Weird Quest For Glory 3 issues
Moderator: ScummVM Team
Weird Quest For Glory 3 issues
I have some issues with my copy of QFG3. I'm running Windows 7 x64 and 64-bit ScummVM, version 1.2.0.
First, the game is being detected as German version and it isn't. Not that much of an issue, it plays in English, but I might as well report it. It does give me a warning:
User picked target 'qfg3-de' (gameid 'sci')...
Looking for a plugin supporting this gameid... SCI Engine [SCI0, SCI01, SCI10, SCI11]
Starting 'Sierra SCI Game'
Emulating SCI version SCI1.1
WARNING: Attempt to use invalid/unused file handle 65535!
WARNING: Attempt to use invalid/unused file handle 65535!
The only file external resource I have is 65535.MAP - though the game seems to work even despite the warning.
So, I tried 1.3.0 SVN build just now and it crashed:
User picked target 'qfg3-de' (gameid 'sci')...
Looking for a plugin supporting this gameid... SCI Engine [SCI0, SCI01, SCI10, SCI11, SCI32]
Starting 'Sierra SCI Game'
Somehow I can't seem to find the sound files I need (RESOURCE.AUD/RESOURCE.SFX), aborting!
Well, there is no AUD/SFX, that's true, but 1.2.0 plays all sound/music just fine as far as I can tell. I checked my floppies and I don't have any of these files on it.
On a related note, ScummVM will crash back to desktop when I mass-add games and some are deemed invalid - this happened when I copied QFG3 files from floppies but didn't yet join all RESOURCE.* into RESOURCE.000, as the install program would do. I get a message that unidentified SCI game was found in the console.
By the way, I know very little about MIDI and instrument patches and whatnot so when removing unused files from SCI games, do I need PATCH.000 (and similar) or does ScummVM use it's own mappings anyway? There are other files I'm unsure of, I know I can delete executables (including DLL/DRV/OVL) and install scripts/text files but there are a few mysteries:
SQ1GMPAT - in SQ1
INTERP.TXT / INTERP.ERR - not used by ScummVM I presume?
LARRY3.DRV - in LSL3, not a real DRV
RESOURCE.LL3 - in LSL3
Also, my version of KQ6 (a part of a collection CD) is being detected as both DOS and Windows game - is there a preference for better compatibility? So far there is just different opening animation (AVI file) and Windows version tends to show "busy" mouse cursor more often (DOS one just hides it).
First, the game is being detected as German version and it isn't. Not that much of an issue, it plays in English, but I might as well report it. It does give me a warning:
User picked target 'qfg3-de' (gameid 'sci')...
Looking for a plugin supporting this gameid... SCI Engine [SCI0, SCI01, SCI10, SCI11]
Starting 'Sierra SCI Game'
Emulating SCI version SCI1.1
WARNING: Attempt to use invalid/unused file handle 65535!
WARNING: Attempt to use invalid/unused file handle 65535!
The only file external resource I have is 65535.MAP - though the game seems to work even despite the warning.
So, I tried 1.3.0 SVN build just now and it crashed:
User picked target 'qfg3-de' (gameid 'sci')...
Looking for a plugin supporting this gameid... SCI Engine [SCI0, SCI01, SCI10, SCI11, SCI32]
Starting 'Sierra SCI Game'
Somehow I can't seem to find the sound files I need (RESOURCE.AUD/RESOURCE.SFX), aborting!
Well, there is no AUD/SFX, that's true, but 1.2.0 plays all sound/music just fine as far as I can tell. I checked my floppies and I don't have any of these files on it.
On a related note, ScummVM will crash back to desktop when I mass-add games and some are deemed invalid - this happened when I copied QFG3 files from floppies but didn't yet join all RESOURCE.* into RESOURCE.000, as the install program would do. I get a message that unidentified SCI game was found in the console.
By the way, I know very little about MIDI and instrument patches and whatnot so when removing unused files from SCI games, do I need PATCH.000 (and similar) or does ScummVM use it's own mappings anyway? There are other files I'm unsure of, I know I can delete executables (including DLL/DRV/OVL) and install scripts/text files but there are a few mysteries:
SQ1GMPAT - in SQ1
INTERP.TXT / INTERP.ERR - not used by ScummVM I presume?
LARRY3.DRV - in LSL3, not a real DRV
RESOURCE.LL3 - in LSL3
Also, my version of KQ6 (a part of a collection CD) is being detected as both DOS and Windows game - is there a preference for better compatibility? So far there is just different opening animation (AVI file) and Windows version tends to show "busy" mouse cursor more often (DOS one just hides it).
Re: Weird Quest For Glory 3 issues
This has nothing to do with 65535.MAP and is probably a game bug.dknute wrote: WARNING: Attempt to use invalid/unused file handle 65535!
WARNING: Attempt to use invalid/unused file handle 65535!
The only file external resource I have is 65535.MAP - though the game seems to work even despite the warning.
Oops, I put that error message there.dknute wrote: Somehow I can't seem to find the sound files I need (RESOURCE.AUD/RESOURCE.SFX), aborting!
I'm disabling it for now until we can fix this properly.
By the way, I know very little about MIDI and instrument patches and whatnot so when removing unused files from SCI games, do I need PATCH.000 (and similar) or does ScummVM use it's own mappings anyway? There are other files I'm unsure of, I know I can delete executables (including DLL/DRV/OVL) and install scripts/text files but there are a few mysteries:
This is used for General MIDI support.dknute wrote: SQ1GMPAT - in SQ1
These are created automatically by the game if they are not found. I believe they deal with the maturity quiz and a few other things. The INTERP.* files are not used by ScummVM, as you guessed.dknute wrote: LARRY3.DRV - in LSL3, not a real DRV
RESOURCE.LL3 - in LSL3
We use hi-res portraits in the Windows version. I think the DOS version uses lo-res portraits at all times. That's a matter of taste, I guess.dknute wrote: Also, my version of KQ6 (a part of a collection CD) is being detected as both DOS and Windows game - is there a preference for better compatibility?
Hi there
Please submit a bug report about your version to our bug tracker. Check here:
http://www.scummvm.org/faq.php#question.report-bugs
As for the warnings... they are harmless enough. The actual error has been disabled in r54735, so your version should be playable again.
INTERP.* isn't used by ScummVM.
SQ1GMPAT... I suppose that's the after market GM support, same as the after market GM support tool:
http://www.queststudios.com/quest/Utilities.html
LARRY3.DRV is not a real driver as you said, you can delete it
RESOURCE.LL3 isn't used
As for KQ6CD... there were 2 versions of it, a DOS and a Windows one. The Windows one had upscaled 2x graphics (so it ran at 640x480), some hi-res graphics (e.g. the menu on top), different cursors (we show the DOS ones by default, the Windows ones are black and white, small and ugly, but you can toggle them if you want), AVI videos and high res character portraits when speech is enabled
Please submit a bug report about your version to our bug tracker. Check here:
http://www.scummvm.org/faq.php#question.report-bugs
As for the warnings... they are harmless enough. The actual error has been disabled in r54735, so your version should be playable again.
INTERP.* isn't used by ScummVM.
SQ1GMPAT... I suppose that's the after market GM support, same as the after market GM support tool:
http://www.queststudios.com/quest/Utilities.html
LARRY3.DRV is not a real driver as you said, you can delete it
RESOURCE.LL3 isn't used
As for KQ6CD... there were 2 versions of it, a DOS and a Windows one. The Windows one had upscaled 2x graphics (so it ran at 640x480), some hi-res graphics (e.g. the menu on top), different cursors (we show the DOS ones by default, the Windows ones are black and white, small and ugly, but you can toggle them if you want), AVI videos and high res character portraits when speech is enabled
- MusicallyInspired
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Yes, they are available as an opt-in feature in the SVN version. I'm not quite sure about the KQ5 Windows version, it seems that this one is using the icons of the floppy version...MusicallyInspired wrote:So the Win3.1 cursors for KQ6Win are available in the latest SVN now? Are they for KQ5Win as well? Is it as similar procedure to enable them?
Okay, did some research on "Sierra On-Line's after-market support for General MIDI". Thanks for the hint md5, this stuff should really make its way into next ScummVM README
Anyway, not sure why the file got named SQ1GMPAT but for ScummVM it has to be either 4.PAT in the game directory or SQ1_GM.PAT in extras path. If anyone wants to use DOSBox and the GM DRV files, it has to be the first option. There's a READ.ME in the package that explains things pretty well. I'm quite happy with the result, PC-speaker and FM-synth music is how I remember my first contact with Sierra games but I have to say General MIDI is nice too.
However, this update is only for few selected games and Police Quest 2 is not on the list. But, on my CD, there are some additional files for this game as well. Those are PATCH.000 and PATCH.101. And there is a READ.ME included as well but I can't quite figure it out. This is what it says:
I have no idea what "old/new system" is (SCI version?) and what files, if any, I should be using. I don't have MIDI.EXE and those per-game patches that are mentioned, the 2 files I have are clearly for PQ2: PATCH.000 has "D110 - POLICE QUEST II POLICE QUEST II * The Vengence *" string in it, and PATCH.101 has "CTPOLICE QUEST II".
So, do I need to put those somewhere, or name properly, for ScummVM to use? Is it even supported, since I get a console warning stating:
WARNING: Game has no native support for General MIDI, applying auto-mapping!
Unlike SQ1 however, I don't get that warning dialog that shows up without the PAT file.
Help?
Anyway, not sure why the file got named SQ1GMPAT but for ScummVM it has to be either 4.PAT in the game directory or SQ1_GM.PAT in extras path. If anyone wants to use DOSBox and the GM DRV files, it has to be the first option. There's a READ.ME in the package that explains things pretty well. I'm quite happy with the result, PC-speaker and FM-synth music is how I remember my first contact with Sierra games but I have to say General MIDI is nice too.
However, this update is only for few selected games and Police Quest 2 is not on the list. But, on my CD, there are some additional files for this game as well. Those are PATCH.000 and PATCH.101. And there is a READ.ME included as well but I can't quite figure it out. This is what it says:
Code: Select all
Old System Patches shipped on Disk:
Patch.001 MT-32 (LAPC-I, CM32-L, CM64)
Patch.002 IMF/FB01
Patch.003 Adlib/SoundBlaster
Patch.004 Casio MT540/CT460
Patch.007 Casio CSM-1
Patch.101 CMS
BBS Support:
Patch.000 D110/10/20
New System Patches Shipped on Disk:
Patch.001 MT-32 (LAPC-I, CM32-L, CM64)
Patch.003 Adlib/SoundBlaster
Patch.101 CMS
BBS Support:
Patch.002 IMF/FB01
MIDI.EXE sysex loader is used to load patches for other devices. Devices
supported in this manner:
Roland D110 (Patches named: KQ5D110, QFG2D110, etc...)
Roland D10/20 (Patches named: KQ5D20, QFG2D20, etc...)
EMU Proteus/1 (Patches named: KQ5PRO1, QFG2PRO1, etc...)
EMU Proteus/2 (Patches named: KQ5PRO2, QFG2PRO2, etc...)
These patches must be loaded into the device before playing the game by
using MIDI.EXE. D-110/10/20's must always be set to unit #18 in order to
receive the sysex massage. EMU Proteus/1 & Proteus/2 must be set to Unit
00. Run MIDI and load the appropriate patch. Run the Sierra game using the
MT-32 driver.
NOTE: Casio is not supported as of yet in the new system. However, there
are plans to support some of their devices in the future. The Music
Department will keep the BBS up to date as new drivers and patches become
available.
OLD SYSTEM
PATCH#
GAME 000 001 002 003 004 007 101
Camelot X X X X X X X
CB X
Hoyles X
ICE X X X
KQ1 X
KQ4 X X
LL2 X X
LL3 X
MG X
Oils X
PQ2 X X
QFG1 X
Silph X
Sorc X X X X X X X
SQ3 X X X
NEW SYSTEM Extra Patches/Drivers
Device
GAME D110 D10/20 Prot1 Prot2 IMF
Jones X X
KQ5 X X X X X
QFG2 X X X X X
Stellar X
Thex2 X X
So, do I need to put those somewhere, or name properly, for ScummVM to use? Is it even supported, since I get a console warning stating:
WARNING: Game has no native support for General MIDI, applying auto-mapping!
Unlike SQ1 however, I don't get that warning dialog that shows up without the PAT file.
Help?
- MusicallyInspired
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- MusicallyInspired
- Posts: 1138
- Joined: Fri Mar 02, 2007 8:03 am
- Location: Manitoba, Canada
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I'm not sure if you mean that KQ5Win uses the floppy cursors or if ScummVM is currently only using the floppy cursors. It does have its own set of small B&W cursors, though.md5 wrote:Yes, they are available as an opt-in feature in the SVN version. I'm not quite sure about the KQ5 Windows version, it seems that this one is using the icons of the floppy version...MusicallyInspired wrote:So the Win3.1 cursors for KQ6Win are available in the latest SVN now? Are they for KQ5Win as well? Is it as similar procedure to enable them?
How do you toggle the small cursors in KQ6? New GUI checkbox or console command?
- MusicallyInspired
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- envisaged0ne
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- MusicallyInspired
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As I understand it, all "SCI01" games are SCI1 but are EGA rather than VGA and contain a parser in the interpreter, hence the "0" before the "1".clone2727 wrote:No, it's still SCI1. Also, only the DOS version of KQ1 is SCI01; the Amiga version is SCI1.MusicallyInspired wrote:Isn't QFG2 SCI01 like KQ1?
SCI01 was an SCI0 branch used for translations. It's really 0.1.MusicallyInspired wrote:As I understand it, all "SCI01" games are SCI1 but are EGA rather than VGA and contain a parser in the interpreter, hence the "0" before the "1".clone2727 wrote:No, it's still SCI1. Also, only the DOS version of KQ1 is SCI01; the Amiga version is SCI1.MusicallyInspired wrote:Isn't QFG2 SCI01 like KQ1?