Difference between revisions of "OpenTasks"

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278 bytes added ,  01:57, 1 March 2007
Add specific games and demos to SoundFX section
(Add specific games and demos to SoundFX section)
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* 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 Monkey Island 1 Amiga version you can use the [http://quick.mixnmojo.com/demos/mi1amigademo.zip demo] (and once that is sufficiently supported, we could arrange buying a copy of the full game, so that the full game can be tested/supported).
* 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 Monkey Island 1 Amiga version you can use the [http://quick.mixnmojo.com/demos/mi1amigademo.zip demo] (and once that is sufficiently supported, we could arrange buying a copy of the full game, so that the full game can be tested/supported).
* 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 reimplement it in proper C++, naturally a must for this task is 68k assembler knowledge.
* 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 reimplement it in proper C++, naturally a must for this task is 68k assembler knowledge.
* SoundFX is used by 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.
* 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.


== Rewrite FMOPL emulator ==
== Rewrite FMOPL emulator ==
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