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Re: Audiopack revival

in GliDOS General
I've just tested with Glidos for the first time - I had had a report that it didn't work with Glidos, but it seems fine for me, after I renamed the EXE down to an 8.3 name. But the CD performance isn't brilliant. There's a slightly longer seek delay - that's not a big deal though. But most …

Re: Audiopack revival

in GliDOS General
I worked for Acorn, and its successors. We never met, but I recognised your name. What are the MSCDEX deficiencies? What is Glidos already doing? Basically, you'll need to intercept enough of the MSCDEX interface to fool TR into thinking you have CD audio tracks. The audio system uses the following …

Re: Tomb raider french version

in GliDOS General
PolanX, does the English Glidos-supporting version work with your French CD? If you get French internal and CD dialogue, then presumably all that's left is the game-generated on-screen text. The binary could probably be patched relatively easily to get it back to French. There's only level names, …

Re: Audiopack revival

in GliDOS General
As an aside, I've only just twigged that the Paul Gardiner of Glidos is the Paul Gardiner of WSS. Kind of funny that we Acorn folk have had to travel over from our defunct platform to get games from another defunct platform working. :lol: Albeit a game published by an Acorn company, using Acorn …

Re: Audiopack revival

in GliDOS General
I think I've basically finished the first version of the patch. I may just leave it at that for now. I'll consider it as a problem for Glidos to intercept the DOS CD calls to substitute MP3s. I'm not going to put any Glidos-specific code in. I've never had to program by entering hex machine code …

Re: Technical: VESA 16bpp, NVidia 7600GT and Tomb Raider FMV

in DOS
What about VDOS32? http://www.vdos32.com/ Done a few more tests, and as I suspected, anything that uses its own graphics rendering is fine, but if it uses the native VESA mode it isn't: Glidos with its VESA emulation on works well - you just get that funny seam effect in the middle due to the …

Re: Technical: VESA 16bpp, NVidia 7600GT and Tomb Raider FMV

in DOS
Well, it looks like there's an easy workaround. Patch tomb.exe so that it always uses its 15bpp paint code, even if it's selected an (alleged) 16bpp mode. Works a treat. :happyhappy: This can be easily done in a hex editor - in the Glide DLL tomb.exe binary (873739 bytes), change byte 7AB32 from FF …

Technical: VESA 16bpp, NVidia 7600GT and Tomb Raider FMV

in DOS
I'm finally getting to the problem of corrupted colours in the FMV of Tomb Raider I on my XP system. It looks like there's a fault in the VESA handling of my recently-acquired Gainward Bliss NVidia 7600GT card. TR1 uses either VESA mode 110h (640x480 15bpp) or mode 111h (640x480 16bpp) to play its …

Re: Audiopack revival

in GliDOS General
Well, it looks like I've got a first passable CD patch working. It plays the usual PC tracks, and if the CD has extra tracks on, it plays them as the extra missing cues (it assumes they're in the same order as the current audio pack). Once it's played a cue, it goes back to the ambient. I've managed …

Re: Audiopack revival

in GliDOS General
We could just do something really simple. Just signal the cues with an unused int 2fh ah=15 command. It's not totally simple though, if we're trying to deal with looping ambience too. We need to stop the ambience to play the cues, and then resume the ambience. Can Glidos deal with that …

Re: Audiopack revival

in GliDOS General
The caves ambience is the wind isn't it, on both the PC and PS1?[/url] Nope, it's the one with atmospheric beats/chimes (track 05 on the PS1, French version). Ah, you're quite right. I've just gotten muddled somehow. Got my wind and beat/chime ambiences the wrong way round. I've also noted that my …

Re: Audiopack revival

in GliDOS General
The caves ambience is the wind isn't it, on both the PC and PS1? The other three being wet (Cistern/Mines), general random noises (drums beats/chimes - Egypt), and heartbeats (Atlantis). I've also noted that my Unfinished Business CD (disc 2 of the pack) seems to have the wrong audio tracks on - …

Re: Audiopack revival

in GliDOS General
Should we move detailed discussion of Glidos API interfacing to the Glidos development forum, by the way? It's going to be a bit more intricate than the general principles, and it's probably only going to be between me and Paul. Or should we keep all discussion in this thread?

Re: Audiopack revival

in GliDOS General
Turns out TR2 is using a totally different API - makes sense, as it's now a Windows app. Instead of MSCDEX, it's using Windows MCI. This deals with the blocking for them - they just don't set the MCI_WAIT flag on the MCI_PLAY call, and it does its stuff in the background. I think I'm going to have …

Re: Audiopack revival

in GliDOS General
How to get all the music triggers working with 8 bytes of data... (Sorry to those of you who slogged your guts out making those texture triggers. :shocked:) As a test of concept only, here's a very short patch that shows that the triggers in the level files work. If you want to try it you'll need …

Re: Audiopack revival

in GliDOS General
Ah, found the audio trigger code. :happyhappy: The triggers in the level files are used, at least for Lara's tuition at her home. (Although those get redirected to run from the PC audio). And there are special cases built into the executable for "only trigger this audio if she's clutching a ledge". …

Re: Audiopack revival

in GliDOS General
My next question is what happens with ambient background on the PlayStation? Is there any? The PC executable is hard-coded with the ambient track for each level, but I see that level 1 has an explicit trigger for track 5 (the track that the PC uses later for St. Francis' Folly, according to slube). …

Re: Audiopack revival

in GliDOS General
Good news everybody! :happyhappy: :happyhappy: :happyhappy: The audio triggers are in the PC level files. For example, looking at level 1 with the Fexinspect tool, we have: Soundtrack 5, triggered on Lara's starting position Soundtrack 9, triggered when you pull the switch to open a door at the …

Re: Audiopack revival

in GliDOS General
Hmm, no it's not going to be quite that easy. The audio code is only called in a few places that I can find, and there's nothing taking an arbitrary effect number. :depressed: Still, it could be there in the level data.... Anyone know anything about TR level file formats? But some new code would …

Re: Audiopack revival

in GliDOS General
Okay, back to the audio pack. Everyone here has been putting lots of work (re)defining the triggers. Has anyone confirmed whether or not the audio triggers are actually still in the levels? I wouldn't be surprised if they are. Looking at the game code, it seems that it's using audio effect numbers …

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