VOGONS


First post, by AdrianWhite

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Trying to figure out why Kings Quest 6 is having problems running its introduction:

SOUND PROBLEM - Get "3001.syn not found" during intro as Cassima starts to talk. After doing some testing noticed that this error doesn't occur when running install.exe and choosing no speech.

GRAPHICS PROBLEM - While doing testing noticed that the animations in the intro ran perfectly using DOSBox5.8, whereas they are jerky and do not run properly with later DOSBox versions.

Reply 1 of 13, by NewRisingSun

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The error message indicates that your KQ6 installation is lacking said file. The error does not occur when selecting "No Speech" because said file contains lip-sync information, and when there's no speech, there's no need to lip-sync, so the file is not accessed.
After a fresh install from the original floppy disks, said file is in an archive named SYNC.EXE, which is extracted when running KQ6.BAT for the first time.

Reply 3 of 13, by AdrianWhite

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This is great, appreciate u guys helping me out-

@NewRisingSun: I must be losing it, this is just embarrassing - though in my defence its the first sierra .bat file ive seen to do something other than just execute sierra.exe (or scidhuv.exe)

@rcblanke: Just taking a look at Vasyl's patch right now - hopefully it will be integrated into the CVS soon 😀

Just a thought - dont suppose there's any chance Vasyl may be unaware that the intro animations run perfectly in DOSBox 0.58? I feel the least i can do is make certain of this..
[note: to make intro work in .58 must disable speech]

Reply 4 of 13, by vasyl

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Oh, I am perfectly aware of that. There were some significant changes in rendering introduced after 0.58, one of them broke KQ6 intro and a few other games. My patch changes rendering timings so those work properly. I don't think it introduces any artifacts but jury is still out waiting for Harekiet's final opinion on this. Meanwhite, the patch is in at least one of the popular builds -- look for ykhwong's build in CVS builds thread.

Reply 5 of 13, by Qbix

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it broke tyrian and second reality at my place
(a tearing line)
haven't tried them lately. both rely on the timer a lot as well. There were some fixes there. maybe they helped.

Water flows down the stream
How to ask questions the smart way!

Reply 6 of 13, by vasyl

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Oops, a little problem. There was a later change that rendered my patch non-functional. In file vga_draw.cpp, line 354:

//		VGA_DrawPart(vga.draw.parts_lines);
PIC_AddEvent(VGA_DrawPart,vga.draw.delay.parts/2,vga.draw.parts_lines); //Else tearline in Tyrian and second reality

After applying the patch uncomment the first line and comment the second one to get the intended patch functionality. I will update the patch on SF soon.
I've tried Tyrian and I don't see any tearing lines. IIRC, I could not reproduce this problem in the first place.

EDIT: The updated version of the patch is up.

Reply 7 of 13, by AdrianWhite

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I am very excited by the progress you are making Vasyl - KQ6 intro is a Big improvement with ur patch! (i finally worked out to set 'vsyncmode=on' in .conf file)

I also took a look at Second Reality to test ur patch - it still has rendering problems (mainly the moving smoke segment) - but frankly with the graphic intensity of 2nd Reality im not suprised.

Edit: Just noticed 2nd Reality already mentioned in ur post - and 'WoW!' Second Reality running perfectly would be progress indeed - Nice work! 😎

Reply 8 of 13, by vasyl

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Checked the Second Reality, does not look that different before and after the patch for me. The smoke part definitely flickers but it does that in unpatched build as well. I am more concerned about a kind of palette glitch just before the starship (or whatever it is) scene in the beginning, but it is also unrelated. I wonder if my patch makes rendering more sensitive to host driver/hardware/monitor timings.

Reply 9 of 13, by wd

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That palette glitch happens because it (for whatever reason) writes something
onto the screenthrough a bios/dos function, most likely some error or
info message that is not visible (and should not be).
For me it is only visible using the dynamic core and timing-related, does
not appear always.

Reply 10 of 13, by rcblanke

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vasyl wrote:

...I've tried Tyrian and I don't see any tearing lines...

FWIW, neither do I using Vasyl's patch, on WinXP/ATI. No tearing line in surface, overlay or openGL mode.

Regards,
Ronald

Reply 11 of 13, by wd

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Tearing depends on some timing stuff, including host graphics
card/monitor frequency etc.

Reply 12 of 13, by Gianthogweed

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Has anyone gotten this working in Windows? I remember the Windows version of this game had better graphics during the talking parts.

Reply 13 of 13, by Gianthogweed

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Where can I download this patch? I'm having the same problem.