[Scummvm-git-logs] scummvm master -> 6ee9afacb932a0dc34de2e58001f7004a387878b
mikrosk
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Sat Oct 10 14:58:20 UTC 2026
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Summary:
6ee9afacb9 BACKENDS: ATARI: Update docs
Commit: 6ee9afacb932a0dc34de2e58001f7004a387878b
https://github.com/scummvm/scummvm/commit/6ee9afacb932a0dc34de2e58001f7004a387878b
Author: Miro Kropacek (miro.kropacek at gmail.com)
Date: 2026-10-11T00:58:08+10:00
Commit Message:
BACKENDS: ATARI: Update docs
Changed paths:
backends/graphics/atari/atari-graphics.cpp
backends/platform/atari/readme.txt
backends/platform/atari/readme.txt.in
diff --git a/backends/graphics/atari/atari-graphics.cpp b/backends/graphics/atari/atari-graphics.cpp
index 31406cfeb85..15f67592087 100644
--- a/backends/graphics/atari/atari-graphics.cpp
+++ b/backends/graphics/atari/atari-graphics.cpp
@@ -678,6 +678,14 @@ void AtariGraphicsManager::updateScreen() {
if (s_screenSurf == nullptr) {
// BACK_BUFFER2 has been set; guard it from overwriting while presented
+
+ // TODO: this assumes that the video base written in VblHandler() is applied
+ // in the same frame. True for Videl (video counter reloaded at VDB, after VBL)
+ // but not for TT: like ST/E, its Shifter reloads the video counter about three
+ // lines before the VBL (and again on the following line), so FRONT_BUFFER is
+ // still displayed for one more frame while it becomes BACK_BUFFER1, i.e. the
+ // work screen. On TT, the video base can be written here directly instead,
+ // BACK_BUFFER2 is then displayed once a VBL (_frclock) has passed since.
Screen *tmp = _screen[kBackBuffer2];
_screen[kBackBuffer2] = _screen[kFrontBuffer];
_screen[kFrontBuffer] = tmp;
diff --git a/backends/platform/atari/readme.txt b/backends/platform/atari/readme.txt
index 0ddc4a18171..4669166fb80 100644
--- a/backends/platform/atari/readme.txt
+++ b/backends/platform/atari/readme.txt
@@ -71,6 +71,8 @@ Minimum hardware requirements: Atari Falcon with 4 + 32 MB RAM and 68040 CPU.
- Native MIDI output.
+- Native OPL2/OPL3 output.
+
- Native CDDA support.
- Runs also in Hatari and ARAnyM but in case of ARAnyM don't forget to disable
@@ -104,8 +106,9 @@ executable size.
but still allows playing speech/sfx samples and/or CD audio and/or native
MIDI music).
-- "null" music driver is automatically enabled (i.e. OPL emulation is never
- used but still allows playing speech/sfx samples and/or CD audio).
+- "None" AdLib emulator is automatically enabled (i.e. OPL emulation is never
+ used but still allows playing speech/sfx samples and/or CD audio and/or
+ native OPL music).
- DOSBox and MAME OPL emulator is disabled => smaller executable size.
@@ -372,8 +375,11 @@ MIDI vs. AdLib vs. sampled music
It could seem that sampled music replay must be the most demanding one but on
the contrary! Always choose a CD version of a game (with *.wav tracks) over any
-other version. With one exception: if you have a native MIDI device able to
-replay the given game's MIDI notes (using the STMIDI plugin).
+other version. With two exceptions: if you have a native MIDI device able to
+replay the given game's MIDI notes (using the STMIDI plugin) or a real OPL chip
+able to replay the given game's AdLib music (using one of the "[nFM]" devices
+in "AdLib emulator", e.g. the NokturnFM2/NokturnFM3 cartridge or Hatari once
+nFM's patch is merged).
MIDI emulation (synthesis) can easily eat as much as 50% of all used CPU time
(on the CT60 and even if no OPL music is produced at the moment). By default,
@@ -385,11 +391,11 @@ better quality synthesis, otherwise the lowest quality will be used (applies
for MAME OPL only).
On TT, in most cases it makes sense to use ScummVM only if you own a native
-MIDI synthesiser (like mt32-pi: https://github.com/dwhinham/mt32-pi). MIDI
-emulation is out of the question and downsampling to 8-bit resolution takes a
-good chunk of CPU time which could be utilised elsewhere. However, there are
-games which are fine with sampled music/speech even on a plain TT (e.g. Lands
-of Lore).
+MIDI synthesiser (like mt32-pi: https://github.com/dwhinham/mt32-pi) or a real
+OPL chip (like the NokturnFM cartridge). MIDI/OPL emulation is out of the
+question and downsampling to 8-bit resolution takes a good chunk of CPU time
+which could be utilised elsewhere. However, there are games which are fine with
+sampled music/speech even on a plain TT (e.g. Lands of Lore).
CD music slows everything down
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -506,8 +512,9 @@ Changes to upstream
-------------------
- This port contains experimental / pending optimisations to audio mixing
- (https://github.com/scummvm/scummvm/pull/7385). I'll try to get them merged
- in the next release.
+ (https://github.com/scummvm/scummvm/pull/7599). I'll try to get them merged
+ in the next release. It also contains fake audio thread implementation by
+ Anders Granlund (which more or less depend on the PR).
Known issues
diff --git a/backends/platform/atari/readme.txt.in b/backends/platform/atari/readme.txt.in
index f978639115c..56eb779adda 100644
--- a/backends/platform/atari/readme.txt.in
+++ b/backends/platform/atari/readme.txt.in
@@ -71,6 +71,8 @@ Minimum hardware requirements: Atari Falcon with 4 + 32 MB RAM and 68040 CPU.
- Native MIDI output.
+- Native OPL2/OPL3 output.
+
- Native CDDA support.
- Runs also in Hatari and ARAnyM but in case of ARAnyM don't forget to disable
@@ -104,8 +106,9 @@ executable size.
but still allows playing speech/sfx samples and/or CD audio and/or native
MIDI music).
-- "null" music driver is automatically enabled (i.e. OPL emulation is never
- used but still allows playing speech/sfx samples and/or CD audio).
+- "None" AdLib emulator is automatically enabled (i.e. OPL emulation is never
+ used but still allows playing speech/sfx samples and/or CD audio and/or
+ native OPL music).
- DOSBox and MAME OPL emulator is disabled => smaller executable size.
@@ -372,8 +375,11 @@ MIDI vs. AdLib vs. sampled music
It could seem that sampled music replay must be the most demanding one but on
the contrary! Always choose a CD version of a game (with *.wav tracks) over any
-other version. With one exception: if you have a native MIDI device able to
-replay the given game's MIDI notes (using the STMIDI plugin).
+other version. With two exceptions: if you have a native MIDI device able to
+replay the given game's MIDI notes (using the STMIDI plugin) or a real OPL chip
+able to replay the given game's AdLib music (using one of the "[nFM]" devices
+in "AdLib emulator", e.g. the NokturnFM2/NokturnFM3 cartridge or Hatari once
+nFM's patch is merged).
MIDI emulation (synthesis) can easily eat as much as 50% of all used CPU time
(on the CT60 and even if no OPL music is produced at the moment). By default,
@@ -385,11 +391,11 @@ better quality synthesis, otherwise the lowest quality will be used (applies
for MAME OPL only).
On TT, in most cases it makes sense to use ScummVM only if you own a native
-MIDI synthesiser (like mt32-pi: https://github.com/dwhinham/mt32-pi). MIDI
-emulation is out of the question and downsampling to 8-bit resolution takes a
-good chunk of CPU time which could be utilised elsewhere. However, there are
-games which are fine with sampled music/speech even on a plain TT (e.g. Lands
-of Lore).
+MIDI synthesiser (like mt32-pi: https://github.com/dwhinham/mt32-pi) or a real
+OPL chip (like the NokturnFM cartridge). MIDI/OPL emulation is out of the
+question and downsampling to 8-bit resolution takes a good chunk of CPU time
+which could be utilised elsewhere. However, there are games which are fine with
+sampled music/speech even on a plain TT (e.g. Lands of Lore).
CD music slows everything down
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -506,8 +512,9 @@ Changes to upstream
-------------------
- This port contains experimental / pending optimisations to audio mixing
- (https://github.com/scummvm/scummvm/pull/7385). I'll try to get them merged
- in the next release.
+ (https://github.com/scummvm/scummvm/pull/7599). I'll try to get them merged
+ in the next release. It also contains fake audio thread implementation by
+ Anders Granlund (which more or less depend on the PR).
Known issues
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