![]() ![]() ![]() dxa <- different compressions, or I need both extensions? I already download the cutscene pack which is compatible with scummVM, but it contains 2 same files with different extensions. Please someone tell me what files are necessary. Besides, I read some people claiming that "storage is not an issue anymore", but of course they are maybe not taking the legacy and/or portable systems into account.Īnyway, I really appreciate your response and will be looking forward if somebody from the dev team decides to implement a solution for audio compression, whether it is backwards compatibility o a new compression method.TunaLover wrote:I have BS1 for PC, I'm trying to transfer files over my SD card to it on Wii, but I have a mess of files. However, I also read that there are no plans for that now, and building some new compression system supported by the new engine would be a huge effort (also taking into account it affects only 3 games). I also agree that introducing a new compression method would make a much better solution than having 2 different engines that serve the same purpose in the code. I agree with you that having both engines co-existing in the application would make the code more complex and harder to maintain.Īs you well mentioned, for now there is no compressing solution with the new engine. Would this require a huge effort in the implementation? Would it be worth it? I would like to hear your thoughts from you, the official developer. I was curious about how feasible it would be to incorporate a future option to allow the user to use the old iMuse emulation engine instead of the new Digital iMuse (as a checkbox in Audio tab for example) thus providing support for the compressed files at expense of the known sound bugs, or having it unchecked using the new Digital iMuse engine by default. This is also partly true for the Android port which has been halted in Google Play Store at version 2.5.0 so its still supporting compressed files, but whenever newer versions become available through the official Google channels users will face this lack of support for their compressed files, which I am sure most Android users use since the uncompressed files are 3x or 4x the size of the compressed ones. I am a bit concerned because there are some ScummVM ports for low-end systems (such as Wii) that suffer from storage limitations (In the particular case of the Wii, max SD size supported is 2 GB). Previous version 2.5.1 still supported compressed audio files for these games. While The Dig and COMI are structured in such a way that compressed audio would theoretically be feasible (but yes, it would require rewriting the correspondent ScummVM Tool from scratch), Full Throttle follows its VOC audio format so religiously that using any other format would require some serious rewrite of the new iteration of noticed this new Digital iMuse engine was introduced in 2.6.0. Unfortunately there are so many different crunching routines and packed files floating around that it was not possible to support (all of those) packed audio data i got it right, feel free to correct me.Ĭorrect! The games' original interpreters use the Digital iMUSE engine for audio ScummVM has had a pretty good aproximation of that engine so far, but which lacked some important quirks which led to some audio bugs.ĭuring the last year I restarted work for this engine from scratch and I've managed to pull off an accurate version, squashing all those bugs as a side effect. The engine needs to access the original music/sound/speech data files (uncompressed) to be able to correctly (and like it was intended in the original) play back music/sound/speech. Curse of Monkey Island, Full Throttle and The Dig targets were recently updated to use a new sound/music engine called Digital IMuse. ![]()
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