NewRisingSun wrote:It's also possible that you had your Sound Blaster set to IRQ 5; SQ3's SNDBLAST.DRV only works with IRQ 7.
I don't have SQ3's original SNDBLAST.DRV, but I used KQ1SCI's and it seems to behave in the same way - it crashed when I set DOSBox's SB to IRQ5 (and DOSBox crashed with it). Using the BLASTER2.DRV driver I mentioned earlier didn't cause the crash and both KQ1SCI and SQ3 worked fine with IRQ5. Now that I think of it, I didn't encounter this problem in any other Sierra game except KQ1SCI when I used a real SB set on IRQ5 in the past. Are there any other Sierra games that use this problematic driver except KQ1SCI and SQ3?
Incidentally, both SNDBLAST.DRVs from spacequest.net work with IRQ5, even though only one of them is supposed to according to what's written on that page.
NewRisingSun wrote:SirGraham wrote:For some reason, I have a driver called BLASTER2.DRV in my 1.0P copy, and it works fine in 1.0P and in 1.018. I haven't seen this driver anywhere else, did you encounter it?
That one could be downloaded from Sierra's BBS. It wasn't shipped with the game.
Oh, so it's really an official Sierra driver? I figured it was a custom made driver, just like your MTBLAST.DRVs, because I never seen it anywhere else. Like I said above, it works even with IRQ5, and it's also compatible with KQ1SCI, so it's a superior driver to the original SNDBLAST.DRV.
NewRisingSun wrote:SirGraham wrote:Apparently, neither emulator has a proper support for this device (in DOSBox it even causes the game to freeze right after Roger jumps from his pod).
Correct.
So, that's another thing for the devs 😀
NewRisingSun wrote:SirGraham wrote:Are you sure that's the palette produced by using CGA320C.DRV in this version of KQ4SCI?
On a VGA, yes. On a CGA, since the palette selection bit in port 0x3d9 is inactive if the monochrome bit is set in port 0x3d8 (which it is in mode 5), you get a low-intensity cyan/red/gray with a blue background. See picture.
I was also able to achieve the palette that your picture shows with v1.006.003 if I used the driver CGA320B.DRV (and on VGA it looked like Great Hierophant's picture), so I believe this early version of KQ4SCI simply includes the CGA320B.DRV but it's named CGA320C.DRV. So, perhaps if you'll use CGA320C.DRV from later versions of KQ4SCI, v1.000.111 will also look like other SCI games look with this driver?
NewRisingSun wrote:Not if you're using DosBox, while I used MESS to take that screenshot. The driver is the same; DosBox honors the palette select bit of port 0x3d9 even when the monochrome bit of port 0x3d8 is set; MESS doesn't, neither does the real CGA as far as I have observed.
Like I said above, all SCI games look like that with the CGA320B.DRV driver under MESS. But it doesn't make sense that this is how they're supposed to look on a real CGA - this driver was designed so these games will look like AGI games (i.e., red/brown/green/blue) on a CGA, so how come they look like that only on VGAs?
BTW, if the palette that MESS displays when using the CGA320B.DRV driver is really how it should look on a real CGA, then that's another thing that should be fixed in DOSBox's CGA emulation.
NewRisingSun wrote:SirGraham wrote:so they didn't actually "add" SB support, they just added the driver.
That's what SB support usually means.
Let me rephrase that - Sierra didn't improve the samples of SQ3 for the 1.018 release, nor did they add any new samples, they just added the driver. Correct?
BTW, SQ3 was the first Sierra game that included sampled speech, right?
NewRisingSun wrote:Some spelling corrections,
Do you mean like with the "Lite Speed" thing?
the ADL driver was improved (compare how the first note sounds in 1.018 and 1.0P), and the game waits for the title screen music to finish before starting the "pod fly-by" sequence.
This "waiting" is not controlled by the ADL.DRV, though. Even if the driver is taken from 1.018, 1.0P still doesn't "wait".
NewRisingSun wrote:SirGraham wrote:I remember there was also version 1.052, what's the deal with that?
German version.
Someone who calles himself HWM made this exhaustive list about the different versions of the Sierra games, and he claims that SQ3 1.052 is a German/English version rather than a pure German version. But what's weirder than that, he puts this specific version of SQ3 in the same interperter category with QFG2 (what he calles SCI01 😁), and he also puts LSL3 v1.050 and KQ1SCI in this category. I thought that the only SCI1 game that uses a parser is QFG2.
NewRisingSun wrote:But yes, I have tried it --- not because I have a real Tandy SL/TL, but because I had written a Tandy DAC emulator, originally written for the original SimCity game, which works nice with SQ3's TANDY.DRV as well (to my surprise, I have to admit) --- just the samples, of course, not the PSG music.
Do you still have this emulator? Perhaps it can be incorporated into DOSBox (like wd implied above), so it can start supporting this Tandy SL/TL.
Can you attach it here by the way? I'd like to listen to the SQ3 sample as there were originally intended to be heard.
By the way, your timer-bug patch for SQ1VGA contains SNDBLAST.DRV, and if I'm not mistaken, your other patches doesn't. What's this specific SNDBLAST.DRV is supposed to fix?
wd wrote:> On a VGA, yes. On a CGA, since the palette selection bit in port 0x3d9
> is inactive if the monochrome bit is set in port 0x3d […]
Show full quote
> On a VGA, yes. On a CGA, since the palette selection bit in port 0x3d9
> is inactive if the monochrome bit is set in port 0x3d8 (which it is in
> mode 5), you get a low-intensity cyan/red/gray with a blue background.
Is this cga driver file available somewhere? And did it produce
the c/r/gray palette on a real cga system as well?
From what I know, this older CGA320C.DRV works just like the CGA320B.DRV driver, so use it instead, unless I'm wrong (I attached it).