After reading your post I compiled (and partially tested) a Loom ScummVM CD with CDDA for the Dreamcast, there is virtually no lag at all! - the sound is instantaneous. It's not a special version, it's a data loading lag problem when using Loom with compressed audio. Mc wrote:Pardon me, but is this some special version of Loom which does not work with CD-DA? Because Loom is running fine for me when using the original CD which has CD-DA sound. Both these methods do not have the best transfer rate for dealing with a single audio file of that size, and especially if memory restrictions mean that you have to seek the audio file every time the game requires a chunk of audio to play. Loading Time Problem with Loom CD VersionĪlthough a different platform entirely, the same principle applies to both consoles: it's a matter of the memory/processing/data transfer rate, the Dreamcast is restricted with the data on CDR, the Wii it seems is restricted to the data on SD card. It appears the Wii port has the same problem too: The problem with Loom and the audio track is not a limitation of ScummVM though, it's a limitation of the hardware that's using ScummVM and that particular version of the game. So if the game says "play 5 seconds, starting at 50 minutes into the track", ScummVM has to decode 50 minutes worth of MP3 frame headers to find it. In Loom, on the other hand, there is only one, very long audio track. in the Monkey Island intro), it never has to seek far. the CD version of The Secret of Monkey Island, there are several CD tracks, but none of them is more than a few minutes so even if it has to seek within it (e.g. So if the game says "play 5 seconds, starting at 50 minutes into the track", ScummVM has to decode 50 minutes worth of MP3 frame headers to find it.Įriktorbjorn wrote:For games that use CD audio for music, e.g. but not much.) But there is, to the best of my knowledge, no seeking within the sound itself.įor games that use CD audio for music, e.g. (Of course, things get a little more complicated if the file has been compressed. ScummVM only has to find where in the file the desired sound is, but that's easy: The game script provides the exact offset. the Lucasart games' "monster.sou" files as well?Īs you say, the monster.sou file consists of lots and lots of smaller files. Update - Updated my git branch to the latest version and added a patch for Putt-Putt Saves the Zoo Lite (iOS).Who'sThere wrote:Did this only apply to the cdda tracks, or was it also used for say. Update - Added Win32 ScummVM 1.4.1-steam compiled binaries with all patches above. Update - Moved my steam patch to GitHub and cleaned it up as well. Update - Added Win32 ScummVM 1.4.0-steam compiled binaries with all patches above. Update - Added support for Loom's cdda.sou sound file! Credits go to apprentice_fu for figuring out the file format. But ScummVM will need this patch to play this particular version of the game. You can download this game from iTunes for free and then upgrade it to the full version. Support for Putt-Put Saves the Zoo Lite (iOS) The official ScummVM has added support for these Steam games since v1.7.0 so you no longer need a patch. Choose the directory that contains the executable called "testapp.exe" (the file containing the index file). This patch add support for these gameīy adding Steam as a platform, and using the index file inside the executable file. With ScummVM has been integrated in the executable file, making it impossible to play it with ScummVM. However the index file required for playing the games The Online Game Platform Steam has re-released a couple of the old LucasArts adventures. It honours the ScummVM Copy Protection setting too. It simply skips the copyprotection parts. While debugging the IQ problem I got annoyed by the manual check, so I compared the scripts of the VGA version on Steam and used it to create this patch. The patch has been integrated in ScummVM since version 1.4.0. The patch is actually created by fingolfin with a few corrections from me again. This fix is also in the ScummVM Patchtracker as ID 3306145. The bug and fixes where found by comparing the EGA scripts with the scripts of the VGA version. The EGA/Amiga version of Indiana Jones and the Last Crusade contains 2 script bugs that prevents the player for getting all the IQ points. On a rainy day I did some debugging of Scumm scripts in response to a request on the ScummVM forums.Īs a result I made some patches for ScummVM which may not be entirely in the spirit of ScummVM. Unofficial ScummVM patches Unofficial ScummVM Patches
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