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Old 05/21/2012, 07:14 am   #21
MusicallyInspired
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Quote:
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as opposed to what?
Certain games, if you enable Sound Blaster support, have digital sound effects. However, for the DOS versions, if you don't have a Sound Blaster they have MIDI equivalents. Like the sound of the ship taking off in SQ3 and SQ4 (disk version). KQ1SCI also has digital sound effects for the front gate when it closes. Water splashing, falling to the ground, etc. All the digital sound effects in SQ5. There are MIDI equivalent sound effects for all of these.

For SQ4 in particular, all the digital sound effects are merely lo-fi recordings of the MT-32 sound effects. So if you have MUNT or a real MT-32 you don't need the digital sound effects as they wouldn't sound as good as the real deal. However, ScummVM automatically defaults to digital sound effects no matter what in most cases. It used to be for all games, but only some now. At least there is some progress. That's been an issue for a long time.
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Old 06/20/2012, 07:21 am   #22
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Somaen's Wintermute engine for ScummVM for the Google Summer of Code is coming along nicely.

I just played through Rosemary with it, and it looked and played great (with the exception of the final scene and credits which didn't yet play due to a script runtime error). Here's a screenshot of Rosemary in ScummVM (compiled and played in Linux):



It's amazing that it's come so far so fast. It also already has features from the full Wintermute that the Wintermute Lite engine does not (video playback and sprite mirroring and rotation).
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Old 08/18/2012, 05:07 pm   #23
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The wintermute engine has come even farther now. I was able to get the Wintermute engine in ScummVM to compile in Windows (which I wasn't able to do last time I tested it, so I booted into Linux to test). (Update: It's available in the main tree now, so just download a daily build from scummvm.org).

The author of the Wintermute engine in ScummVM completed these five Wintermute games, so they should work with it: Dirty Split, The White Chamber, Chivalry is NOT dead, Rosemary, and Pigeons in the Park. I only played Dirty Split and Rosemary so far, but they both worked fine for me (although the videos are very slow, which is a problem that was inherited from the ogg video player used in ScummVM's Broken Sword 2.5 engine).
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Last edited by Jennifer; 09/09/2012 at 09:42 pm.
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Old 12/21/2012, 03:17 pm   #24
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It also already has features from the full Wintermute that the Wintermute Lite engine does not (video playback and sprite mirroring and rotation).
Not entirely true, I still haven't fixed rotation.
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Old 12/23/2012, 12:20 pm   #25
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ResidualVM is now considered stable and fully supports Grim Fandango. The first stable release, 0.1.0, is available in builds for Windows, Mac, and Linux.

There's also been a lot of progress in the unstable developments builds. Myst III is completeable (with glitches and some missing features), and Escape from Monkey Island is now playable up to Lucre Island (and the Escape from Monkey Island demo is completable now).
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Old 12/23/2012, 04:02 pm   #26
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Killer news! Downloading the new version now!!
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Old 12/23/2012, 04:04 pm   #27
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Fantastic news!
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Old 12/23/2012, 11:45 pm   #28
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I see they've given up on Journeyman 3 support, just as well since I've been done with that for a while, but still. But it's still good to see it finally making progress!
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Old 02/12/2013, 08:41 am   #29
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ResidualVM 0.1.1 "Lumbago Lemonade" is out now.

Although this is just a bugfix release, it's a big one. There's over 40 gameplay fixes for Grim Fandango, including fixes for 14 bugs that were present in LucasArts' original 1998 release.
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