Excellent.
Track#2 is the sound theme for the intro scene. Later on, in the first game mission you should hear track #4 or track #5. This is curious: the setup panel let you enable either the CD ambient sounds or the CD music or both. It seems that if you chose ambient, you're going to play a track with just forest sounds (chirping of birds, screams of monkeys, crawling of reptiles ...) while if you chose CD music you're going to hear something more similar to a piece of music (mostly, tam-tam sounds). The problem is what are you supposed to hear when you pick both? A reasonable answer should be hearing both, but these are supposed to be CD audio tracks, and there's no CD hardware in the world able to play two audio tracks together! I wonder if at the end of one track the game is going to alternate and play the other, but I can't survive in the forest long enough to tell! ;)
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Well, I think there's something wrong with Win10.
In Win7 I can never choose CD ambient sounds and CD music together. After selecting one option, the other option is automatically cleared.
The game is very nice, unfortunately I have never been very handy at these jumping games...
Last edit: huh 2021-06-28
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Ah, right, the double choice is not Win10 fault, it's because I set both in the fake registry. If you turn them on/off the game disables automatically one choice when you pick the other.
Turning fake registry off makes you free to store your preferred options permanently on the registry, but on my Win10 the CD flags are both grayed, so I couldn't turn them on.
Anyway, enough with this game, it gave us troubles enough. I posted the final full v2.05.72 on the SF download area. The help pages should explain in detail the additions that you can find on the updated readme-relnotes.txt file. I also peeked into VOGONS forum to add a short note about these progresses and the revealed CD detection schema.
Last edit: gho 2021-06-28
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@gho
Now I have tried "Set CD audio path" in version 2.05.72 final (with Pitfall) and flag works exactly as you described. Maybe it should be mentioned in DxWnd help, that the wildcard "?" is not possible use and an absolute path must be given.
Otherwise it's super :-)
Last edit: huh 2021-06-28
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Yes, I was in doubt whether to mention the exclusion of the ? wildcard (easy to implement, but difficult to explain in the help pages) or to add the code to allow that possibility (difficult to implement, likely useless, but no need to explain). You'll see what I decide within next release ;)
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I have the original game CD image. I don't use DxWnd or extra wrappers but purely Windows internal shims through MS Application Compatibility Toolkit (AKA, Compatibility Administrator tool): https://www.vogons.org/viewtopic.php?p=993709#p993709
Still have to find a reliable fix to play music in loop from CD image mounted through DAEMON Tools Lite though...
Last edit: Hexaae 2021-08-22
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I'm not sure you can.... in DxWnd logs there are mciSendCommand MCI_PLAY calls issued without MCI_NOTIFY option. This way the game can't know when a track has finished to play and repeat the play command. I wonder if the music play in loop is an available feature also on the original platforms with physical CD mounted. In effect, DxWnd flag "force track repeat" does not represent a faithful copy of the true behavior when using this flag.
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Yeah... I always wondered the same: no CD music loop was an original game issue? 🤔
The music will restart though after Pause and resume...
Would be possible to patch the original EXE?
Last edit: Hexaae 2021-08-22
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Maybe possible but not easy ...
As far as I could understand (if I'm not wrong, maybe some other expert as Dippy Dipper could correct me) the operation should require two surgical interventions:
1) (quite easy) add a MCI_NOTIFY flag to each MCI_PLAY message if not already present
2) (more difficult and delicate) in the main window message loop, intercept the MCI_NOTIFY message when it arrives and forces a repetition of the MCI_PLAY operation.
Maybe I could do this in DxWnd (where it would be probebly useless), but if you don't want to use it and prefer a game patch, I'm afraid that's not my job ...
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I have nothing against your excellent DxWnd, a great compatibility tool. If possible though I try to avoid 3rd party hooks and wrappers (I usually try first with MS ACT to solve incompatibilities, and I must say I usually have good success in doing this patiently).
Would be possible with DxWnd to make Pitfall play music from mounted image (= no MP3/OGG rip, just CD image mounted through DAEMON Tools or the like...) and fix also this music loop problem?
Last edit: Hexaae 2021-08-22
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Probably yes, though I shouldn't say that before getting the work done, you never know.
It's easy to configure DxWnd so that it would bypass almost all hookers (no ddraw, d3d, dsound etc.) and leave in place only the required components, that is a mciSendCommand wrapper and a hooker for the window message handling routine.
But my problem would be the testing: on my Win10 computer the Daemon Tool lite does not support audio track playing (and I don't either have a physical CD drive) so I couldn't judge if the sound is playing at all, repeated or not.
I'll make some thinking about this problem ....
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My mistake, I should always check first .... I run the game with DxWnd and log enabled and, with my surprise, the logs don't seem identical to the ones that were posted on the thread. DxWnd configuration does NOT use the "force track repeat" flag and the game DOES set the MCI_NOTIFY flag and this allows it to restart the track play when it's finished.
In this scenario, I'm afraid the culprit could be Daemon Tool that maybe it doesn't support the generation of a MCI_NOTIFY message when the track is over. You should then use a better CD emulation (hard to say that, Daemon Tool is one of the best, and one of the few thar run without big troubles on Win10) or use DxWnd audio emulation.
If you are concerned about some possible loss of quality, be aware that you could rip the audio tracks in .wav format, a fat data but absolutely lossless.
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I have registered DT and game CD image with audio works fine. If you want I could betatest and send you back logs in case... Ah, BTW, I have the original game CD (bought a long time ago from ebay) and a CD-DVD external drive for a real CD betatesting in case...
EDIT: ah, didn't read last msg. That's the question: is it DT or maybe an MCI incompatibility of modern Windows 10 with previous OS versions?
FYI: also from real CD the game won't loop music on Windows 10, so it looks like an incompatibility bug of modern Windows with MCI_NOTIFY.
I like that vogon's post, especially where it says this:
... However the best general cdaudio emulation and the only one that properly handles the notify message (as of writing this) seems to be with the Dxwnd program or it's stand alone cdaudio proxy.
:)
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You should import the suggested configuration "Pitfall Mayan Adventure.dxw" that is in export folder, then remove (uncheck) all flags that make it working with ripped files and audio tracks, that is the following:
I/O - fake CD
I/O - Set CD audio path
Sound - Virtual CD audio
This way DxWnd will no longer try to emulate the CD and the game will use the Daemon Tools features.
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Ok, modified cfg and edited game path, but on Run it says Create process "PITFALL.EXE", Error=123 (tested with DT image).
I used the 2.05.72 update archive and just moved dxwnd.dll, dxwnd.exe, dwwplay.dll and Pitfall Mayan Adventure.dxw in the Pitfall.exe dir... Requires some more files?
Nevermind: solved. But music loop doesn't work with DT, will test with physical CD...
Last edit: Hexaae 2021-08-23
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It shouldn't be able t work: the game needs to receive the MCI_NOTIFY_COMPLETE message and Windows no longer sends it. DxWnd can do that because it plays the ripped track, so it KNOWS when the track is finished! If DxWnd used the CD real tracks, it would be in the same sort of trouble, because mci can let it start the play, but doesn't tell when it's over.
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Correct: it's technically impossible to implement a sort of hack for CD tracks. This would require patching a system dll, but any change to this file would be noticed and cleared by the Windows recovery procedures. It would require a system patch.
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@gho
Sounds good, I'll try when I get home.
Excellent.
Track#2 is the sound theme for the intro scene. Later on, in the first game mission you should hear track #4 or track #5. This is curious: the setup panel let you enable either the CD ambient sounds or the CD music or both. It seems that if you chose ambient, you're going to play a track with just forest sounds (chirping of birds, screams of monkeys, crawling of reptiles ...) while if you chose CD music you're going to hear something more similar to a piece of music (mostly, tam-tam sounds). The problem is what are you supposed to hear when you pick both? A reasonable answer should be hearing both, but these are supposed to be CD audio tracks, and there's no CD hardware in the world able to play two audio tracks together! I wonder if at the end of one track the game is going to alternate and play the other, but I can't survive in the forest long enough to tell! ;)
Well, I think there's something wrong with Win10.
In Win7 I can never choose CD ambient sounds and CD music together. After selecting one option, the other option is automatically cleared.
The game is very nice, unfortunately I have never been very handy at these jumping games...
Last edit: huh 2021-06-28
Ah, right, the double choice is not Win10 fault, it's because I set both in the fake registry. If you turn them on/off the game disables automatically one choice when you pick the other.
Turning fake registry off makes you free to store your preferred options permanently on the registry, but on my Win10 the CD flags are both grayed, so I couldn't turn them on.
Anyway, enough with this game, it gave us troubles enough. I posted the final full v2.05.72 on the SF download area. The help pages should explain in detail the additions that you can find on the updated readme-relnotes.txt file. I also peeked into VOGONS forum to add a short note about these progresses and the revealed CD detection schema.
Last edit: gho 2021-06-28
the only system thay supposed to play
cd fx and music together...aka ambient and music..is
the sega cd version of the game
@gho
Now I have tried "Set CD audio path" in version 2.05.72 final (with Pitfall) and flag works exactly as you described. Maybe it should be mentioned in DxWnd help, that the wildcard "?" is not possible use and an absolute path must be given.
Otherwise it's super :-)
Last edit: huh 2021-06-28
Yes, I was in doubt whether to mention the exclusion of the ? wildcard (easy to implement, but difficult to explain in the help pages) or to add the code to allow that possibility (difficult to implement, likely useless, but no need to explain). You'll see what I decide within next release ;)
im doin without that...is hooking ok .
no set path.
is playing all the tracks good
Yes, I realized that it was possible to do also without it after I coded it. Nevermind, surely it will be useful in some other case.
I have the original game CD image. I don't use DxWnd or extra wrappers but purely Windows internal shims through MS Application Compatibility Toolkit (AKA, Compatibility Administrator tool): https://www.vogons.org/viewtopic.php?p=993709#p993709
Still have to find a reliable fix to play music in loop from CD image mounted through DAEMON Tools Lite though...
Last edit: Hexaae 2021-08-22
I'm not sure you can.... in DxWnd logs there are mciSendCommand MCI_PLAY calls issued without MCI_NOTIFY option. This way the game can't know when a track has finished to play and repeat the play command. I wonder if the music play in loop is an available feature also on the original platforms with physical CD mounted. In effect, DxWnd flag "force track repeat" does not represent a faithful copy of the true behavior when using this flag.
Yeah... I always wondered the same: no CD music loop was an original game issue? 🤔
The music will restart though after Pause and resume...
Would be possible to patch the original EXE?
Last edit: Hexaae 2021-08-22
Maybe possible but not easy ...
As far as I could understand (if I'm not wrong, maybe some other expert as Dippy Dipper could correct me) the operation should require two surgical interventions:
1) (quite easy) add a MCI_NOTIFY flag to each MCI_PLAY message if not already present
2) (more difficult and delicate) in the main window message loop, intercept the MCI_NOTIFY message when it arrives and forces a repetition of the MCI_PLAY operation.
Maybe I could do this in DxWnd (where it would be probebly useless), but if you don't want to use it and prefer a game patch, I'm afraid that's not my job ...
I have nothing against your excellent DxWnd, a great compatibility tool. If possible though I try to avoid 3rd party hooks and wrappers (I usually try first with MS ACT to solve incompatibilities, and I must say I usually have good success in doing this patiently).
Would be possible with DxWnd to make Pitfall play music from mounted image (= no MP3/OGG rip, just CD image mounted through DAEMON Tools or the like...) and fix also this music loop problem?
Last edit: Hexaae 2021-08-22
Probably yes, though I shouldn't say that before getting the work done, you never know.
It's easy to configure DxWnd so that it would bypass almost all hookers (no ddraw, d3d, dsound etc.) and leave in place only the required components, that is a mciSendCommand wrapper and a hooker for the window message handling routine.
But my problem would be the testing: on my Win10 computer the Daemon Tool lite does not support audio track playing (and I don't either have a physical CD drive) so I couldn't judge if the sound is playing at all, repeated or not.
I'll make some thinking about this problem ....
My mistake, I should always check first .... I run the game with DxWnd and log enabled and, with my surprise, the logs don't seem identical to the ones that were posted on the thread. DxWnd configuration does NOT use the "force track repeat" flag and the game DOES set the MCI_NOTIFY flag and this allows it to restart the track play when it's finished.
In this scenario, I'm afraid the culprit could be Daemon Tool that maybe it doesn't support the generation of a MCI_NOTIFY message when the track is over. You should then use a better CD emulation (hard to say that, Daemon Tool is one of the best, and one of the few thar run without big troubles on Win10) or use DxWnd audio emulation.
If you are concerned about some possible loss of quality, be aware that you could rip the audio tracks in .wav format, a fat data but absolutely lossless.
I have registered DT and game CD image with audio works fine. If you want I could betatest and send you back logs in case... Ah, BTW, I have the original game CD (bought a long time ago from ebay) and a CD-DVD external drive for a real CD betatesting in case...
EDIT: ah, didn't read last msg. That's the question: is it DT or maybe an MCI incompatibility of modern Windows 10 with previous OS versions?
FYI: also from real CD the game won't loop music on Windows 10, so it looks like an incompatibility bug of modern Windows with MCI_NOTIFY.
EDIT2: interesting infos for a developer like you here: https://www.vogons.org/viewtopic.php?p=885620#p885620
Last edit: Hexaae 2021-08-22
I like that vogon's post, especially where it says this:
:)
Could you teach me how to set working loop for Pitfall playing tracks from physical CD (will also try again with DAEMON Tools) with DxWnd? ;)
You should import the suggested configuration "Pitfall Mayan Adventure.dxw" that is in export folder, then remove (uncheck) all flags that make it working with ripped files and audio tracks, that is the following:
This way DxWnd will no longer try to emulate the CD and the game will use the Daemon Tools features.
Ok, modified cfg and edited game path, but on Run it says Create process "PITFALL.EXE", Error=123 (tested with DT image).
I used the 2.05.72 update archive and just moved dxwnd.dll, dxwnd.exe, dwwplay.dll and Pitfall Mayan Adventure.dxw in the Pitfall.exe dir... Requires some more files?
Nevermind: solved. But music loop doesn't work with DT, will test with physical CD...
Last edit: Hexaae 2021-08-23
It shouldn't be able t work: the game needs to receive the MCI_NOTIFY_COMPLETE message and Windows no longer sends it. DxWnd can do that because it plays the ripped track, so it KNOWS when the track is finished! If DxWnd used the CD real tracks, it would be in the same sort of trouble, because mci can let it start the play, but doesn't tell when it's over.
Ok. Thought it was working ALSO for the cd tracks forcing repeat.
So it's technically impossible to implement a sort of hack for CD tracks?
EDIT: tried also https://github.com/dippy-dipper/cdaudio-winmm in the past but didn't work with Pitfall.
Last edit: Hexaae 2021-08-23
Correct: it's technically impossible to implement a sort of hack for CD tracks. This would require patching a system dll, but any change to this file would be noticed and cleared by the Windows recovery procedures. It would require a system patch.
Thanks for your patience. I'll try the dxwnd + mp3 solution then ;)