Albion
#31
Posted 17 June 2011 - 04:27 PM
#32
Posted 17 June 2011 - 08:10 PM
Do you found a way to get the midi music working on this version?
#33
Posted 17 June 2011 - 08:21 PM
Great to see Albion on the Pandora. Many thanks.
Do you found a way to get the midi music working on this version?
Did you read a couple posts before you or the readme? Install the midi pack, search the repo
#34
Posted 17 June 2011 - 08:21 PM
Do you found a way to get the midi music working on this version?
...BTW: Sound works fine as soon as you install Timidity with the Timidity Installer PND
![]()
#35
Posted 18 June 2011 - 07:10 AM
You can right-click using button X, where the right mouse button is mapped by default (for right-handers). You have to move the mouse to the correct position first, but that's one possibility to do it.I don't suppose it's possible to map button L to some other key, is it? My L trigger is busted so I can't easily right-click.
![]()
Second possibility is, like you said, to map the button L to some other key, but it would have to be some key that can be easily pressed with the hand, that you're holding the pandora with. If I don't want to block other useful keys, then the best would be shift for right hand and enter for left hand.
Would this be sufficient or do you want to map the button L to other keys (numbers, letters, ...) ?
#36
Posted 18 June 2011 - 08:13 AM
Dont read anything about midi, must have overread it.
Do you found a way to get the midi music working on this version?...BTW: Sound works fine as soon as you install Timidity with the Timidity Installer PND
![]()
But sound isnt exaclty midi. In earlier versions of his port for GP2X there was no midi music because the game does mix several midis together at runtime and he dont got that to work on his port. Sound effects allways worked, i just ask for the midi music.
I dont read the readme yet, dont even downloaded it. Because i still wait for my Pandora.
Edited by Thorium, 18 June 2011 - 08:16 AM.
#37
Posted 18 June 2011 - 09:53 AM
Minor correction - in the first versions (alpha) there was no sound and no music. Then I added sound (in version beta 1) and later I added midi music (in version beta 2).But sound isnt exaclty midi. In earlier versions of his port for GP2X there was no midi music because the game does mix several midis together at runtime and he dont got that to work on his port. Sound effects allways worked, i just ask for the midi music.
Albion plays up to three midi tracks in parallel. One is the music, which I'm playing, others are used for some background effects (birds chirping, ...), and I'm not playing these. The reason is that I'm using SDL_Mixer for sound/music and SDL_Mixer supports playing only one midi track at once.
#38
Posted 18 June 2011 - 10:03 AM
Can I ask where do I get the original 1.38 Albion files from ?
EDIT: OK, got it
Edited by Chris S, 18 June 2011 - 10:27 AM.
#39
Posted 18 June 2011 - 12:39 PM
So sorry for reporting this as a bug.
@M-HT: I just tested the PC game in a Windows XP VM, and also in Dosbox, and there is no tearing, so I'm pretty positive that the original game was using vsync.
Thank you!
#40
Posted 18 June 2011 - 01:43 PM
I do not know anything about static recompiling, would it be possible to give a short explanation ? Would it be possible to use this technique for another great BlueByte game ? *cough* Archemdian Dynasty (Schleichfahrt) *cough*
#41
Posted 18 June 2011 - 08:06 PM
Right clicking with X is a bit of an issue, I was trying to right-click on people to talk to them, and it was hard to walk, line up, and hit X all at once.You can right-click using button X, where the right mouse button is mapped by default (for right-handers). You have to move the mouse to the correct position first, but that's one possibility to do it.
Second possibility is, like you said, to map the button L to some other key, but it would have to be some key that can be easily pressed with the hand, that you're holding the pandora with. If I don't want to block other useful keys, then the best would be shift for right hand and enter for left hand.
Would this be sufficient or do you want to map the button L to other keys (numbers, letters, ...) ?
I was thinking of using '1', the way I hold my Pandora I can easily shift from D pad to 1 with my thumb, just was wondering if there was a fairly easy way you'd already considered for changing the mappings. If not, don't worry about it, I'll just use xmodmap to move the button; it means I lose my '1', but I can probably survive. Although it'll probably be a few weeks yet before I have time to sit down and really play and by then my second, good Pandora will probably have shown up, so double don't worry about it
Thanks for this again!
#42
Posted 20 June 2011 - 03:45 PM
#43
Posted 20 June 2011 - 03:52 PM
Minor correction - in the first versions (alpha) there was no sound and no music. Then I added sound (in version beta 1) and later I added midi music (in version beta 2).
But sound isnt exaclty midi. In earlier versions of his port for GP2X there was no midi music because the game does mix several midis together at runtime and he dont got that to work on his port. Sound effects allways worked, i just ask for the midi music.
Albion plays up to three midi tracks in parallel. One is the music, which I'm playing, others are used for some background effects (birds chirping, ...), and I'm not playing these. The reason is that I'm using SDL_Mixer for sound/music and SDL_Mixer supports playing only one midi track at once.
It sounds like you using the music api of sdlmixer, can you load Midi into chunks? If you might be able to play all of the midi.
#44
Posted 20 June 2011 - 04:32 PM
#45
Posted 20 June 2011 - 05:40 PM
If this is right, then: Is there a way to implement the OPL3-Sound into your port? I know this topic will cause some controversy. Some people think the GUS or Roland or whatever Midi-Sounds sound better. But with most games i don't. One reason is that i am simply used to this sound (for example in Doom), another is that (i think) that many games simply were composed for OPL3. For me the other sound don't fit in there 100% - the samples sound way more realistic then the notes play them. I can compare this to a high resolution game with high resolution textures but a very low polygon-count. Well, i am getting off-topic again.....
Edit: Maybe i mean OPL2...so many different systems :/
Edited by Lomaxx, 20 June 2011 - 05:50 PM.











