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Difference between revisions of "OpenTasks"

662 bytes added ,  21:55, 6 March 2007
some details on sound/music related taks
(added basic rules, removed TOC)
(some details on sound/music related taks)
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Currently we need support for following formats:
Currently we need support for following formats:


* TFMX a (non-MOD) format used by Monkey Island 1. There is a [http://freshmeat.net/projects/tfmx-play/ player] for it already, which is written in rather poor C, also it misses marco implementation. [http://www.wotsit.org/download.asp?f=tfmx This] documentation may be useful, it isn't complete though. If you don't have the Amiga version of Monkey Island 1 you can use the [http://quick.mixnmojo.com/demos/mi1amigademo.zip demo] of Monkey Island 1.
* TFMX a (non-MOD) format used by Monkey Island 1. There is a [http://freshmeat.net/projects/tfmx-play/ player] for it already, which is written in rather poor C, also it misses several macros implementation. [http://www.wotsit.org/download.asp?f=tfmx This] documentation may be useful, it isn't complete though. If you don't have the Amiga version of Monkey Island 1 you can use the [http://quick.mixnmojo.com/demos/mi1amigademo.zip demo] of Monkey Island 1. The main objective of this task is to write a TFMX player with all the effects and macros needed by the Monkey Island music tunes. Work can be based on the original - uncommented - replayer routine disassembly (Motorola 68k).


* MaxTrax support for Kyrandia 1. The Amiga version isn't supported yet, but [[User:LordHoto|LordHoto]] will be working on it when his copy arrives. A Motorola 68000 (short: 68k) assembler implementation by Joe Pearce can be found [http://amiga.emucamp.com/wt/files/sources/SRC_MaxTrax.lzx here]. It would be necessary to re-implement it in proper C++, naturally a must for this task is 68k assembler knowledge. If you don't have the Amiga version of the Legend of Kyrandia, there are [http://www.exotica.org.uk/tunes/unexotica/games/Legend_of_Kyrandia.html sample modules] available.
* MaxTrax support for Kyrandia 1. The Amiga version isn't supported yet, but [[User:LordHoto|LordHoto]] will be working on it when his copy arrives. A Motorola 68000 (short: 68k) assembler implementation by Joe Pearce can be found [http://amiga.emucamp.com/wt/files/sources/SRC_MaxTrax.lzx here]. It would be necessary to re-implement it in proper C++, naturally a must for this task is 68k assembler knowledge. If you don't have the Amiga version of the Legend of Kyrandia, there are [http://www.exotica.org.uk/tunes/unexotica/games/Legend_of_Kyrandia.html sample modules] available.


* SoundFX is used by the Future Wars and Operation Stealth games of the cinE engine. The player is already implemented, but it cannot load music stored in Amiga format with combined track info and instrument info. The existing code only supports loading them separately, which happens to be the way they are stored in the DOS version. If you don't have the Amiga versions of the required games, you can use the [http://quick.mixnmojo.com/demos/fw_demo_ami.zip demo] of Future Wars and the [http://quick.mixnmojo.com/demos/op_demo_ami.zip demo] of Operation Stealth.
* SoundFX is used by the Future Wars and Operation Stealth games of the cinE engine. The player is already implemented, but it cannot load music stored in Amiga format with combined track info and instrument info. The existing code only supports loading them separately, which happens to be the way they are stored in the DOS version. If you don't have the Amiga versions of the required games, you can use the [http://quick.mixnmojo.com/demos/fw_demo_ami.zip demo] of Future Wars and the [http://quick.mixnmojo.com/demos/op_demo_ami.zip demo] of Operation Stealth. A standalone player has been written in the past, initially for the cinE project (the source is available [http://membres.lycos.fr/cyxdown/scummvm/cinematique/ here]) which should be able to play the music tunes of Future Wars, Operation Stealth, Cruise for a Corpse and Another World.


=== Rewrite FMOPL emulator ===
=== Rewrite FMOPL emulator ===
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==== XMIDI parser ====
==== XMIDI parser ====
Several of our games make use of the XMIDI format. We already have a parser for it (see sound/midiparser_xmidi.cpp), which was based on code from the [http://exult.sf.net Exult] project, but it is incomplete. Specifically we require support for XMIDI_CONTROLLER_FOR_LOOP and XMIDI_CONTROLLER_NEXT_BREAK, the XMIDI code (see audio/midi_drivers/XMidiSequence.cpp) from the [http://exult.sf.net Exult] project, could be used as reference again.
Several of our games make use of the XMIDI format. We already have a parser for it (see sound/midiparser_xmidi.cpp), which was based on code from the [http://exult.sf.net Exult] project, but it is incomplete. Specifically we require support for XMIDI_CONTROLLER_FOR_LOOP and XMIDI_CONTROLLER_NEXT_BREAK, the XMIDI code (see audio/midi_drivers/XMidiSequence.cpp) from the [http://exult.sf.net Exult] project, could be used as reference again. Another good reference for this task is the AIL library which has been recently open-sourced by its [http://www.thegleam.com/ke5fx/ author].


== Revive ScummEX (likely from scratch) ==
== Revive ScummEX (likely from scratch) ==
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