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Messages - HunterZ

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1
Suggestions / Re: Roland MIDI support
« on: November 06, 2022, 06:41:37 am »
Nevermind, trying to build OpenXcom in MSYS MinGW64 is too much of a mess:

The latest official release of yaml-cpp is broken, resulting in linker errors, and is the version shipped by both MSYS and Vcpkg package managers. They fixed the bug 6 months ago, but the latest release is 16 months old, so there's nothing the package managers can do about it.

Meanwhile, the MSYS MinGW64 packages for SDL1.2 also seem broken, as they also result in linker errors, and Vcpkg doesn't even ship SDL1.2 because it's deprecated. I also noticed a couple of bugs in OpenXcom's CMake goop for SDL if you're not using the 'deps' path.

This leaves me with either trying to download someone's arbitrary pre-built versions of the dependencies and hoping they work with current MSYS MinGW64, or having to build them all myself from source.

2
Suggestions / Re: Roland MIDI support
« on: October 19, 2022, 05:55:15 am »
If you can code it, sure. Though you'll have to add the fixed ROLAND.CAT to the data patch.
Yeah, I think the 3 things to work out are:
  • Figure out how to deploy the fixed ROLAND.CAT
  • Figure out how to derive the SysEx stream from LAPC1.PAT that actually gets sent by the original game (there seems to be some header/section/footer data that gets derived on the fly) - or just ship a canned .syx dump and stream that instead?
  • Implement Roland music mode, including logic to load LAPC1.PAT and stream it on MIDI init

3
Suggestions / Roland MIDI support
« on: October 16, 2022, 10:02:16 pm »
The original game includes ROLAND.CAT and RINTRO.CAT files that, along with LAPC1.PAT, provide support for the MT-32/LAPC-I/CM-32L family of MIDI synthesizers.

I made a "mod" that overrides GM.CAT with a fixed ROLAND.CAT (from https://www.vogons.org/viewtopic.php?p=166565#p166565 - the newer official patch versions of X-COM have a broken one) and INTRO.CAT with RINTRO.CAT, but it still doesn't work quite right because the SysEx data in LAPC1.PAT doesn't get sent.

By sending LAPC1.PAT with an external tool (MIDI-OX), I was able to get full Roland support working in Windows 11 with my CM-64: https://twitter.com/HunterZ0/status/1581718795017949185

I would be willing to try implementing support for this myself and submitting via a pull request if the maintainers are interested. It would likely consist of adding support for a "ROLAND" music mode that uses ROLAND.CAT/RINTRO.CAT in place of GM.CAT/INTRO.CAT, just as the Adlib music mode uses ADLIB.CAT/AINTRO.CAT, plus sends LAPC1.PAT SysEx data on startup.

4
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: September 04, 2014, 05:12:41 pm »
The .nomedia file doesn't vanish - you probably just have ES File Explorer set to hide files that start with a period :)

Good idea though!

5
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: August 30, 2014, 04:41:45 am »
My guess is not likely, as people downloading it from there wouldn't understand why it doesn't do anything out of the box.

6
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 26, 2014, 05:10:16 am »
You can pan by dragging, just like in Google Maps. It's one of the best features of the Android port.

7
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 15, 2014, 06:28:08 pm »
I get the "stuck key" bug when for example purchasing stuff. I consecutively tap on for example the upper arrow to increase the amount of scientists I want to buy
I wonder if this is why I've never encountered it on my 2012 Nexus 7... I always hold the button down instead of repeatedly tapping it.

Quote
Finally, I really don't like the "swipe unit to turn view" function. When I mean to use it, I rarely make it work, whereas I often trigger it accidently while dragging the view around, wasting precious time units. I find that "long press tile to turn" works very well already, so if possible it should at least be an option :)
This describes my experience as well.

8
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 07:04:50 pm »
Hmm, mine are software too, so I guess it must be that letterboxing thing.

9
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 06:18:27 pm »
but as I said before, it´s way off-target for me. If I tap where their feet are, I won´t be able to select them. I have to tap LEFT of them.

So basically you confirmed me the inverse of what I asked. If you must tap at their feet, then the problem is NOT happening on all Android devices. I will try to take a photo showing where I have to tap...
Are the Android buttons on your device software ones that are drawn on the screen, or are they physical buttons?

10
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 04:19:15 pm »
It felt a bit off for me at first, but I think it was just that you have to get used to tapping where there feet are, especially when you can only see a soldier from the waist up.

I play on a 720p-ish 2012 Nexus 7.

11
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 27, 2014, 01:07:02 am »
I guess I was confused because the wording in the OP is "X-com/OpenXcom".

12
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 26, 2014, 07:16:17 pm »
I'm confused: I thought newer versions of the apk included the OpenXcom data files (not to be confused with X-Com data files), but the instructions in the first post in this new thread say to do that manually?

13
Builds & Ports / Re: Android Port (SDL2)
« on: June 24, 2014, 03:15:44 am »
That's strange; I've tried converting the files to 44khz and they worked. Maybe it's the bitrate issue? I didn't set the highest quality. Here's my files: https://dl.dropboxusercontent.com/u/732324/mt32-44khz.zip
Thanks, I'll give those a try. It looks like yours are 224kbps and mine turned out to be 160kbps.

Update: It works, thanks!

14
Builds & Ports / Re: Android Port (SDL2)
« on: June 24, 2014, 12:05:00 am »
Regarding the nightly:

Does it include the corresponding version of the data files from the OpenXcom Git repo?

What is the difference between the two files linked on the mod page?

15
Builds & Ports / Re: Android Port (SDL2)
« on: June 21, 2014, 08:24:29 pm »
Converted the 48khz MT-32 OGGs to 44khz using Audacity and they still don't work on the Android version. Oh well, the SC-55 soundtrack is passable and I play with the sound off most of the time anyway.

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