: Wed Sep 21, 2005 12:15 pm
Location: Melbourne, Victoria, Australia

Post by Kirben »

eriktorbjorn wrote:
sev wrote: Additionally you will need to unpact 7tune file from the demo which is packed MOD file. And if you ask, yes, this is better target than that ITE hack I mentioned above ;)
Does anyone know how it is packed?
Check decrunchFile() in simon/simon.cpp of ScummVM source code.
User avatar
eriktorbjorn
ScummVM Developer
Posts: 3364
Joined: Mon Oct 31, 2005 7:39 am

Post by eriktorbjorn »

Kirben wrote:Check decrunchFile() in simon/simon.cpp of ScummVM source code.
Ok, I'll see if I can figure something out. I'll let someone who knows how it should be done worry about adding the demo details to the Simon engine because, as was said earlier, that hasn't been done yet. ScummVM currently says:

Code: Select all

MD5s of your game version are unknown. Please, report following data to
ScummVM team along with your game name and version:
ICON.PKD: ebc96af15bfaf75ba8210326b9260d2f
STRIPPED.TXT: 8edde5b9498dc9f31da1093028da467c
TBLLIST: 1247e024e1f13ca54c1e354120c7519c
gameamiga: 4696309eed9d7335c62ebb87a0f006ad
icon.pkd: ebc96af15bfaf75ba8210326b9260d2f
stripped.txt: 8edde5b9498dc9f31da1093028da467c
tbllist: 1247e024e1f13ca54c1e354120c7519c
Kirben
ScummVM Developer
Posts: 417
Joined: Wed Sep 21, 2005 12:15 pm
Location: Melbourne, Victoria, Australia

Post by Kirben »

eriktorbjorn wrote: Ok, I'll see if I can figure something out. I'll let someone who knows how it should be done worry about adding the demo details to the Simon engine because, as was said earlier, that hasn't been done yet. ScummVM currently says:

Code: Select all

MD5s of your game version are unknown. Please, report following data to
ScummVM team along with your game name and version:
ICON.PKD: ebc96af15bfaf75ba8210326b9260d2f
STRIPPED.TXT: 8edde5b9498dc9f31da1093028da467c
TBLLIST: 1247e024e1f13ca54c1e354120c7519c
gameamiga: 4696309eed9d7335c62ebb87a0f006ad
icon.pkd: ebc96af15bfaf75ba8210326b9260d2f
stripped.txt: 8edde5b9498dc9f31da1093028da467c
tbllist: 1247e024e1f13ca54c1e354120c7519c
I added the details for the Amiga ECS demo of Simon the Sorcerer 1 to ScummVM CVS. That gameamiga file is still the packed version though, be sure to unpack file and rename back to gameamiga, before using ScummVM.
User avatar
sev
ScummVM Lead
Posts: 2070
Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

eriktorbjorn wrote:
Kirben wrote:Check decrunchFile() in simon/simon.cpp of ScummVM source code.
Ok, I'll see if I can figure something out. I'll let someone who knows how it should be done worry about adding the demo details to the Simon engine because, as was said earlier, that hasn't been done yet. ScummVM currently says:
Alternatively you may extract them manually with "extact_simon1_amiga file" from tools package.


Eugene
User avatar
eriktorbjorn
ScummVM Developer
Posts: 3364
Joined: Mon Oct 31, 2005 7:39 am

Post by eriktorbjorn »

I've submitted an experimental patch for adding MikMod support to ScummVM. Perhaps this could be useful for some Amiga music?

I haven't done much testing of it, though. I was stuck for much too long on a silly programming error. With that out of the way, I don't feel like looking any more at it right now. :)
marzipan
Posts: 301
Joined: Fri Nov 25, 2005 4:10 pm

Post by marzipan »

This sounds good! Have you tried experimenting with the Amiga MI1 music while we're on the subject of Amiga tunes?

I was just wondering whether that would be another way of making it work or whether it really does have to be specific TFMX code and that.
User avatar
sev
ScummVM Lead
Posts: 2070
Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

marzipan wrote:This sounds good! Have you tried experimenting with the Amiga MI1 music while we're on the subject of Amiga tunes?

I was just wondering whether that would be another way of making it work or whether it really does have to be specific TFMX code and that.
mikmod can't play TFMX modules. There is a standalone player. If somebody would put that in proper C, then we would gladly include it in ScummVM.


Eugene
fingolfin
Retired
Posts: 1452
Joined: Wed Sep 21, 2005 4:12 pm

Post by fingolfin »

The URL Eugene gave unfortunately doesn't work for me, but another TFMX player can be found here: http://indac.uni-koeln.de/hosted/neochrome/audio.html
User avatar
sev
ScummVM Lead
Posts: 2070
Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

That's the same player. Apparently the page has moved to that new place. It seems that this is only C implementation of TFMX, even xmms uses it. Another one is UADE's approach which is basically a m68k emulator with binary code snippets from Amiga players which get interpreteted.


Eugene
Post Reply