Help testing Amiga Monkey Island + Sound!

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

Moderator: ScummVM Team

Zirus Blackheart
Posts: 3
Joined: Wed Jun 24, 2009 8:36 pm

Post by Zirus Blackheart »

Does anyone know where the amiga rom is availible from?
That questions proilly a no-no so, can someone tell me a way to get my pc to recognise my Monkey Island amiga disks?

Cheers :-)
User avatar
clone2727
Retired
Posts: 1611
Joined: Fri Jun 09, 2006 8:23 pm
Location: NJ, USA

Post by clone2727 »

Zirus Blackheart wrote:Does anyone know where the amiga rom is availible from?
That questions proilly a no-no so, can someone tell me a way to get my pc to recognise my Monkey Island amiga disks?

Cheers :-)
Forum Rule 0 on the roms. You'll have to find a way to dump your disks. There are several ways to dump them.
Zirus Blackheart
Posts: 3
Joined: Wed Jun 24, 2009 8:36 pm

Post by Zirus Blackheart »

Ah so it IS possible?
Zirus Blackheart
Posts: 3
Joined: Wed Jun 24, 2009 8:36 pm

Post by Zirus Blackheart »

Ah so it IS possible?
There was, last time i tryed, anyway to get my pc to recogtnise the disks as from the ground up its Amiga not PC.
Kinda like trying to get a CD32 to read a PC disk hehe :-)
User avatar
ezekiel000
Posts: 443
Joined: Mon Aug 25, 2008 5:17 pm
Location: Surrey, England

Post by ezekiel000 »

http://lclevy.free.fr/adflib/unadf.html
http://adfopus.sourceforge.net/
This should be fine right? not going against rule #0?
hippy dave
Posts: 129
Joined: Mon May 05, 2008 3:37 pm

Post by hippy dave »

ezekiel000 wrote:http://lclevy.free.fr/adflib/unadf.html
http://adfopus.sourceforge.net/
This should be fine right? not going against rule #0?
yeah no problem with those links.

the harder part is getting the .adf files on the pc in the first place. without buying fairly rare hardware for the pc, the only way i can remember to do this off the top of my head is by using an amiga to read the disks. you could use the amiga to make an .adf file, or in the case of monkey island, just read the individual files from the disks, then you can send them to the pc via a serial cable or by copying them to a pc-formatted floppy, or probably some other ways.

hassle, basically, but easier alternatives can't be discussed here (rule #0 again).
User avatar
Freddo
Posts: 287
Joined: Mon Oct 31, 2005 4:41 pm

Post by Freddo »

I used my Amiga 1200, copied the files to 720kb formatted PC floppys (after zipping them) and copied it over to the PC. Didn't make adf files.

So yeah, a bit of a hassle. But now it works fine.
nolange
Posts: 12
Joined: Mon Jun 22, 2009 4:50 pm

Post by nolange »

LogicDeLuxe wrote:Now played the entire game with that special ScummVM version and compared it on my Amiga 1200. Here are the things I noticed:
Thanks, which MI (language?) and ScummVM-Versions did you use (PC,Linux,PSP)?
LogicDeLuxe wrote:- Some musics annoyingly restart at certain points despite they are playing already. Most noticeable on Monkey Island when exploring the island where this happens on almost every screen.
I experienced this with the PSP Version when in the Melee Island Woods. But I cant replicate it under Win32... and it also doesnt occur always - but when it does the music seem to restart at every change. If you arent on PSP please run debuglevel 3 (-d 3) and see if "player_v4a: " or "Tfmx: " Messages appear when this occurs.
LogicDeLuxe wrote:- A very minor difference is there in the sound effects which is the opposite problem. Already playing samples can be retriggered on the Amiga. In ScummVM, it seems any sample is forced to be played to the end before it can be played again. This makes a subtle difference in the Scumm Bar kitchen, for instance. This would be a fix for perfectionists. I personally wouldn't mind much.
They can be retriggered in ScummVM aswell - I just dont believe I implemented it 100% the same way. Also everything is buffered in ScummVM which can delay effects (aint a big delay but should be noticeable). Which effect in the kitchen are you talking about exactly?
LogicDeLuxe wrote:Overall, the music and sound effects quality comes very close to a real Amiga with filter turned off. Almost any game actually turns the filter off, since it is rather useless. Except on an Amiga 1000, where you can't turn it off. If you intend to implement filters, then I would prefer a high quality resampling algorithm over that excessive lowpass filtering. And let the option to turn it off for the purists.
MI has the filter enabled and I cant stand it either :lol:
User avatar
LogicDeLuxe
Posts: 437
Joined: Thu Nov 10, 2005 9:54 pm

Post by LogicDeLuxe »

nolange wrote:
LogicDeLuxe wrote:Now played the entire game with that special ScummVM version and compared it on my Amiga 1200. Here are the things I noticed:
Thanks, which MI (language?) and ScummVM-Versions did you use (PC,Linux,PSP)?
It's the German version with the dark skin. Played on Windows 2000 with the ScummVM version you provided:
ScummVM 0.14.0svn (Jun 20 2009 23:34:34)
Features compiled in: zLib
Which effect in the kitchen are you talking about exactly?
Something is cooking there. The same sound is played in the storage deck in part 2.
MI has the filter enabled and I cant stand it either
Then, why don't you just turn it off? After all, MI is one of those few games from that time honoring the Amiga OS, thus even multitasking is available. Here is this simple tool which let you toggle the power led (actually being a filter indicator): http://www.rapidspread.com/file.jsp?id=zd8asd8trv



EDIT:

just checked with the debug parameter. With -b2 you'll start directly on the Monkey Island overview.
nolange wrote:I experienced this with the PSP Version when in the Melee Island Woods. But I cant replicate it under Win32... and it also doesnt occur always - but when it does the music seem to restart at every change. If you arent on PSP please run debuglevel 3 (-d 3) and see if "player_v4a: " or "Tfmx: " Messages appear when this occurs.

Code: Select all

E:\download\MonkeyVM\Win32>scummvm.exe -d 3 -b2 monkey-vga-amiga-de-1
Debuglevel (from command line): 3
Output sample rate: 44100 Hz
WARNING: Could not find theme 'scummmodern' falling back to builtin!
User picked target 'monkey-vga-amiga-de-1' (gameid 'monkey')...
  Looking for a plugin supporting this gameid... SCUMM Engine [all games]
  Starting 'The Secret of Monkey Island'
Using gameid monkey, variant VGA, extra VGA
Using MD5 '0a212fa35fa8421f31c1f3961272caf0'
Opening hashed: music.dat
Opening hashed: sample.dat
Opening hashed: 000.lfl
Opening hashed: 901.LFL
Opening hashed: disk01.lec
(0:1:0x5E): Opening hashed: 902.LFL
(0:1:0x61): Opening hashed: 904.LFL
(0:1:0x7AE): Opening hashed: disk01.lec
(38:10002:0x4127): Adding object 497 from room 38 into inventory
(2:1:0x10EE): Opening hashed: disk04.lec
(2:1:0x10EE): Opening hashed: disk01.lec
(2:10002:0x5ED3): Opening hashed: disk04.lec
(2:10002:0x5F9A): Opening hashed: disk02.lec
(2:10002:0x5FB3): setBoxFlags(9, 0x80)
(2:10002:0x5FB3): setBoxFlags(10, 0x80)
(2:10002:0x5FB3): setBoxFlags(11, 0x80)
(2:10002:0x5FB3): setBoxFlags(12, 0x80)
(2:10002:0x6018): Opening hashed: disk04.lec
player_v4a: play 116: song 15 - 7F
(2:10001:0x5E53): setBoxFlags(0, 0x00)
(2:10001:0x5E53): setBoxFlags(1, 0x00)
(2:10001:0x5E53): setBoxFlags(2, 0x00)
(2:10001:0x5E53): setBoxFlags(3, 0x00)
(2:10001:0x5E53): setBoxFlags(4, 0x00)
(2:10001:0x5E53): setBoxFlags(5, 0x00)
(2:10001:0x5E53): setBoxFlags(6, 0x00)
(2:10001:0x5E53): setBoxFlags(7, 0x00)
(2:10001:0x5E53): setBoxFlags(8, 0x00)
(2:10001:0x5E53): setBoxFlags(9, 0x00)
(2:10001:0x5E53): setBoxFlags(10, 0x00)
(2:10001:0x5E53): setBoxFlags(11, 0x00)
(2:10001:0x5E53): setBoxFlags(12, 0x00)
(3:10002:0x668B): setBoxFlags(25, 0x80)
(3:10002:0x668B): setBoxFlags(26, 0x80)
(3:10002:0x668B): setBoxFlags(27, 0x80)
(3:10002:0x668B): setBoxFlags(28, 0x80)
(3:10002:0x668B): setBoxFlags(29, 0x80)
(3:10002:0x668B): setBoxFlags(30, 0x80)
(3:10002:0x668B): setBoxFlags(31, 0x80)
(3:10002:0x668B): setBoxFlags(32, 0x80)
(3:10002:0x668B): setBoxFlags(33, 0x80)
(3:10002:0x668B): setBoxFlags(34, 0x80)
(3:10002:0x668B): setBoxFlags(35, 0x80)
(3:10002:0x668B): setBoxFlags(36, 0x80)
(3:10002:0x668B): setBoxFlags(37, 0x80)
(3:10002:0x66E9): setBoxFlags(19, 0x80)
(3:10002:0x66E9): setBoxFlags(20, 0x80)
(3:10002:0x66E9): setBoxFlags(21, 0x80)
(3:10002:0x66E9): setBoxFlags(22, 0x80)
(3:10002:0x66E9): setBoxFlags(23, 0x80)
(3:10002:0x66E9): setBoxFlags(24, 0x80)
player_v4a: play 116: song 15 - 7F
There a new player_v4a line every time I change room and the music restarts.
nolange
Posts: 12
Joined: Mon Jun 22, 2009 4:50 pm

Post by nolange »

LogicDeLuxe wrote:It's the German version with the dark skin. Played on Windows 2000 with the ScummVM version you provided:
ScummVM 0.14.0svn (Jun 20 2009 23:34:34)
Features compiled in: zLib
Good, gonna compile another Win32 Version after some more double-checking
LogicDeLuxe wrote:Something is cooking there. The same sound is played in the storage deck in part 2.
Hmm, this sounds quite similar to the real Amiga version for me, prolly just some timing issues.
LogicDeLuxe wrote:]Then, why don't you just turn it off?
Who says I dont? :P Was merely stating my opinion.

About the music-restarting bug: apparently it depends on whether you hear the "chapter introduction" or skip it after the music started. If the music started and you skipped it then theres no bug and I couldnt find it before.

edit: new Win32 Binaries are up, check first post
User avatar
LogicDeLuxe
Posts: 437
Joined: Thu Nov 10, 2005 9:54 pm

Post by LogicDeLuxe »

nolange wrote:Hmm, this sounds quite similar to the real Amiga version for me, prolly just some timing issues.
Now, it does to me too. Strange.
new Win32 Binaries are up, check first post
Music seems to be fine now.
hippy dave
Posts: 129
Joined: Mon May 05, 2008 3:37 pm

Post by hippy dave »

ok, here's my mac build, fresh from the svn branch this morning. i'm afraid it's intel-only, i'm not clever/motivated enough to make a universal build. it's also possible it might only work on leopard, sorry. also this will only play scumm games, i left out the other engines.

i haven't actually tested it yet but it works as far as the intro :)

download
User avatar
JohnnyWalker2001
Posts: 405
Joined: Mon Oct 16, 2006 1:27 pm
Location: London, UK

Post by JohnnyWalker2001 »

This is pretty darn awesome, but for those waiting for a "perfect" Amiga version, just use these MP3s in place of the MP3s from the CD-ROM.

You get all 256 colors, better interface, more animation, etc. BUT with the kick-ass Amiga soundtrack!

Get the Amiga music pack here:
http://www.scummbar.com/miamigapc/mipc-amigamusic2.zip
hippy dave
Posts: 129
Joined: Mon May 05, 2008 3:37 pm

Post by hippy dave »

just finished playing through monkey island, it's a long time since i played it on a real amiga so i can't give any direct comparison, but the music seemed to be working just fine :) didn't notice any problems.
User avatar
Red_Breast
Posts: 775
Joined: Tue Sep 30, 2008 10:33 pm
Location: The Bar Of Gold, Upper Swandam Lane.

Post by Red_Breast »

I just tried a 1.0rc with the demo of Monkey1 Amiga from the demo page.
I take it 1.0 won't be supporting the game (in it's entirety with audio)
As I haven't heard much about this I thought it was all good to go.
How come it hasn't been included yet?
Post Reply