English and German version in one archive (drawers "English" and
"Deutsch"). Deutsche Anleitung: CueCD/Deutsch/CueCD.readme
=========================================================================
CD-Drive 1.13 (CueCD)
CD images with CD audio for AmigaOS 3.x
(CUE/BIN, ISO, NRG, MDS/MDF, CCD/IMG)
Created by: Eisman
Programmed together with Claude (Anthropic)
(c) 2026 Eisman
=========================================================================
WHAT IS IT?
CD-Drive puts a CD image into a virtual drive (CUE0:) just like a
real CD. Unlike plain image mounters it also plays the audio tracks -
games like Foundation, which take their music straight from the CD,
sound just like they do with a real CD.
For AmigaOS 3.2.x and 3.9 (ReAction), 68020 or better
(030/040/060, PiStorm/Emu68). AHI is required for the music.
LANGUAGES
The archive contains two drawers: "English" (this version) and
"Deutsch" (the same programs with German texts; there they are called
Installieren, CD-Laufwerk and OhneWB). Install only ONE of them.
CONTENTS
Install installation program (a double-click is enough)
CD-Drive program with a window (Workbench)
Devs/cuecd.device virtual CD drive (driver)
C/CueMount the same for the Shell / scripts
CD32-Start start a CD32 image like a CD32 (double-click)
C/CD32Start the same for the Shell
C/NoWB runs a program with the Workbench closed
(more Chip RAM for AGA games, see "AGA MACHINES")
Storage/CUE0 mountlist: drive CUE0: on every boot
Extras/Napalm/ game patch for Napalm: sound driver
Audio.AHI (see "EXAMPLE: NAPALM")
Extras/BubbleHeroes/ game patch for Bubble Heroes: launcher
BH_AHI (see "EXAMPLE: BUBBLE HEROES")
/Source/ source code (vbcc, NDK 3.2, AHI) - one drawer
up, shared by both languages
=========================================================================
INSTALLATION
=========================================================================
Simply double-click "Install". The program detects by itself:
- the AmigaOS version and the CPU (at least a 68020)
- whether AHI (for the CD music), L:CDFileSystem and ReAction are
present
- whether AHI 6 with device.audio is present (see GAMES)
- whether and where CD-Drive is already installed (older versions
too) - the program then stays where it is, otherwise it goes to
SYS:Tools (or SYS:Utilities)
- whether the driver is currently in memory
and copies everything to the right place:
DEVS:cuecd.device, C:CueMount, C:CD32Start, C:NoWB,
SYS:Tools/CD-Drive,
SYS:Tools/CD32-Start, DEVS:DOSDrivers/CUE0 (only if it does not
exist yet).
Existing files are backed up to SYS:Storage/CueCD-Backup first. If a
newer version is already installed, the program asks.
On a first installation CUE0: is there immediately; if an older
driver is already running, the program offers a reboot.
Game patches: at the end the program asks whether Napalm and whether
Bubble Heroes should be set up. "No" simply skips this - the
installation continues normally. With "Yes" select the drawer of the
game. Details in the sections "EXAMPLE: NAPALM" and
"EXAMPLE: BUBBLE HEROES".
"Remove" (appears when CD-Drive is already installed) deletes
everything again; the images themselves are not touched.
Shell / several Amigas by script:
Install TEST only shows what would happen
Install QUIET installs without asking
Install UNINSTALL removes (with QUIET without asking)
Install NAPALM Games:Napalm also sets up Napalm
(also together with QUIET)
Install BUBBLE Games:BH also sets up Bubble Heroes
=========================================================================
USAGE
=========================================================================
Window (SYS:Tools/CD-Drive):
- "File": select an image - or simply drag the icon of the image
into the window, then it is inserted immediately.
- "Insert" / "Eject"
- "Keep inserted after a reboot": the image is back in the drive
automatically after every boot.
- Track list: select an audio track and click "Play" (or
double-click), "Stop", volume slider.
- "Music gain": makes the CD music louder (50-400 %, 100 % =
normal). The setting is saved permanently and applies to all
games.
- Up to 4 drives (CUE0: to CUE3:) with the chooser at the top left.
Shell:
CueMount <image> [UNIT n] [SAVE] insert (SAVE = permanently)
CueMount INFO [UNIT n] show image and tracks
CueMount EJECT [UNIT n] eject
CueMount GAIN <percent> music gain (e.g. 250)
CueMount LOG [COUNT n] last commands sent to the
drive by games (debugging)
CueMount CD32 ON|OFF cd.device for CD32 games
permanently on/off (see CD32)
Ejecting: if games have made assigns to the CD (e.g. Genetic
Species), the CD icon would otherwise stay. The window then offers
"Remove and eject" - the assigns to the CD are removed and the CD is
really out.
Tip: enter CueMount as the default tool in the icon of an image -
then a double-click on the image puts it straight into the drive.
=========================================================================
GAMES WITH CD MUSIC
=========================================================================
In the game or its settings enter as CD drive:
Device: cuecd.device Unit: 0
The audio tracks are played straight from the image through AHI.
The SCSI commands of real ATAPI/SCSI drives and the cd.device
commands of the CD32 are supported.
IMPORTANT - game sound and CD music at the same time:
The CD music runs through AHI. If the game plays its effects
directly on the sound chip ("Amiga Sound", "Paula"), the two get in
each other's way: voices and effects sound too high, and the game
may hang when quitting. The fix:
1. Install AHI 6 (Aminet: driver/audio/m68k-amigaos-ahiusr),
it comes with the driver DEVS:AHI/device.audio.
2. In the game choose "AHI" as sound and one of the modes
"Unit 0: ..." as AHI mode (e.g. "Unit 0:HiFi 16 bit stereo++").
Then AHI mixes effects and CD music together cleanly.
3. In Prefs/AHI set at least 2 channels for "Unit 0".
CD music and game sound each need one channel there - with
only one, the music or the game sound stays silent. The
installer and BH_AHI point this out if only 1 channel is set.
A detailed example is in the section "EXAMPLE: FOUNDATION".
Games that switch the system off
Some games switch off the whole operating system in the menu or in
the game (interrupts off, their own interrupt routines). Then AHI
cannot play any music - the CD music can only be heard while the
system is running. With a real CD the music continues, because the
drive plays it by itself. Known examples:
T-Zero no CD music in the menu and in the game
Pinball Fantasies CD32 noise in the main menu (the last music
buffer repeats), clean in the game
This cannot be fixed from the driver.
=========================================================================
EXAMPLE: BUBBLE HEROES (RTG and AGA version)
=========================================================================
Bubble Heroes plays its effects directly on all four channels of
the sound chip. With CD music the effects sounded distorted and the
music stopped after a short time.
The solution: BH_AHI
A launcher that loads BH_RTG or BH_AGA, redirects the sound
routine of the game to AHI (mode "Unit 0: ..." of device.audio)
and starts the game. The game file itself is not changed.
BH_AHI finds the sound routine by itself (it is in a different
place in the two versions). If it does not find it (different
version), it starts the game unchanged.
Setting up with the installer
At "Game patch: BUBBLE HEROES" click "Yes, select drawer" and
select the drawer with BH_RTG or BH_AGA. The installer copies
BH_AHI there, backs up the start script BubbleHeroes as
BubbleHeroes.pre-CueCD and replaces BH_RTG in it with BH_AHI, or
BH_AGA with "NoWB BH_AHI AGA" (the AGA version then starts with
the Workbench closed, see "AGA MACHINES").
By hand
Copy Extras/BubbleHeroes/BH_AHI into the game drawer and replace
"BH_RTG" in the script BubbleHeroes with "BH_AHI"
(e.g. "BH_AHI large"), for the AGA version "BH_AGA" with
"BH_AHI AGA" (e.g. "BH_AHI AGA large").
Without AGA/RTG, BH_AHI takes the file that is in the drawer
(BH_RTG has priority if both are there).
Volume of the effects (default 300 %):
SetEnv SAVE BubbleAHI/Gain 400
No sound? In the Shell, in the game drawer: BH_AHI CHECK
or: BH_AHI CHECK <file>
shows whether the sound routine is recognised, which AHI mode
BH_AHI uses and whether AHI can be opened. If it says "no mode
Unit 0 found", AHI 6 with device.audio is missing.
In addition BH_AHI writes the file BH_AHI.log into the game drawer
(right next to BH_AHI) on every start: AHI mode, whether AHI could
be opened, free Chip RAM and - after the game - the number of
samples played. If the file is missing after a start, an older
BH_AHI is still in use there or the script does not start BH_AHI
at all ("Version BH_AHI" must show 1.3 or higher).
=========================================================================
AGA MACHINES WITHOUT A GRAPHICS CARD
=========================================================================
None of the game patches (Napalm, Bubble Heroes, Foundation, Genetic
Species) need a graphics card - only AHI 6 with device.audio and a
Paula mode for "Unit 0". But AHI mixes in software: effects AND CD
music together need CPU power. On a CD32/A1200 without an
accelerator (68020, 14 MHz) this will probably not be enough - this
has not been tested.
Chip RAM: NoWB
Without a graphics card the Workbench with its backdrop picture,
colours and icons lives in Chip RAM, and there are 2 MB of that at
most. Games that need a lot of Chip RAM then do not start - or AHI
gets no memory any more and the game stays silent.
NoWB <command> e.g. NoWB BH_AHI AGA large >NIL:
closes the Workbench, cleans up memory, runs the command and opens
the Workbench again afterwards. You no longer have to switch off
the backdrop picture and colours for this.
NoWB INFO shows how much Chip RAM would be freed
The Workbench can only be closed if no program has a window open
on it (no Shell or CD-Drive window either). Otherwise NoWB runs
the command anyway, just without any gain - "NoWB INFO" names the
windows that are in the way.
In game scripts redirect the output to NIL: (>NIL:): an output
window would open the Workbench again immediately.
With a graphics card NoWB gains almost nothing (the Workbench is
not in Chip RAM then).
=========================================================================
EXAMPLE: GENETIC SPECIES
=========================================================================
- Start with CD-Drive: GeneticSpecies.Exe cuecd.device 0
(enter it like this in the script "Engine" or "Genetics")
- In the game choose AHI "Unit 0: ..." as audio mode.
- Do NOT run the script UseCDlibs: it redirects DEVS: and LIBS: to
the CD, after that many things stop working until the next reboot.
- The game makes assigns to the CD (e.g. External:). To eject,
choose "Remove and eject" in the window.
- When quitting, the CD music now stops automatically.
=========================================================================
CD32 GAMES (CD32-Start)
=========================================================================
CD32 games open "cd.device" by name and boot from the CD with
S/Startup-Sequence. CD32-Start makes both possible:
1. Insert the CD32 image in the "CD-Drive" window (CUE0:)
2. Double-click CD32-Start (SYS:Tools)
CD32-Start additionally registers cuecd.device as cd.device, appends
C, L, LIBS, DEVS and FONTS of the CD to the system's own directories
(the system has priority) and executes the Startup-Sequence of the
CD.
Shell: CD32Start [UNIT n] [TEST] [NVPATH drawer] [NOCACHE] [VBR0]
[NOFASTMEM] [FORCE]
TEST only shows what would happen.
Saved games (NV-RAM)
The CD32 stores high scores and saved games in its NV-RAM. On
other Amigas nonvolatile.library puts them into a drawer that is
named in SYS:Prefs/Env-Archive/sys/nv_location. If this file does
not exist yet, CD32-Start creates the drawer SYS:Storage/CD32-Saves
and enters it there. A different drawer:
CD32Start NVPATH Work:CD32-Saves
Games that need a "more real" CD32 environment (like the CD32
emulator of CacheCDFS) - only try these if there are problems:
NOCACHE CPU caches off (game runs too fast / crashes)
VBR0 vector table at address 0 (some games do not run at all
otherwise when started from the Workbench)
NOFASTMEM occupy Fast RAM until the next reboot (graphics/sound
errors)
To set them permanently for the CD32-Start icon, e.g.:
SetEnv SAVE CueCD/CD32Opt "NOCACHE VBR0"
After the game this stays in effect until the next reboot.
Magazine and compilation CDs whose Startup-Sequence redirects SYS:
or ends with RESET are only started by CD32-Start with FORCE (a
warning instead of a crash).
CD32 SUPPORT IS EXPERIMENTAL (only partly usable).
It only works with games that use the operating system. Games that
access the CD32 hardware (Akiko) directly do not run. There is no
joypad replacement via the keyboard.
Tested (as of 1.7, without the new options of 1.8):
Pinball Fantasies CD32 starts with CD music, noise in the main
menu; freezes when starting a table or
on ESC
Castlevania AGA CD32 main menu runs, the game does not play
(itch.io) its CD music through cd.device; on start
back to the Workbench, then a crash
Brian the Lion CD32 language selection runs, then a black
screen
The MP3 music of such images can still be listened to in the
"CD-Drive" window.
=========================================================================
EXAMPLE: FOUNDATION (Gold) STEP BY STEP
=========================================================================
This is how Foundation runs with CD music AND clean sound effects.
Tested with PiStorm (Emu68), AmigaOS 3.2.3, AHI 6.6.
1. Install AHI 6 (if AHI 4 is still installed)
Aminet: driver/audio/m68k-amigaos-ahiusr.lha
The important parts: DEVS:ahi.device (6.x)
DEVS:AHI/device.audio
DEVS:AudioModes/DEVICE
Keep the existing paula.audio if it is newer.
Then reboot.
2. AHI preferences (Prefs/AHI), tab for "Unit 0":
Mode : a Paula mode, e.g. Paula 14 bit stereo
Channels: 2 (one for the game effects, one for the CD music -
more channels make everything quieter)
Save.
3. Insert the CD image
In the "CD-Drive" window select the .cue of Foundation, tick
"Keep inserted after a reboot", click "Insert".
The CD icon FOUNDATION appears on the Workbench.
4. FoundationPrefs -> "Sound & Music":
Sound Device : AHI Device
AHI Mode : Unit 0:HiFi 16 bit stereo++
Channels : 8 or 16 (Foundation's own effect channels)
CD Audio : On
Device : cuecd.device Unit: 0
With "Test / Stop" you can listen to the CD music right away.
Press "Save".
5. Balance the volume
In the "CD-Drive" window set the "Music gain" so that music and
effects fit together (about 280 % for us).
Result:
+ CD music in the game
+ sound effects and voices at normal pitch
+ Foundation quits cleanly (no crash, no freeze)
- menu and intro are WITHOUT music (see below)
Why is the music missing in the menu and intro?
This music does not come from the CD but from module files
(FoundationGold/music/mod.*). Foundation ALWAYS plays these modules
directly on the sound chip - even if AHI is selected in the game.
They stay silent in both AHI modes (Paula and Unit 0), we tried
that. The sound chip only has 4 channels; as soon as AHI uses it
for effects and CD music, Foundation cannot play modules there any
more. With a real CD drive the problem does not exist, because its
music is mixed in from outside in analogue.
The tool NallePUH (redirects sound chip access to AHI) needs an
MMU - which does not exist under Emu68/PiStorm.
The three possible settings at a glance:
Menu CD music Effects/
music in game voices
AHI Device, Unit 0 - yes clean (recommended)
Amiga Sound, CD off yes - clean
Amiga Sound, CD on yes yes too high, game may hang
when quitting
Back to the original: FoundationPrefs -> Sound Device "Amiga Sound".
=========================================================================
EXAMPLE: NAPALM (Crimson Crisis, version 1.2)
=========================================================================
This is how Napalm runs with CD music, effects and speech - without
crackling and without hanging. Tested with Napalm 1.2, PiStorm
(Emu68), AmigaOS 3.2.3, AHI 6.6.
The problem
Napalm has no AHI mode. Its sound driver "Audio.DirectPaula"
writes effects and speech directly into the sound chip - exactly
where AHI is playing the CD music. The results: with every shot
there is a crackle or the music drops out briefly, and the spoken
mission briefing gets stuck (the game waits forever for the end
of the speech).
The solution: Audio.AHI
Napalm loads its sound driver as a separate file (Exec/Audio.*).
We wrote a new driver for it: Audio.AHI. To Napalm it behaves
exactly like the old one, but it passes effects and speech on to
AHI (mode "Unit 0: ..." of device.audio). AHI then mixes effects,
speech and CD music together cleanly.
Requirements
- AHI 6 with DEVS:AHI/device.audio (see "EXAMPLE: FOUNDATION",
steps 1 and 2 - Unit 0 with a Paula mode, 2 channels)
- a CD image of Napalm (CUE with 21 tracks, one WAV file per
piece of music - this needs at least version 1.4)
Setting up with the installer (recommended)
Start "Install", at "Game patch: NAPALM" click "Yes, select
drawer" and select the Napalm drawer.
The installer
- copies Audio.AHI to <Napalm>/Exec/
- backs up Setup/Napalm.prefs as Setup/Napalm.prefs.pre-CueCD
- enters in Setup/Napalm.prefs:
CD_Device = "cuecd.device"
CD_Unit = "0"
Audio_Driver = "NAPALM_E:Audio.AHI"
If AHI 6 is missing, it only sets up the CD music and leaves the
old sound driver (but then it crackles again).
Then insert Napalm.cue in the "CD-Drive" window
(tick "Keep inserted after a reboot").
Setting up by hand
Copy Extras/Napalm/Audio.AHI to <Napalm>/Exec/ and change the
three lines above in <Napalm>/Setup/Napalm.prefs with a text
editor. Back up Napalm.prefs first (the file is often
write-protected: "Protect Napalm.prefs +w").
Volume of the effects
Audio.AHI boosts the effects, because AHI spreads the volume over
all channels (default 400 %). To change it, in the Shell:
SetEnv SAVE NapalmAHI/Gain 600 (louder)
SetEnv SAVE NapalmAHI/Gain 250 (quieter)
25 to 1000 are allowed. Takes effect the next time Napalm starts.
The CD music is adjusted as always with the "Music gain".
Result
+ CD music in the menu, in the briefing and in the mission
+ shots, explosions and speech without crackling
+ the mission briefing runs through with music
Back to the original
"Install" -> "Remove" restores Napalm.prefs from the backup and
deletes Audio.AHI. By hand: rename Napalm.prefs.pre-CueCD back to
Napalm.prefs.
For tinkerers
Extras/Napalm/ahilog shows, while Napalm is running, which effects
Napalm wanted to play and whether they were played.
=========================================================================
FORMATS
=========================================================================
CUE/BIN CUE with BIN/IMG (MODE1/2048, MODE1/2352, MODE2/2352,
AUDIO), up to 99 FILE entries (also one WAV/BIN file per
track), WAVE tracks, PREGAP/INDEX 00.
Faulty CUE files (file name without ".bin") are
tolerated.
MP3 tracks (FILE "...mp3" MP3) are decoded while
playing - this needs LIBS:mpega.library to be installed
(Aminet: util/libs/mpega_libmad.lha). OGG and FLAC tracks
are not played.
ISO/BIN plain data images without CUE (without music).
NRG Nero (old and new version, DAO and TAO), also with
subchannel data (2448 bytes/sector).
MDS/MDF Alcohol 120%. Select the .mds or the .mdf.
CCD/IMG CloneCD. Select the .ccd or the .img (the .sub is not
needed).
If a .bin/.img is selected and there is a .cue/.ccd with the same
name next to it, that one is used automatically (otherwise the music
would be missing).
Not supported: images over 4 GB, multisession (only the first
session), multi-part MDF files.
=========================================================================
NOTES AND TIPS
=========================================================================
* Always insert the .cue (or .ccd/.mds/.nrg), not just the .bin.
Only the description file knows the audio tracks. A .bin alone
gives a plain data CD without music.
* Images are best kept on a fast partition (PFS3/SFS). FFS works
too, but is slower with large files.
* After a driver update a reboot is needed - until then the old
driver stays in memory. The installer tells you.
* Many games check the name of the CD (e.g. "FOUNDATION:"). It
comes from the image automatically - so do not rebuild the image.
* The drive is called CUE0:, not CD0:. Games that insist on CD0:
get it with an assign: Assign CD0: CUE0:
(If a real CD drive is added later, remove this assign again.)
* Several CDs at the same time: choose CUE1: to CUE3: at the top
left of the window and insert an image - the drive is mounted
automatically (CueMount ... UNIT 1 does the same).
* Several Amigas: copy the archive to each Amiga and start "Install"
there - it adapts to every system by itself (3.2 or 3.9,
030/040/060, SYS:Tools or SYS:Utilities).
=========================================================================
IF SOMETHING DOES NOT WORK
=========================================================================
No music
- Is the .cue inserted (not the .bin)? -> "CueMount INFO" must
show "Audio" tracks.
- Is cuecd.device / Unit 0 entered in the game?
- AHI preferences (Prefs/AHI): a mode must be selected for
"Unit 0", e.g. Paula 14 bit stereo.
- Is another program running that occupies the sound chip
exclusively (module player, a game in "Paula" mode)? Then AHI
gets no access - quit the program or switch it to AHI.
CD music plays, but the game is silent (or the other way round)
- In Prefs/AHI "Unit 0" has only 1 channel. Set it to 2, save and
restart the game.
Music too quiet
- Turn up "Music gain" in the window (or CueMount GAIN).
- AHI spreads the volume over all channels of Unit 0: if it says
"4 channels" there, each sound source only gets a quarter.
For game + CD music 2 channels are enough.
Music too loud / distorted
- Turn the music gain down (100 % = original).
Voices/effects in the game too high, game hangs when quitting
- The game uses the sound chip directly. See above under "game
sound and CD music at the same time" (AHI 6, mode Unit 0).
Game crackles with effects or hangs as soon as speech and CD music
run together
- The game uses the sound chip directly and has no AHI mode. For
Napalm there is Audio.AHI for this (see "EXAMPLE: NAPALM"). With
other games the only help is to switch off the CD music for that
part.
CD music in the game, but no music in the menu/intro
- Normal for games that play their menu music as modules directly
on the sound chip (e.g. Foundation). See the section
"EXAMPLE: FOUNDATION" - the options are listed there.
No music from CD AND no menu music
- A Paula mode is selected as AHI mode in the game. It occupies
the sound chip exclusively. Choose a "Unit 0: ..." mode instead
(needs AHI 6 with device.audio).
CUE0: shows no files
- L:CDFileSystem is missing (it belongs to AmigaOS 3.5 and newer).
- No image inserted -> "Insert" in the window.
"File not found" / "BIN file for the CUE not found"
- The .bin must be in the same directory as the .cue (this also
applies to the .mdf of an .mds and the .img of a .ccd). If the
.bin was renamed, adjust the name in the .cue (line FILE).
The window does not start
- ReAction is missing (AmigaOS 3.1/3.0). Then use CueMount in the
Shell - the driver works anyway.
=========================================================================
FOR TINKERERS
=========================================================================
Settings are stored in ENVARC:CueCD/:
Unit0 .. Unit7 permanently inserted image per drive
Gain music gain in percent
GuiPath location of the window program (for the installer)
The driver's own commands (see Source/cuecd.h):
CUECMD_LOAD, CUECMD_EJECT, CUECMD_INFO, CUECMD_GAIN
Compiling: vbcc with NDK 3.2 and the AHI includes, see Source/build.
Both languages live in the same sources (macro L(german, english));
the English version is built with -DENGLISH, see Source/buildall.
The translation tables are in Source/lang. Comments in the sources
are in German.
Debugging games that freeze the Amiga:
SetEnv SAVE CueCD/LogFile Work:cuecd.log (a file on the hard disk)
writes every command of a game to the file immediately (still
readable after a reset). To switch it off: UnSetEnv SAVE CueCD/LogFile
A reboot is needed.
=========================================================================
HISTORY
=========================================================================
1.13 New: English version (drawer "English" with Install, CD-Drive
and NoWB) next to the German one, built from the same sources.
CueMount 1.6 accepts LOG COUNT n (same as ANZAHL), BH_AHI 1.5
accepts CHECK (same as PRUEFEN). "Remove" also deletes the
files of the other language version.
1.12 The installer and BH_AHI 1.4 check the AHI preferences: if
"Unit 0" has only 1 channel, they point it out (then the CD
music or the game sound stays silent - set 2 channels).
Bubble Heroes AGA with BH_AHI is now tested (WinUAE).
1.11 BH_AHI 1.3 writes its result as BH_AHI.log into the game
drawer (before: T:, i.e. the RAM disk - hard to find and gone
after a reboot), and already does so at start.
1.10 New: NoWB (OhneWB) runs a program with the Workbench closed -
AGA games get the full Chip RAM this way without switching off
the backdrop picture and colours. The installer enters it for
the AGA version of Bubble Heroes. BH_AHI 1.2 tells you the
reason for "no sound" (BH_AHI CHECK, T:BH_AHI.log).
1.9 BH_AHI 1.1: Bubble Heroes now also runs in the AGA version
(BH_AGA) with sound through AHI - so far only the RTG version
was recognised, on machines without a graphics card the game
could not be set up. The installer now recognises both
versions.
1.8 CD32-Start: saved games/high scores (NV-RAM) in a drawer,
options NOCACHE, VBR0 and NOFASTMEM like the CD32 emulator of
CacheCDFS, warning about magazine/compilation CDs (SYS:/RESET),
no "No disk" requester without an image. CD32-Start icon with
the lettering "CD32". The archive name now contains the version
number.
1.7 CD music as MP3 in CUE images (through mpega.library).
CD32 games: cd.device alias, CD_READXL, new program
CD32-Start. New game patch BH_AHI for Bubble Heroes (the
installer asks yes/no). Window: when ejecting, assigns to the
CD are removed on request. CueMount LOG shows the last commands
of games. Driver cuecd.device 1.15: CD frame interrupts
(CD_ADDFRAMEINT) are triggered, log file for debugging
(CueCD/LogFile), music process with a higher priority (Bubble
Heroes), music stops when the game quits (Genetic Species), CUE
with an invalid INDEX 00 and SCSI commands without a length
(Genetic Species), CD_ATTENUATE immediately (Pinball Fantasies
CD32), no "insert volume" requesters from the background.
1.6 New sound driver Audio.AHI for Napalm: effects and speech
through AHI, no more crackling, briefing with music. The
installer sets up Napalm on request (yes/no) and undoes it
again when removing. Driver cuecd.device: larger music buffers
(1 s instead of 0.4 s) and fewer seeks in the file - the music
stutters much less often when the game loads a lot from the
hard disk.
1.5 When the CD music is stopped, the driver releases AHI (the
sound chip) immediately, even before the game gets the reply.
Games that play speech on the sound chip themselves right
afterwards (Napalm) no longer hang. Guide: Napalm.
1.4 CUE files with more than 16 files (e.g. one WAV file per audio
track as with Napalm, 21 tracks) are now loaded - up to 99
files. Before, the result was "CUE file is invalid".
1.3 The driver releases AHI (and with it the sound chip) as soon as
no CD music is playing any more. Before, AHI stayed allocated
until the next reboot after the first playback. With this,
Foundation runs (AHI, Unit 0) with CD music and quits cleanly.
Own icons for the window program and the installer (8 colours,
GlowIcon format for AmigaOS 3.5 to 3.2).
1.2 If a program quits without stopping running CD music, the
driver answers the open requests immediately (before, the
program could freeze). The installer points out AHI 6 /
device.audio. Guide extended with notes and troubleshooting.
1.1 NRG, MDS/MDF, CCD/IMG; music gain; installation program; the
CD-Drive icon is now a tool icon.
1.0 first version
Have fun! - Eisman
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