![]() This feels the like sound equivalent of that, somewhat. probably back when I bought my first 3DFX card and saw Quake running in hardware mode for the first time. I haven't experienced a single upgrade improving something as drastically as this since. Makes having the MT32 so damn worth it, compared to if I was still using the old little computer speakers I had before this. I have a DOS point-and-click adventure from 1996 called 'Chronicles of the Sword' (also released on the PlayStation) where the installer still asks if I want to use Adlib, General MIDI, Roland MT32, etc. ![]() Would be really cool if perfect MT32 sound could be easily made available to everyone.īut in the meantime, I'll have tons of fun with my MT32 here, the sound is so awesome in many of these old Sierra gamesĮven especially as not very long ago, a friend of a friend who happens to be a semi-professional musician sold me his old speakers and amplifier for a really good price, and the sound in these four speakers (and the subwoofer) is really damn nice. you have to have quite a strong interest in these games to bother with all of that, probably. Note: Copied from the Real MT32, not being 'programmed' - using default sounds thread.Įmulation would be ideal, most people (understandably) can't be bothered to start buying old hardware and cables and all of this stuff. Since you've said it doesn't, check the other reasons. Only in the first case will slowing down your system/DOSBox do any good. The cables used are broken or not connected properly. The sound card/laptop/USB-to-MIDI's drivers don't handle large amounts of MIDI data properly and lose data. ![]() Obviously, this is a different speed issue than the one causing the "Buffer Overflow". On fast computers, it finishes counting before the next MIDI cycle occurs, and so the game just gives up on sending that particular byte, thus losing it. The game programmer counts CPU cycles to wait for the next available MIDI cycle (signaled by the MPU-401's "Data Receive Ready" bit) before sending a data byte. It means that some data got lost before it arrived at the MT-32. "Checksum Error" is distinct from the "Buffer Overflow". Only in the last case will slowing down your system/DOSBox do any good. The game programmer did insert the necessary delays, but timed them by counting CPU cycles. The game programmer only tested with a second/third generation model As stated previously, second generation units don't have this problem, as no data can arrive too fast for these models to handle. " Buffer Overflow" means the data arrives too fast for the MT-32 to handle.
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