2/9/2024 0 Comments King's quest 1 scummvm file![]() ![]() Before my major rewrite of the graphic system, ScummVM waited around 2 seconds on every room change. In the PQ1 intro though I can't really know that we are supposed to wait for a few seconds. ![]() In this situation ScummVM shows a wait cursor and waits for around 2 seconds, so that the user is able to read the text. Text will be shown, immediately followed by a room change. I have added code for situations, where text is shown right before a room change like for example Space Quest 2, when entering the hatch. There is basically no way for us to identify this situation. The music is actually cut off, because the developers of PQ1 assumed that graphic loading would take a few seconds, which was true back then. When you switch KEGS32 IIgs to "Unlimited speed", then the same behavior happens. ![]() I don't know if this is restricted to intros / cutscenes / animations, or if the entire IIgs games run too fast under ScummVM (maybe some operation that takes some time in other versions is instantaneous on the IIgs, and the original Sierra interpreters accounted for that, but ScummVM doesn't?)Īnything I can help with, please let me know.like I said, it appears to be an old problem I can reproduce it in the release version of ScummVM 1.7.0 (Windows) and also in today (February 10)'s latest snapshot (both 32- and 64-bit versions) on Linux.it doesn't happen under the KEGS32 IIgs emulator, everything is fine there.Gold Rush's intro runs so fast that some parts of it are almost impossible to watch. in King's Quest 1 the credits start rolling a couple of seconds before the music, when it should happen at the same time. ![]() This is just an example the problem seems to exist in all IIgs AGI games (e.g. The same doesn't happen with any other version I've tried (DOS, Amiga). In the IIgs version under ScummVM, the "in pursuit." letters appear so fast that the second piece of music is cut in the middle. Then the game switches to a picture of a police shield and starts playing a different music. When you start the game, the title "Police Quest" appears, with a piece of music, then there's an animation where the title is pierced by several bullets, then a second piece of music, and the words "in pursuit of the death angel" appear one letter at a time underneath the title. This is easy to notice in places where a piece of music should play along with an animation, but on the IIgs version the animation finishes before the music, interrupting it.Įasy way to see the problem: run the IIgs version of Police Quest 1 under ScummVM. like I said in the title, at least the intros / cutscenes of the Apple IIgs versions of AGI games play too fast. KQ.SYS16, LL.SYS16, MG.SYS16, BC.SYS16, SQ2.This is apparently an old problem, but after searching I don't see any tickets about it, so. These files are needed to enable music playback PQDIR, MH2DIR, DMDIR, DIRS, LOGDIR, PICDIR, SNDDIR, VIEWDIR) copy /b RESOURCE.a0* RESOURCE.AUD on Windows, or cat RESOURCE.a0* > RESOURCE.AUD on *nix). Concatenate all RESOURCE.a0* files to RESOURCE.AUD (e.g.copy /b RESOURCE.p0* RESOURCE.000 on Windows, or cat RESOURCE.p0* > RESOURCE.000 on *nix). Concatenate all RESOURCE.p0* files to RESOURCE.000 (e.g.Some games need additional work:įloppy games with RESOURCE.p01, p02, etc. Unless otherwise specified, do NOT remove any file from the directory, even if it does not appear on the following list, since this will likely cause weird bugs.Ĭopy all files to the game directory. They also can load supplementary files by resource maps, so it is recommended to keep all files in the game data directory from the CD. WARNING: Unlike other games, SCI games have significant variation in the naming of required files. For more information on how ScummVM uses game data files, see the user documentation. ![]()
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