VOGONS


ST Judgement Rites

Topic actions

First post, by AHSGoose

User metadata

I have been playing around for several hours with the CD-ROM enhanced version of Star Trek Judgement Rites.

I used the game's setup program's autodetect feature and it detected Soundblaster only for both music and sound effects.

For a long time, the MIDI music would play, but would be uneven (normal, then notes get dragged out abnormally, then back to normal, repeats in various patterns). At the same time, the sound effects (the digitized speech) would play normally, but get cut off if I perform several actions in-game at once (for example, interrupting a character in mid-speech because I heard his speech before and want to skip it will cause the next character to only get out a tiny part of his line before the sound gets cut; another example would be ordering Sulu to raise shields then immediately ordering Checkov to arm weapons - Sulu says his line fine then Checkov only blurts out "rming" instead of "arming weapons).

Also, in any of the rendered movies, the sound stutters, consistently, about every 1.5 seconds the sound will skip predictably. The movies are loaded from the CD but my CD drive is fine and I even tried checking and unchecking the "Low-level CD support" option (don't recall precise setting name, I am on a computer that doesnt have VDM sound).

I finally fixed the first issue by altering the port from 220 to 240 using the SB Pro (even though the game only detects Sound Blaster). Now all the speech is perfect.

However, the MIDI music problem persists, as does the stuttering in the movies.

Also, now, every time a sound is played (door opening, using inventory item, character/narrator speaking) the computer pauses for a long period of time (often 2-4 seconds) as it accesses the CD drive to apparently retrieve the sound to play back. This causes the gameplay to feel very "jerky" although the animation and speed of the game is fine (the space combat parts of the game work perfectly for example).

My settings for VDM Sound:

Sound Blaster Pro (3.00, using Santa Cruz Directsound)
240, IRQ 7, DMA 1
DMA parameters all left to default
Buffer size default
Adlib Emulation (using Santa Cruz DLS Synth thru DirectSound)

I will add that I also have the Star Trek 25th Anniversary CD-ROM enhanced game and it runs PERFECTLY without ANY problems with all default settings (220, IRQ 5, DMA 1) and these settings cause all the above problems /w Judge Rites.

Computer Profile:
AMD Athlon XP 2100+ (1.73ghz)
512mb PC2700 SDRAM
Geforce4 Ti4600
Turtle Beach Santa Cruz sound card
Pioneer 115 DVD-ROM (40x CD-ROM)
MSI KT3 motherboard (the cheaper non-ultra version)
Windows XP Professional SP 1
DirectX 8.1a
Latest video/sound drivers

Any advice would be appreciated as Judgement Rites is a pain to play right now (before I changed the port from 220 to 240 it was virtually unplayable).

P.S. - love the program, site, forum, and dedication; much better support and attitude than many game developers!!!

- AHSGoose

Reply 1 of 26, by Snover

User metadata
Rank l33t++
Rank
l33t++

Well, okay. With VDMSound, AdLib and your Santa Cruz's MIDI are two different things. The AdLib is emulated, just as the digitized sound is. Only General MIDI will run through your Santa Cruz's MIDI.

I read your post, thought "huh, that's weird," and then as I began writing the above paragraph, I realised what the problem could be (if it wasn't a typo on your part): IRQ5. Windows XP's inferior SoundBlaster emulation runs on IRQ5, whereas VDMSound runs on IRQ7.

As Nicht consistently suggests, start with the lowest SB version (in this case, the regular SoundBlaster (DSP 1.0)) and work your way up until it no longer works.

Finally, be certain that you've got update1 for VDMSound.

It's really odd that changing the address from 220h to 240h made a difference, especially since VDMSound is emulating the card, not routing to it. (SoundFX 2000 routes instructions to your sound card directly instead of emulating everything and sending it to DirectSound/waveOut.) Still, stranger things have happened with VDMS.

I can't remember how the setup program for Judgement Rites works, but are you able to manually set the card? If so, I suggest you try that.

With the CD read/write problem, you might consider creating a CD image and then use that as the CD of the game. There are tonnes of virtual CD managers and CD copying programs out there. Personally, I use Fantom CD to read images, and BlindWrite Suite to create them, although Fantom can make images. I'm in the minority here, however, as most people use Daemon Tools to read images and something else to make them. ((If they actually make their own, *cough,ahhem* 😉))

Yes, it’s my fault.

Reply 2 of 26, by vladr

User metadata
Rank Oldbie
Rank
Oldbie

The CD activity is responsible for the stutter in the animations, and probably also for the other speech artifacts. Copy the entire CD on you hard-drive and run it from there, see if there is an improvement.

Also, go back to the default VDMSound settings (there is no reason why a port setting would work better than another) and rerun SETUP. There select "ROLAND SCC-1/GENERAL MIDI" for music, and "SOUND BLASTER PRO" for sound effects. Then run the game using a fresh VDMSound shortcut (with the default settings). Do you still have the problem(s)?

V.

Reply 3 of 26, by AHSGoose

User metadata

The Judgement Rites program allows you to manually select a card, it has separate windows and different choices for sound fx and music, so you can select different cards for sfx and music (like SB pro for music and plain SB for sound fx). It also lets you select port, irq and dma.

However they don't always match VDM's choices, for example it simply lists Sound Blaster, Sound Blaster Pro, and Sound Blaster Pro (op13) for music. For sound it lists only Sound Blaster Pro and Sound Blaster.

But shouldn't the game's setup choices match VDM? (ie. if the setup program is set to Sound Blaster then if VDM is set to Sound Blaster Pro this will cause problems?)

Also music works when VDM is set to SB 1.x but there is no digitized speech.

I am not able to test this now but I will try the other suggestions this afternoon when I return to my dorm and can get on my computer.

Reply 4 of 26, by Snover

User metadata
Rank l33t++
Rank
l33t++

Heh, AHSGoose, if you have a real AWE64 but the game only supports Sound Blaster 16, does it not work?

In other words: All SB cards are reverse-compatible with older SB cards. 'Nuff said.

Yes, it’s my fault.

Reply 5 of 26, by vladr

User metadata
Rank Oldbie
Rank
Oldbie

Hmmm, weird, I've got the floppy version of STJR and it gives me a shitload of options, with or without VDMSound (i.e. it won't hide things from you if it doesn't detect them). It also autodetects the IRQ and so on when the game starts, because SETUP doesn't prompt me for them. So it's weird that the CD version would give you less choices and ask you for stuff like IRQ.

Try to set up music for SB and speech for SB-Pro, and let VDMSound set as SB-Pro 2.x or let it as the default (SB-16). Speech should work, and so should music.

Do you have a file called INTRPLAY.CFG in your STJR directory? How big is it (go to Properties; it's 16 bytes for me).

V.

Reply 6 of 26, by AHSGoose

User metadata

I do not have a file named INTRPLAY.CFG, it appears the CD version equivalent is a file named TREK2.CFG which is 32kb. It is readable by NOTEPAD and the following strings are all it contains:

src=F:\
dst=C:\DOSGames\StarTrek\JRites\
install=F:\
resource=F:\idata\
video=MCGA
input=MCGA
music=A002
music_io=240
sound=E00F
sound_io=240
sound_irq=7
sound_dma=1
setup=0,0,0,3,2,1,2,1

I set the game using SB16 in VDMSound and set the music to SB and speech/sfx to SB Pro as vladr suggested, this did not appear to change anything, although the settings worked (so long as the port is 240).

I downloaded Patch 1 and overwrote all files in the VDMSound folder under Program Files (this is correct install procedure, right?) and then ran JRITES, it appears to have had no effect.

Then I dumped the image of the JRITES CD to an image file with Blindread per Snover's suggestion and used Daemon Tools (which I use regularly anyway) to run the game.

I ran it again, and the stuttering in movies remains unaffected.

Also, the game still pauses before and after any speech or sound effect. I realize now that this is what was responsible for the delay; before the game paused, then took a very brief second to access the CD drive. Now it pauses as before, only it doesnt access the CD drive so the delay is a tiny tiny bit shorter.

It also appears that the game is able to play only 1 digitized sound at a time (this is noticeable when listening to one character talk, then stop, and another picks up, there is zero overlap which makes it sound very odd).

This is not the case in the older ST 25th Anniversary CD ROM game, which is fast and responsive without any pauses on the same computer. It also runs off the CD without problems.

Vladr, the setup program I have for JRITES does not appear to autodetect IRQ/dma settings and it looks very different from yours.

It lists the following options under MUSIC:
None
Sound Blaster (fm)
Adlib Gold (fm)
Sound Blaster Pro (fm)
Sound Blaster Pro (op13)
Pro Audio Spectrum (fm)
MPU-401 Interface (mpu-401)
Roland MT-32 (mt_32)

Under SOUND:
None
Sound Blaster (8m)
Sound Blaster Pro (8m)
Pro Audio Spectrum (8m)
Adlib Gold (8m)

Also, altering DMA interrupt had no effect. I changed it from 15/5 to 3/1 and there is no effect.

Reply 7 of 26, by vladr

User metadata
Rank Oldbie
Rank
Oldbie

First of all, change your music card to MPU-401.
Second, I am as baffled as you are at the digital sound performance. But I see you'res till on port 240. Delete all VDMSound shortcuts in your directory, then "Run with VDMS" SETUP and choose MPU-401 for music and one of the SBs for sound. Do not touch the IRQ, Port, SB-Type etc. in VDMSound since the slightest mismatch between SETUP, the SETUP shortcvut and the game shortcut can result in weirdness, especially under XP (where if you run VDMSound on port 240 and XP runs on port 220 you'll have two emulations active at the same time and you'll never know for sure which one is used by the game!!!) Open the configuration file in notepad and double-check the settings (don't edit them, just check that SB port iw 220, IRQ is 7, music port is 330). Run the game (from the HDD). You may try different type os SoundBlaster in SETUP (leave the music settings on MPU-401 and do *not* alter the VDMSound shortcut's settings!!!)

V.

Reply 8 of 26, by AHSGoose

User metadata

This does not seem to have any noticeable effect, although the the MPU-401 emulation causes numerous sound effects to simply not be played (the transporter beam-up/down sound, for example). Clearly the instruments don't translate well.

Under default VDM chooses SB16 IRQ 7 DMA 1; I tried SB and SB Pro for the sound (all the valid choices, really) in the JRITES install program and neither made a difference.

Reply 9 of 26, by vladr

User metadata
Rank Oldbie
Rank
Oldbie

I have no idea what the problem is, then. Try the attached file (unzip into the VDMSound directory and overwrite when prompted), it may behave differently. Otherwise you're stucka nd you'll have to play this particular game with DosBox ( http://dosbox.cjb.net/ ). What I find weird is that the floppy version + media pack works perfectly, with sound effects and all. Try the attached update and see what gives.

V.

Reply 10 of 26, by AHSGoose

User metadata

The attached file didnt do anything when copied to the VDMsound folder.

Further Dosbox doesn't seem able to run the game with sfx - it can't run the install program so I have to configure it in WinXP.

Reply 11 of 26, by AHSGoose

User metadata

BTW, Vladr, you are saying that your version of JRITES has the digitized speech from the Star Trek cast and the rendered movies? And it all works as fast and responsively as 25th Anniversary??

Reply 12 of 26, by Snover

User metadata
Rank l33t++
Rank
l33t++

I think he was just referring to sound effects and music, not movies or voice. But I could be wrong.

In any case, it might be worth a shot to see if the floppy version will play the voices and stuff. It certainly couldn't hurt. 😀

Yes, it’s my fault.

Reply 13 of 26, by AHSGoose

User metadata

I don't have the floppy version... just the supposedly superior Win95-compatible CD version.

Reply 14 of 26, by AHSGoose

User metadata

I wonder if this helps. Some entries look odd, like the ones about failing to read from write-only ports. Eh?


[...]
@I - 04:07:35.395 - AdLibController
Using performance counter (3579545 ticks/s) for AdLib timing
[...]
@W - 04:07:36.338 - SBController
Attempted to read from write-only port (IN 0x226)
@W - 04:07:36.338 - SBController
Attempted to read from write-only port (IN 0x226)
@W - 04:07:36.338 - SBController
Attempted to read from write-only port (IN 0x226)
@W - 04:07:36.338 - SBController
Attempted to read from write-only port (IN 0x226)
[...]
@I - 04:07:36.340 - SBController
startTransfer: Starting DMA transfer (playback) on ch. 1
(single-cycle, 4 samples/block): 8-bit mono 11111Hz, unsigned PCM
@I - 04:07:36.352 - SBWavePlayer
DirectSound primary buffer format is currently set to 44100Hz 16-bit
stereo
@I - 04:07:36.353 - SBController
HandleAfterTransfer: Interrupting (8-bit, x1) after 13ms, 4 bytes
(terminal count)
@I - 04:07:36.353 - SBController
IRQ acknowledged (8-bit)
@I - 04:07:36.597 - SBController
DSP reset - reinitializing DSP
[...]
@I - 04:07:36.753 - AdLibController
Reprogramming OPL timers (timer 1 is disabled and masked, timer 2 is
disabled and masked).
[...]
@I - 04:07:36.791 - AdLibWavePlayer
DirectSound primary buffer format is currently set to 44100Hz 16-bit
stereo
@I - 04:07:36.807 - SBController
startTransfer: Starting DMA transfer (playback) on ch. 1
(single-cycle, 7840 samples/block): 8-bit mono 22222Hz, unsigned PCM
@I - 04:07:37.073 - SBController
HandleAfterTransfer: Interrupting (8-bit, x1) after 266ms, 7840 bytes
(terminal count)
@I - 04:07:37.074 - SBController
IRQ acknowledged (8-bit)
[...]
@I - 04:07:57.136 - SBController
startTransfer: Starting DMA transfer (playback) on ch. 1
(single-cycle, 11026 samples/block): 8-bit mono 22222Hz, unsigned PCM
@I - 04:07:57.640 - SBController
HandleAfterTransfer: Interrupting (8-bit, x1) after 504ms, 11026
bytes (terminal count)
@I - 04:07:57.640 - SBController
IRQ acknowledged (8-bit)
@I - 04:07:57.640 - SBController
startTransfer: Starting DMA transfer (playback) on ch. 1
(single-cycle, 7840 samples/block): 8-bit mono 22222Hz, unsigned PCM
@I - 04:07:57.999 - SBController
HandleAfterTransfer: Interrupting (8-bit, x1) after 359ms, 7840 bytes
(terminal count)
@I - 04:07:58.624 - SBController
pauseTransfer: DMA transfer paused (ch. 1)
@I - 04:07:58.964 - SBController
IRQ acknowledged (8-bit)
@I - 04:07:58.964 - SBController
startTransfer: Starting DMA transfer (playback) on ch. 1
(single-cycle, 7840 samples/block): 8-bit mono 11111Hz, unsigned PCM
@I - 04:07:59.615 - SBController
HandleAfterTransfer: Interrupting (8-bit, x1) after 651ms, 7840 bytes
(terminal count)
@I - 04:07:59.615 - SBController
IRQ acknowledged (8-bit)
@I - 04:07:59.615 - SBController
startTransfer: Starting DMA transfer (playback) on ch. 1
(single-cycle, 3186 samples/block): 8-bit mono 11111Hz, unsigned PCM
@I - 04:07:59.912 - SBController
HandleAfterTransfer: Interrupting (8-bit, x1) after 297ms, 3186 bytes
(terminal count)
@I - 04:08:00.535 - SBController
pauseTransfer: DMA transfer paused (ch. 1)
@I - 04:08:01.900 - SBController
IRQ acknowledged (8-bit)
@I - 04:08:01.901 - SBController
startTransfer: Starting DMA transfer (playback) on ch. 1
(single-cycle, 7840 samples/block): 8-bit mono 22222Hz, unsigned PCM
@I - 04:08:02.185 - SBController
HandleAfterTransfer: Interrupting (8-bit, x1) after 285ms, 7840 bytes
(terminal count)
@I - 04:08:02.185 - SBController
IRQ acknowledged (8-bit)
[...]

[Lengthy log edited by vladr]

Reply 15 of 26, by Unregistered

User metadata
AHSGoose wrote:

I wonder if this helps. Some entries look odd, like the ones about failing to read from write-only ports. Eh?

See this: showthread.php?postid=930#post930

For other interpretation, I'll wait for Vlad to reply...

Reply 16 of 26, by vladr

User metadata
Rank Oldbie
Rank
Oldbie

The @W about reading from write-only port can be ignored (good call, Stiletto 😉 ).

What may be at work with voces being cut off *could* be the frequent changes between 11kHz and 22kHz sound (when such a format change takes place Windows will discard whatever is left in the sound buffer; with good low-latency drivers that would be a few milliseconds, though crappy drivers can result in half a second or even a second of audio data to be lost just before the samplerate change). How good is lip-sync in the game (bad lipsync is an indication that such a problem may occur)? If you increase SoundBlaster buffering to, say 1000 milliseconds, does the sound cutoff get noticeably worse?

V.

Reply 17 of 26, by AHSGoose

User metadata

I think I should clearly and precisely describe the issue.

All the voices play, and do not get cut off in any way. Same for music, and sfx.

However, before and after every single digitized sound, be it a character speaking or a door sliding open, there is about a 1-2 second pause. This utterly destroys gameplay as gameplay involves rapidly clicking on objects and listening to speech.

The constant pauses are consistent. They are ALWAYS there. At first it won't seem that bad. It becomes unbearable very quickly.
And of course there is the inexplicable stuttering in long movies.
A reinstall did nothing to alleviate this.

Buffer size only goes up to 999ms, right? Anyway increasing the buffer size has no effect, doesn't make the problem worse or better.

Reply 18 of 26, by vladr

User metadata
Rank Oldbie
Rank
Oldbie

OK, well, I can see the 1s pauses in the log above (between the 22kHz and the 11kHz sounds), but whatever causes these pauses seems to occur in the game (normally VDMSound would issue an IRQ, and the game would acknowledge that IRQ within a couple of milliseconds (see what the log looks like in the middle of the 11kHz or 22kHz transfers)... unfortunately the game acknowedges the IRQ after 1s when the frequency changes, and I have no idea why (game driver problems? windows problems?)

Tell you what, why don't you try the demo of SoundFX 2000, after all it *may* be a VDMSound problem.

V.

Reply 19 of 26, by AHSGoose

User metadata

Already did. It doesn't work as well as VDMSound, its buggy and won't let characters speak more than a word before cutting them off.

That, and it's not free 😀