First post, by tikalat
Hi,
Having played small parts of Space Quest 3 + Monkey Island 1, I've noticed the MUNT console throw out a decent # of 'dropped partials' (playing > 32 partials at a time).
So I compiled MUNT + Dosbox to use 128 MAX_PARTIALS + MAX_POLYS, which I think pseudo-simulates chaining 4 MT-32s together?
The part I'm curious about is whether the composers worked with just 1 box or did they chain a few units to handle overflows for the original score?
SQ3 can hit 65-68 active partials around the scene with Roger being taken by the trash ship. And MI1 likes to drop partials lots of times in the opening theme (40-50 max).
Or is this a 1st vs 2nd gen problem? Similar to other differences mentioned here:
http://en.wikipedia.org/wiki/List_of_MT-32-co … _computer_games
- NOTE: The 7th Guest is -not- MT-32 (Alistair mentions that it incorrectly plays GM midis "as-is" with no SysEx remapping)
Thanks for any insight!