PSX version seems to use a different sample format, that's why compression doesn't work. I created the compression utility, but I don't own Discworld PSX unfortunately.ScummBoy wrote:BTW:
I hear only noises when I was trying to compress English.smp (PSX) to ogg. Why is that?
Search found 7 matches
- Tue Nov 24, 2009 8:55 am
- Forum: General Discussion
- Topic: Discworld1 PC + PSX Speeches - Possible?
- Replies: 25
- Views: 15925
Re: Discworld1 PC + PSX Speeches - Possible?
- Wed Sep 30, 2009 4:19 pm
- Forum: General Discussion
- Topic: Discworld audio compression planned?
- Replies: 8
- Views: 7386
If it plays music depending on what sample is played (sample offset), then that would need to get fixed. Anyway such behaviour would only work on the English (uncompressed) version of the game, so it would not be good anyway. Perhaps one should have done it by using the sample index, because that do...
- Tue Sep 29, 2009 1:18 pm
- Forum: General Discussion
- Topic: Discworld audio compression planned?
- Replies: 8
- Views: 7386
Re: Discworld audio compression planned?
I already wrote in other tinsel compression thread. Question now: has the tool run through tests since your last post? I mean do you see it as stable or should one wait until next release? I already compressed DW1 and DW2 successfully but at least with the compressed files from DW I got some messag...
- Thu Jul 02, 2009 11:37 pm
- Forum: General Discussion
- Topic: Tinsel MP3/OGG/FLAC support beta test
- Replies: 13
- Views: 11219
Though I certainly can't speak for the developers... having fooled around with various SCI games in ScummVM, I can say that the audio code on games that are large enough where compression would be worth it is very much still a work in progress. It works very well on SCI0 games, but not so well on n...
- Thu Jul 02, 2009 6:34 am
- Forum: General Discussion
- Topic: Tinsel MP3/OGG/FLAC support beta test
- Replies: 13
- Views: 11219
Anyone interested in SCI mp3/ogg/flac support? Shouldn't that wait for the engine to stabilise? a resource.aud compressing utility isn't that much of a problem and the sound code seems to already work just fine. I wouldn't of course compress samples within resource.0*, because those are already com...
- Wed Jul 01, 2009 8:46 pm
- Forum: General Discussion
- Topic: Tinsel MP3/OGG/FLAC support beta test
- Replies: 13
- Views: 11219
Just uploaded it. It now works on DiscWorld2 (German) as well. Had to implement ADPCM 6-bit decoding. btw. I'm copying the first 5000 bytes of *.smp into the compressed version so that detection still works. Also I'm using the first index for MP3/OGG/FLAC detection, this shouldn't hurt, because DW1 ...
- Wed Jul 01, 2009 12:54 pm
- Forum: General Discussion
- Topic: Tinsel MP3/OGG/FLAC support beta test
- Replies: 13
- Views: 11219
Tinsel MP3/OGG/FLAC support beta test
Hi there, I just implemented MP3/OGG/FLAC support into the tinsel (Discworld 1&2) engine. Currently it only works on Discworld 1, because I need to decode the audio data of Discworld 2. Anyway, I would like to have some people test it out before I submit the patch. Anyone in here willing to do s...