![]() Without a better video or information to look for time sync, and without adding according transition time (original loading times) to the intro, it can't be done anything better I think. ![]() With those things, the music almost match parts of the intro (when it enters in the "cloud/dream part", when objects appear in screen, when the floating hat and glasses appear.) but others not as perfectly (the zoom to the Mars map). The original recorded intro are 30 fps, but with the speed changed to 25 fps, it is 1.1 seconds after the Zak logo. With that, the music ends perfectly in the intro end. The track begins 28 frames after the Zak McKracken logo appears.The video is played at 83,33% of original speed in ScummVM 2.5.1, so instead of the recorded 30 fps, it is at 25 fps.I did something different instead: If there is no information of how to play intro with the music synced, I tried to look how to change the intro to fit the music better. Like Raziel said, the speed and, for sure, the transitions are different, they take more time than any emulator can do. This youtube video footage of a real FM-Towns shows the intro played perfectly synced . That leads me to play it in a FM-Towns emulator (Tsugaru), but any option i tried to speed down the emulation doesn't match the intro itself.įor sure in an original hardware it plays differently. It's not accurate enough for that and it does the same as ScummVM. The first time i tried DREAMM, what also supports this version, i was thinking it should play better the intro but it doesn't. Files to download 3304, zakmcraken.zip, 579.5 KB, 0圆8985C3C 7379, zakmckrackendos.zip, 588.4 KB, 0x4076F383 16945, zakmckracken.zip, 1 MB, 0x9784A27C. This is something that bothered me from long time ago, because it's very noticeable but at the same time is hard to make it work well, because like Raziel said, it looks like in the original system the intro music is matched to how it runs the intro itself and that's is hard to match in ScummVM. Zak McKracken and the Alien Mindbenders (FM-TOWNS/English) I own the original FM-Towns release and was able to stopwatch playing the intro from HDD and CD, and CD (without the music) was roughly a second slower already. Maybe a delay between scene changes (where the screen goes black) would be sufficient? It features a similar problem and maybe a probable fix. ![]() That leads to the animation running slower than it does on fast CD/HDD drives with stronger graphic chips. ![]() If you watch the first YT video you can clearly see that the objects "pop" in place, due to them being loaded from CD on the run and probably because the graphics chip isn't the strongest either. This issue stems from the fact that the developers used the (CD) loading times (and the slow graphics chip) from the original FM-Towns console to sync the music with the running intro animation (whether they revised it for the FM-Towns version by checking against the actual speed, or simply went with the floppy loading times and hoped the best, is beyond me though). Features compiled in: Vorbis FLAC MP3 RGB zLib MPEG2 Theora AAC A/52 FreeType2 FriBiDi JPEG PNG cloud (servers, local) ![]()
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