When MI1 changes tracks, the CD-DA player re-enables the channel, however those prior samples and the channel's tallies are still present and are processed, which causes the "pop". However, the mixer's channel leaves the existing sample values ( prev_sample and next_sample) as-is, at the time when we halted the channel, along with the done and remaining tallies. When we press esc in MI1, the CD-DA player immediately calls channel->Enable(false) and stops feeding samples to the mixer. Was the core of the issue caused by MixerChannel::FillUp locking SDL for a brief moment on start? Thanks! I'm pretty sure it will solve this will see what reports. I looked through your commit and really like the changes in there I'll have to find a 64-bit build in the wild. src/video/SDL_blit_A.c: 2044: Error: operand type mismatch for `movq '. src/video/SDL_blit_A.c: Assembler messages: ↑ File:Secret of Monkey Island MCD credits./src/video/x11/SDL_x11events.c: 1433: 6: note: code may be misoptimized unless ‘-fno-strict-aliasing’ is used.↑ Beep! MegaDrive, "July 1993" (JP ), page 8.TM & (c) 1992 LucasArts Entertainment Company. Soundtrack not available on Cassette or LP Sam and Max appear courtesy of Steve PurcellĬobb™ and Seagull™ appear courtesy of LOOM™ Additional Testing: Lisa Star, Tami Borowick, Michael Stemmle, Tony Hsieh, Wallace Poulter, Ron Baldwin, Wendy Clark, Sam Chan, Frank Toriello, John Sinclair.Administrative Support: Wendy Bertram, Alexa Eurich, Paula Hendricksen, Debbie Ratto, Andrea Siegel, Lisa Star.Production Assistants: James Wood, Carol Traylor.Product Support: Brandy Wilson (supervisor), Liz Nagy, Carla Green.Manufacturing Coordinator: Meredith Cahill.Associate Marketing Director: Kelly Flock.Art Department Supervisor: Gary Winnick.Lucasfilm Games General Manager: Steve Arnold.Chocolate Supply Supervision: Andrea Siegel, Alexa Eurich.Special Guest Film Director: Hal Barwood.Additional Art: Avril Harrison, Jim McLeod, Gary Winnick.Last Minute Assistance: Tami Borowick, Ron Baldwin.Sword Fighting Insults: Orson Scott Card.Additional additional Design: Everyone else at Lucasfilm Games.Some light censorship was undertaken for the Mega-CD version. The system is limited as does not keep track of the player's location, minor items and decisions that have been made. The Mega-CD version does not support the CD BackUp RAM Cart, meaning a four-digit password system is used to access later parts of the game. Newer versions remove the interaction completely. These disks did not exist (the original game shipped on eight 5¼-inch disks), but LucasFilm Games were nevertheless bombarded with phone calls and letters by confused players thinking they could access that part of the game. As he attempts to squeeze through, the game asks for "disk 22" (then 36, then 114) to be inserted, after which Guybrush states he'll have to "skip that part of the game". In older versions of the game, a tree stump in the forest maze can be examined, with Guybrush claiming it to lead to a series of catacombs. The 1990 IBM PC edition, for example was written to accommodate 16-colour EGA, 4-colour CGA and 2-colour Hercules modes, while the Amiga and Atari ST conversions can only produce 32 and 16 on-screen colours, respectively.Īs with the PC CD version, the Mega-CD port of Monkey Island removes the infamous "stump joke". ![]() With only 64 on-screen colours at any one time, the Mega-CD version of Monkey Island makes graphical cutbacks over its VGA counterpart, but is still able to display more colours than most versions of the game. However, with only a single speed CD-ROM drive, the Mega-CD conversion has longer load times which affect every transition in the game. The Mega-CD version of Monkey Island derives from the 1992 VGA re-release of the game for IBM PC compatibles, which features an updated interface (based on the 1991 sequel Monkey Island 2: LeChuck's Revenge) and CD audio soundtrack.
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