Hey,

I don't remember the FreeSCI philosophy for supporting early versions of
the SCI0 interpreter. If complete support is desired, though, be aware that
the sound resource format is slightly different in the earliest games.

In King's Quest IV (interpreter version 0.274) and the 1988 Christmas Card
(interpreter version 0.294), the sound resource header is only 17 bytes
long, not 33 bytes. Each channel only has one byte of initialization data.
I think the play flags behave differently, though I'm not entirely sure how
they work. The control channel for setting cues and the sound loop point is
not necessarily channel 15. Instead, it is the channel whose header byte
has bit 0 clear but bit 3 set. There is no cumulative cue.

Other than that, the sound resources seem to be the same. The games do not
have patch resources, though. The earliest game I have with patch resources
is LSL2 (interpreter 0.409). It also features the newer sound resource
format. I don't know anything about the 0.3xx series of interpreters.

I plan on putting all of this into the next revision of the sound resource
specification, but it will probably be around the end of summer before that
gets done.

Cheers,
Ravi.

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