OHRRPGCE 20 Year Anniversary!
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- Nathan Karr
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I remember the hero of the game was named Leonard Shaw, and his suit of armor basically looked like he was a giant can with limbs and a head. I don't remember the name of the game itself off the top of my head. I wondered why the text strings were replaced with random unimplemented status effects in an otherwise non-comedic game!
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- Pepsi Ranger
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You're thinking of Memoria by Royal. It's one of the classic early OHR games.I remember the hero of the game was named Leonard Shaw, and his suit of armor basically looked like he was a giant can with limbs and a head. I don't remember the name of the game itself off the top of my head. I wondered why the text strings were replaced with random unimplemented status effects in an otherwise non-comedic game!
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If you remember, Jade started getting weird text garbage too at some points.TMC wrote:Really? It seems that all those extra global text strings (which eventually became experience, etc) were removed totally, not just repurposed, in the earliest existing OHR games. I guess that means that the game you were playing was even earlier than those.
I remember at some point, OHR games would have random deleted data from your hard drive in them because the fields in the lump were not initialized. Or am I misremembering?
Ah yes, Memoria does contain those global text strings. That seems to prove that it was either originally created even before FUABMXv1, or it was copied from some ancient version of Wandering Hamster.
The garbage text in SoJ is somewhat different, that's due to uninitialised data inside existing records (maybe due to an upgrade bug?), whereas the global text strings lump originally contained extra stuff like Pumped, Paralysis, Medium, while later games had a smaller .stt lump, and later ones again added more fields to the .stt lump.
Turns out, if you type something into a global text string and then delete it, it still remains there. I see stuff like "Lightess", "Shadowss" (both originally Darkness), "Airth" (Earth) and "Accu^cyaaa"
The garbage text in SoJ is somewhat different, that's due to uninitialised data inside existing records (maybe due to an upgrade bug?), whereas the global text strings lump originally contained extra stuff like Pumped, Paralysis, Medium, while later games had a smaller .stt lump, and later ones again added more fields to the .stt lump.
Turns out, if you type something into a global text string and then delete it, it still remains there. I see stuff like "Lightess", "Shadowss" (both originally Darkness), "Airth" (Earth) and "Accu^cyaaa"
- Nathan Karr
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I've had old spell list names from characters whose spell lists I'd renamed later in development pop up in weird places on me, but that was back in like Wolfwood or so.TMC wrote:Turns out, if you type something into a global text string and then delete it, it still remains there. I see stuff like "Lightess", "Shadowss" (both originally Darkness), "Airth" (Earth) and "Accu^cyaaa"
Remeber: God made you special and he loves you very much. Bye!
- Bob the Hamster
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I do remember some very ancient versions would actually leave pieces of old deleted files in uninitialized file data.
I think maybe it only worked on a real DOS computer, and it was probably only files written with the assembly language setpicstuff/storeset code, or some such thing as that.
If you want to see an example, download my old unfinished Nesha's Claw Battle Engine Demo https://hamsterrepublic.com/dl/nesha.zip
It uses most of the same assembly allmodex code that the ohrrpgce used to use.
If you view the contents of nesha.dat, which I think is character data, you can see a bunch of chunks of ASM source code, some intermediate tasm compiler files, some chunks of data from https://hamsterrepublic.com/dl/rpg.zip and a few other scraps of data and directory listings that were laying around on my 80 megabyte hard drive back in 1994
I think maybe it only worked on a real DOS computer, and it was probably only files written with the assembly language setpicstuff/storeset code, or some such thing as that.
If you want to see an example, download my old unfinished Nesha's Claw Battle Engine Demo https://hamsterrepublic.com/dl/nesha.zip
It uses most of the same assembly allmodex code that the ohrrpgce used to use.
If you view the contents of nesha.dat, which I think is character data, you can see a bunch of chunks of ASM source code, some intermediate tasm compiler files, some chunks of data from https://hamsterrepublic.com/dl/rpg.zip and a few other scraps of data and directory listings that were laying around on my 80 megabyte hard drive back in 1994
Wow, there's an awful lot of data sucked into NESHA.DAT, even your calendar! Is your birthday in mid-February? And hobgoblin day is Jan 18th???
I was just scanning some .rpg files, and found that there's a lot of garbage in the tile animation patterns in old games, including 13 of the animation patterns in SoJ (eg tilesets 87-90). None of them in SoJ are in use, and none of them look like harddisk data :P This explains why the tile animation pattern editor has over-the-top bounds checking!
I was just scanning some .rpg files, and found that there's a lot of garbage in the tile animation patterns in old games, including 13 of the animation patterns in SoJ (eg tilesets 87-90). None of them in SoJ are in use, and none of them look like harddisk data :P This explains why the tile animation pattern editor has over-the-top bounds checking!
- Bob the Hamster
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Hmm, when I remembered that happening I was still on Windows 95. I didn't upgrade to XP until 2004!Bob the Hamster wrote:I do remember some very ancient versions would actually leave pieces of old deleted files in uninitialized file data.
I think maybe it only worked on a real DOS computer, and it was probably only files written with the assembly language setpicstuff/storeset code, or some such thing as that.
If you want to see an example, download my old unfinished Nesha's Claw Battle Engine Demo https://hamsterrepublic.com/dl/nesha.zip
It uses most of the same assembly allmodex code that the ohrrpgce used to use.
If you view the contents of nesha.dat, which I think is character data, you can see a bunch of chunks of ASM source code, some intermediate tasm compiler files, some chunks of data from https://hamsterrepublic.com/dl/rpg.zip and a few other scraps of data and directory listings that were laying around on my 80 megabyte hard drive back in 1994
Last edited by FyreWulff on Fri Dec 01, 2017 2:21 pm, edited 1 time in total.
- Nathan Karr
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I was still using Windows 98 and maintaining a 98 PC for use with the OHR engine until like 2008...I still miss the way BAM used to sound.FyreWulff wrote:Hmm, when I remembered that happening I was still on Windows 95. I didn't upgrade to XP until 2004!Bob the Hamster wrote:I do remember some very ancient versions would actually leave pieces of old deleted files in uninitialized file data.
I think maybe it only worked on a real DOS computer, and it was probably only files written with the assembly language setpicstuff/storeset code, or some such thing as that.
If you want to see an example, download my old unfinished Nesha's Claw Battle Engine Demo https://hamsterrepublic.com/dl/nesha.zip
It uses most of the same assembly allmodex code that the ohrrpgce used to use.
If you view the contents of nesha.dat, which I think is character data, you can see a bunch of chunks of ASM source code, some intermediate tasm compiler files, some chunks of data from https://hamsterrepublic.com/dl/rpg.zip and a few other scraps of data and directory listings that were laying around on my 80 megabyte hard drive back in 1994
Remeber: God made you special and he loves you very much. Bye!
- Bob the Hamster
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- MorpheusKitami
- Slime Knight
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I don't think it's exactly what you want, but SynthFont could do that, assuming you have the right .sf2 file for the sound you want. Might be restricted to the commercial version though, I could never get it to work. Or it could just be a problem with WINE.
Other suggestion is to use a tracker like OpenMPT, but that's far more time-consuming and less user-friendly. Still requires the right sound files, just no longer needs to be in .sf2 format.
Other suggestion is to use a tracker like OpenMPT, but that's far more time-consuming and less user-friendly. Still requires the right sound files, just no longer needs to be in .sf2 format.
Why do you want to use an OPL emulator to convert MIDI to OGG? You want it to sound similar to the original BAMs?
There are a number of different OPL2/3 emulators out there, but it seems most of them got forked from a different project.
This page lists several of them: https://zdoom.org/wiki/OPL_synth_emulation#OPL_cores
I'm impressed that ZDoom has not one but four different OPL emulators to choose from! I'm consistently impressed with the amount of effort that's gone into the Doom projects.
Also, DOSBOX used to use the MAME emulator, then replaced it with their own.
This is less relevant to converting MIDI to OGG, and more relevant to picking an emulator to embed in the OHR.
Also, I learnt (here) that "Usually the OPL3 emulator is requested to output samples at sampling rate native to current sound cards instead of native sampling rate for the OPL3 chip, so that will alter at least how the feedback sounds. So if [the MAME emulator] sounds wrong then the emulator is used wrong." So for accurate emulation, you should get output from the emulator at 49716Hz and then (probably) resample to standard.
There are a number of different OPL2/3 emulators out there, but it seems most of them got forked from a different project.
This page lists several of them: https://zdoom.org/wiki/OPL_synth_emulation#OPL_cores
I'm impressed that ZDoom has not one but four different OPL emulators to choose from! I'm consistently impressed with the amount of effort that's gone into the Doom projects.
Also, DOSBOX used to use the MAME emulator, then replaced it with their own.
This is less relevant to converting MIDI to OGG, and more relevant to picking an emulator to embed in the OHR.
Also, I learnt (here) that "Usually the OPL3 emulator is requested to output samples at sampling rate native to current sound cards instead of native sampling rate for the OPL3 chip, so that will alter at least how the feedback sounds. So if [the MAME emulator] sounds wrong then the emulator is used wrong." So for accurate emulation, you should get output from the emulator at 49716Hz and then (probably) resample to standard.
Last edited by TMC on Sat Dec 02, 2017 9:16 am, edited 3 times in total.
- Bob the Hamster
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