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Messages - HunterZ

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16
Builds & Ports / Re: Android Port (SDL2)
« on: June 21, 2014, 05:08:32 pm »
Does anyone else have issues buying/selling items in the base screen? If I click to buy, quite often the button will get stuck and just max out. I kind of remember this may have been a bug in the original version?

Had a look around on here and no one else seems to have mentioned it though.
I haven't had that happen on my 2012 Nexus 7.

17
Builds & Ports / Re: Android Port (SDL2)
« on: June 20, 2014, 05:02:10 pm »
I see the appeal of the back button, but I'm not convinced. Back buttons, like many other Android things, are not as standard as you'd want: for example, I'm using a custom ROM with PIE controls (the ones that kinda "slide out" instead of always being on screen). The back button on these controls is not caught by the game, but instead screws up the game's window. Personally, I like the idea of "long tap to turn" much more. As for other things - doesn't the back button already cancel the current action? (yeah, I know I should know better, but hey, ROM screwing and all that  :) )
The back button does nothing right now as far as I can tell.

Maybe you could wire both long press and back button actions to simulate a right click? That would allow people to use either method for turning and canceling.

18
Builds & Ports / Re: Android Port (SDL2)
« on: June 20, 2014, 07:56:03 am »
I tried using the 44kHz SC-55 OGG soundtrack with the game's sampling rate set to various values, and found that it also had issues at any setting other than 22kHz. It seems that the OGG support of the Android version is very shaky.

19
And about that Android version, well, looks like it's some weird problem with resampling. I've tried saving the music as 22050 Hz oggs, and they seemed to work fine for me, although it sounded noticeably worse. Also, setting OpenXcom's sample rate to 48000 made sound effects higher-pitched. So I guess one should use 44100 Hz oggs for maximum compatibility, and 48000 Hz high-quality sound should always be there for completeness' sake.
Any chance that you could post 44kHz OGGs? I could probably resample myself using Audacity or something, but I'm assuming you've got lossless recordings to work with.

20
I'd love to have this hosted on his site, but I'm drawing a blank on methods of contacting him...
https://openxcom.org/forum/index.php?action=pm;sa=send;u=937

21
Any suggestions on long-term hosting? I'd rather not keep this on my Dropbox for forever.
Have you tried contacting the guy who maintains the soundtrack web page? It's at https://users.atw.hu/xcom-sounds/ although there isn't any contact info there - just the name Fenyo.

22
Builds & Ports / Re: Android Port (SDL2)
« on: June 18, 2014, 07:13:21 am »
Mismatching sample rate settings maybe?
It's possible. It may also be that the MT-32 soundtrack is recorded at much higher sampling and bit rates. The working SC-55 OGG soundtrack is 44kHz 128kbps, while the MT-32 one is 48kHz 499kbps.

If it matters, Android port of OpenXcom defaults to 22kHz sound output, so it's probably downsampling both soundtracks on the fly unless the music doesn't go through the game's 22kHz audio mixer.

23
Builds & Ports / Re: Android Port (SDL2)
« on: June 18, 2014, 05:48:06 am »
For some reason the MT-32 OGG soundtrack posted in the following thread sounds like static on Android OpenXcom 1.0: https://openxcom.org/forum/index.php?topic=2270.0

I'm not sure why this is happening, since the OGGs play fine on Android in a media player app, and the SC-55 soundtrack OGGs sound fine in game.

24
For some reason these sound like almost pure noise on the Android version. I have some SC-55 OGGs that sound fine, and these MT-32 ones play fine in an Android media player app, so it must be something with the Android build of OpenXcom I guess.

25
Open Feedback / OpenXcom + Munt
« on: June 18, 2014, 03:31:36 am »
So the DOS version of X-COM was originally intended to be played with a Roland CM-32 synth, as many people have noted when pointing out that there's supposed to be a siren sound at the beginning of the intro: https://www.youtube.com/watch?v=cuRzCHaeyXY

For those of us who do not have a CM-32 (I have an MT-32, which does not support the siren sound but does otherwise reproduce most of the music correctly) there's a pretty good open-source MT-32/CM-32 emulator available named Munt: https://sourceforge.net/projects/munt/

In case anyone else is crazy enough to want to get this working with OpenXcom, here's how I was able to do it on Windows:
  • Download and install Munt. If you're on 64-bit Windows, also download and install the amd64 driver.
  • Configure Munt for CM-32 mode. This involves acquiring CM-32 ROMs, which I cannot link because redistribution is a legal grey area.
  • Configure Windows to use Munt as the default Windows MIDI device. There are a number of MIDI device chooser utilities out there that can do this.
  • In your OpenXcom data/SOUND folder, rename GM.CAT to something else.
  • Download the xcom14_roland.zip file from this post: https://www.vogons.org/viewtopic.php?p=166565#p166565
  • Now unpack the ROLAND.CAT file from xcom14_roland.zip to an empty folder, rename it to GM.CAT, and put it in your OpenXcom data/SOUND folder.
  • Run OpenXcom and configure it to use MIDI as the music mode.

Now when you run OpenXcom, you should hear the siren and the awesome CM-32 music! My only nitpick is that the sound is way louder than the music.

26
Something I noticed is your INTRO1 doesn't have the extra cop siren sound played in this Roland-MT32 recording: https://www.youtube.com/watch?v=iIMGd1Hr_JU
Different card maybe?
This is because X-COM actually expects a Roland CM-32/LAPC-I compatible synth, which contains extra sounds not provided by the MT-32.

I also own a real MT-32 (and SC-88) but would like to someday acquire a CM-32 as well. Unfortunately the latter are a lot more rare these days.

27
Builds & Ports / Re: Android Port (SDL2)
« on: June 17, 2014, 08:47:55 am »
Oh I see. Thank you. It is tricky as you say though. I wish I can use Android Back button as a right mouse button.
Hey, that's not a bad idea since it would address both the facing and shooting issues, and I don't think the back button is currently used for anything else.

28
Builds & Ports / Re: Android Port (SDL2)
« on: June 16, 2014, 03:00:03 am »


HunterZ, well, I hate to ruin the magic, but touchscreen support is somewhat barebones because it's mainly mouse emulation, and there's only so much you can do with it. I've noticed myself trying to drag-drop things on the inventory screen, so maybe I'll get down to implementing it some day :)
Makes sense, as I noticed it was a native app that uses SDL.

Maybe if you are able to hack only the inventory screen input logic to drive the mouse up/down status based on whether the user's finger is touching the screen?

Quote
Maybe I'll tune drag-turning a bit too, but that might start to interfere with map drag-scrolling.
Yeah, I don't have any ideas about how to make things better there, except maybe to do it via a virtual D-pad overlay or something.

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As for Roland music, well, you can actually make some .OGGs and use them!
Unfortunately I only have a real MT-32, and the game takes advantage of additional CM-32 sounds. I could maybe try putting my SC-88 in CM-32 mode, but that would only work if the game doesn't try to program the synth with any custom instrument sound parameters.

For now I've installed OGGs of SC-55 soundfont recordings, which are a decent step up from AdLib.


29
Builds & Ports / Re: Android Port (SDL2)
« on: June 16, 2014, 02:29:33 am »
Can someone tell how to do Right click? I cannot make a soldier to face different ways and cancel aiming. Back button on my Android tablet doesn't do anything.
Facing is accomplished by swiping on the soldier in the direction he/she should face. It's a bit tricky.

Canceling aiming mode can be done by tapping on the weapon icon again.

30
Builds & Ports / Re: Android Port (SDL2)
« on: June 15, 2014, 09:08:35 pm »
The only real quirk I've noticed on my Nexus 7 is that when in shooting mode I have to click the gun icon to cancel shooting mode before I can click any other buttons. Oh, and for some reason I can't drag inventory items (but I can click to grab and click to place).

Compared to playing in DOSBox Turbo, it's great being able to drag scroll and to see radar ranges and vectors on the tactical display. On the other hand I miss the Roland music, and the drag-to-turn for soldiers is touchy.

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