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GENERAL DISCUSSION / Everything Sierra / Re: King'ssssss Quest V, MPC Edition
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on: March 03, 2013, 10:23:17 PM
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After comparing Cloud's version with the standalone CD version and 15th Anniversary versions I have, I can confirm that the version that came on the 15th Anniversary Edition also came on a standalone CD. I would have thought that Sierra was trying to decrease the hiss on the original samples. The later CD and 15th Anniversary editions allow you to install all the game files except AUDIO001.002 to the hard drive and lack the speech driver for the Compuadd Multimedia Card, presumably some obscure device that never took off.
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MUSIC & SOUND CARDS / Roland MT-32 Sound Module / Re: Working on a MT-32 guide / FAQ - Compiling topic list
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on: December 24, 2012, 05:21:08 PM
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Are there any games that, by default, will "accidentally" play sounds from the CM-32P part of a CM-64? Any SCI0 game whose MT32.DRV does not mention the CM-64. That would be any game or game version released before April 1989, which is natural given that the CM-64 was released no earlier than April 18, 1989 (the date in the CM-64 manual's MIDI implementation chart). That includes King's Quest IV versions 1.000.106 and 1.000.111, Christmas Card 1988, all floppy versions of Leisure Suit Larry II, and Space Quest III version 1.0P/1.0V. Basically, instead of MT32.DRV filtering out the AdLib/Tandy/PC speaker tracks, they get sent to the MT-32 which is expected to not play anything on MIDI channels 1 and 11-16, which is not true when using a CM-64. Later versions will still send the AdLib data to the MT-32/CM-64 but silence the CM-32P parts by sending a CM-32P system exclusive message. Apparently modifying the driver to just not send any non-MT-32 tracks was too much to ask. The easiest solution to this problem is to use an MT32.DRV from a later SCI0 game. This will not work for KQ4 versions 1.000.106 and 1.000.111, the Christmas Card or LSL2 version 1.000.011. You will need to send a midi message to turn off the CM-32P channels for those games.
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QUEST STUDIOS INFORMATION AND SUPPORT / Support / Broken Search Function
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on: December 04, 2012, 09:56:26 PM
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I have noticed for quite some time that the search function is quite broken. Try searching for anything distinct and it will show virtually every thread ever posted to this form, whether your term is included in a thread or not. 28 pages of results show up for everything. Limiting searches using the search tab does not help.
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MUSIC & SOUND CARDS / Sound Blaster / Re: AWE32 - Analog/Digital Output Comparison
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on: August 12, 2012, 03:27:11 PM
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I assume we can rule out the possibility that the CT-1747 has a clock source internal to the chip. It needs a clock for the OPL chip at least, so it must obtain a signal from some source.
On a Sound Blaster 16 with YMF-262/289 or CT-1747 chips, there are three crystals, 24.0MHz, 14.31818MHz and 46.61512MHz. The 14MHz crystal is used for the correct OPL frequency. Creative started putting the 14MHz crystal on the card in the SB Pro 2 days.
The Sound Blaster AWE32s have the 24 and 46MHz crystals, but also have a 45.1584MHz crystal. No SB32 I have seen uses this crystal but all have a 14MHz crystal. The AWE64s only have the 46MHz crystal.
The ISA OSC pin, B30, has no connector in AWE32 cards. This means that card is not using the 14.31818MHz signal from the motherboard. The CT-1747 chips on the AWE32s that have them bear the same markings as those on the SB16s, so I doubt they have an embedded oscillator in them. The inescapable conclusion seems to be that the OPL3 in these AWE32s do not run at 14.3MHz/3.579MHz.
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MUSIC & SOUND CARDS / Miscellaneous MIDI & Sound Cards / Re: The Game Blaster's Mystery CT-1302 Chip
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on: August 01, 2012, 04:21:14 PM
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I previously suggested that the CT-1302 chip assists in address decoding, it does not, at least not with the I/O jumpers. That decoding is handled by the 74LS138 chips. Address bits 0 & 1 are connected directly to the CMS chips (2x0, 2x1, 2x2, 2x3). However, the data bus pins for the CMS-301/SA-1099s chips are connected to the CT-1302 pins, and it appears as if the CT-1302 incorporates a transceiver like a 74LS245 except with duplicated outputs in addition to its detection logic. I suppose this was used to assist in aid of the board's design. The CT-1302 is mapped from 2x4-2xF although some of those addresses may not be valid, so it exclusively uses address bits 3 & 4.
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MUSIC & SOUND CARDS / Roland Sound Canvas/Yamaha XG / Calling all Roland SCC-1A Owners, You're Needed
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on: July 31, 2012, 12:38:22 PM
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I would like a definive answer of whether this particular card supports capital tone fallback. For those of you who have no idea what that is, here is a concise summary of the feature and which modules support it and which do not : Roland GS devices, which are also functionally General MIDI compatibile, support 128 capital tones (or instruments) and 128 variation tones for each capital tone. In theory, a GS module could support 16,256 variation tones but early modules only define a very small portion of the maximum. Thus in the early Roland GS modules, if a midi file requested a variation tone where none was present, the module would playback the capital tone. This feature is present on all Roland MIDI modules and devices based on the Roland SC-55, including the CM-300, CM-500, JV-30 (Keyboard), SCC-1, and SC-155.
Roland removed this feature in modules based on the Roland SC-55mkII synthesizer, including the SCB-55, SCP-55, SC-55ST, SC-33, SC-50, JV-35 & 50 (Keyboards), and did not restore it in their SC-88 or later devices. For these devices, an attempt by a game above to access an undefined variation tone will result in no instrument playing, leading to a loss of sound and a NO INSTRUMENT error message on those devices with a LCD. Since the SCC-1A board was an update of the SCC-1 with the 354 sounds of an SC-55mkII, I am not sure whether it has the capital tone fallback feature and I would like to know whether it does or not. Games affected include : Lands of Lore Might and Magic IV: Clouds of Xeen Might and Magic V: Darkside of Xeen (combined with IV to form Worlds of Xeen) Space Quest V: The Next Mutation How to cause the issue : Using one of the Xeen games or both in Worlds, in the install program select "Roland Canvas/GS" for Music/FX and None for Speech. Run the game, start new a game and immediately fire an arrow without moving. You should hear an arrow sound effect. Then move your characters forward a step or two, then fire a few more arrows. If the SCC-1A supports capital tone fallback, you should hear the arrow sound effect every time, no matter how much you move. If the SCC-1A does not support capital tone fallback, you should hear either the wrong sound effect or no sound effect after you move and every time thereafter. Let us know your results. I repeat that this test must be run on a board marked SCC-1A. The board marked SCC-1 does support capital tone fallback.
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MUSIC & SOUND CARDS / Miscellaneous MIDI & Sound Cards / Re: Starting to not be able to stand initializing "pop" sound of AWE 64 for games :(
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on: June 27, 2012, 04:49:22 PM
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I am starting to not be able to stand or tolerate initializing "pop" sound of my AWE 64 Gold for DOS-based games  For this reason, although I love my AWE 64 in terms of MIDI sound, I am strongly considering swapping it out...I recently bought both Turtle Beach Tropez Classic and Plus sound cards on e-bay, in the hopes that I could avoid this initializing auto-popping noise from occurring...it is ruining the mood of the DOS games!  From what I have heard, all Creative cards basically suffer from this same issue (?). The same thing happened when I bought a used Sound Blaster Pro II a few years ago. Interestingly enough, the startup popping sound of my DOS games *did not* occur with the Aztech Sound Galaxy PNP Sound Blaster clone card that I used, up to a few years ago before replacing it with the AWE 64 Gold. The problem with the Aztech card though was, for certain Gold Box games when using my CM-500 together with the Aztech card, sometimes the games would "lock up" unexpectedly and crash my classic gaming PC completely -- the MIDI sounds in the games would play for up to a certain length, then just freeze, and continue trailing with the music in the background, and crash the computer, requiring a cold reboot. The AWE 64 Gold solved the game crashing problem, but introduced the pop-sound-on-first-load, with my DOS games! Just can't take it anymore though...would love to have a sound card that is free of the starting pops like the Aztech, but also hanging notes bug and crash-free, like the AWE 64 Gold...are there any sound cards that meet that criteria, that anyone knows of? (I am rather hoping that perhaps the Turtle Beach cards may??) You could try a Sound Blaster Pro, which should not suffer from the pops and clicks, but then you would need another card for the MIDI, since the MIDI interface on the pre-16 SBs is not MPU-401 compatible at all.
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GENERAL DISCUSSION / Everything Sierra / Re: Leisure Suit Larry KICKSTARTER
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on: April 22, 2012, 03:33:21 PM
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It seems this one will likely barely reach its goal, whereas other revitalized series like Wasteland 2 and Shadowrun easily made their goals and more. Jane Jensen shouldn't have too much difficulty reaching her goal, and Tim Shafer knocked the ball out of the park. If they instead stated they were making a new game, I bet they would see 200% funding. The original LSL1 was a kind of shallow game when it was Softporn Adventure, a pretty short game as LSL1 and it got even shorter with the VGA remake.
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MUSIC & SOUND CARDS / Miscellaneous MIDI & Sound Cards / The Game Blaster's Mystery CT-1302 Chip
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on: April 21, 2012, 11:59:27 PM
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The Creative Music System/Game Blaster is a small PCB with unremarkable parts on it, except for one. It has the two sound chips (with CMS-301 labels but really Phillips SAA-1099s), six 74LS series TTL logic chips, an audio amplifier IC, and the 40-pin CT-1302 chip. The functions of all these chips are well-known except the CT-1302 chip. So what does it do? There is speculation that it assists with envelope generation, but all the available evidence suggests that the chip is not so sophisticated. I would submit that its primary purpose is for card detection. The Game Blaster can use I/O addresses at 210, 220 (default), 230, 240, 250, 260. The address is selected by jumper and each selection uses 16 I/O ports starting from the numbers given in the previous sentence. It is a simple card and does not use IRQs or DMAs. It is not impossible that the chip may assist in address decoding. The music data goes to the Phillips SAA-1099 at I/O ports 2x0 & 2x1 (first chip), 2x2 & 2x3 (second chip). This happens in the Sound Blaster 1.0 and 1.5 and 2.0s with the C/MS upgrade. All registers in the SAA-1099 are write-only, they cannot be read. It appears as though the CT-1302 chip uses the most if not all the rest of the I/O ports from 2x4 to 2xF, and output from that chip can be read by a program. If a program cannot read a value from a chip, it has no reliable way to detect whether the chip is installed in the system. The diagnostic program TESTCARD.EXE, found on the Game Blaster disk, cannot work without the CT-1302 chip because the chip tells the program that a card is present. The program then goes on to play a test tune. Of course, if the sound chips are damaged, the user may not know that unless the output is horribly distorted. The driver CMSDRV.COM, used mainly for Creative Labs' software, and its Intelligent Organ software, ORGAN.EXE also has a similar check. Without the CT-1302 chip, the software would have to rely entirely on the user, but that can be dangerous if the user does not know what hardware he has in his system or it is in a location other than the default. Sending data bytes to I/O locations where the program has not confirmed the presence of its intended hardware can cause unintended effects if another type of card is using those I/O ports. The Adlib chip had timers which a program could set and read to determine that an Adlib was inside the machine, and the Sound Blaster's DSP could be read to determine the version of the DSP and by consequence its existence inside the machine. Game Blaster detection in DOSBox works by repeating what a program writes to one port on another port, and it works perfectly for all known software and games that will only work with a true Game Blaster. See here for more details : http://vogons.zetafleet.com/viewtopic.php?t=16372&sid=6a587716ad8ca806852b22deec641e76However, many other programs, usually later, decided to trust the user enough to let him select the sound device(s). This also meant that they did not have to use or license Creative's software or development kit to detect the chip. Also, as a Sound Blaster has no way of informing a program whether it has CMS-301 chips on it or not, developers soon let the user tell the program whether to use C/MS or not. In short, the CT-1302 chip is probably a custom PLA, housed in a large chip. No micro-controller would be required for what it has been shown to do. They probably went a bit overboard to confuse potential board cloners.
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MUSIC & SOUND CARDS / Miscellaneous MIDI & Sound Cards / Re: SSI Gold Box Sound - Music and Sound Effects
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on: April 03, 2012, 12:15:34 PM
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I have new information, which I received from our very own Cloudschatze. Pool of Radiance for the IBM PC actually will play the music heard on the Commodore 64 version during the game's short intro. However, only version 1.0 is known to do this. I was using version 1.2 when I made my original post, and that version does not play music. The music also plays when a battle starts. Interestingly, version 1.0 of PoR & CotAB have a black and dark gray background on the battle screen, respectively. Version 1.3 of those games and later Gold Box games the color is light gray.
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GENERAL COMPUTER DISCUSSION / Computer Classifieds / Re: Stuff for Sale
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on: February 23, 2012, 05:57:23 PM
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I'm jealous of your TL! I had the same 1000SX you're selling when I was a kid but I'd rather get a TL (1/2/3) which was the upgrade I wanted but never got!  Thanks, I currently have the ADP-50L inside the SX, and since it supports up to a 504MB hard drive, it is more than sufficient for most Tandy games ever made.
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