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OpenSWOS v0.4.2

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@angree angree released this 19 Jul 21:11
· 1 commit to main since this release

OpenSWOS v0.4.2

Bug-fix release, focused on Amiga in-match sound (which turned out to have never really worked) and on Android touch controls (which had two dead ends you could not escape from).

Amiga sound — it was broken in three separate ways

The Amiga sound path existed but had never been properly play-tested. Once v0.4.1 started selecting it automatically for players without the PC CD, all of it surfaced at once. Everything below was verified by decoding the actual sample bank against the original game's own code, not guessed:

  • A goal played the wrong sound entirely. The sample used for a goal is, in the original, only ever used for a near miss — it is the disappointed "ooooh" of a crowd that just watched a shot go wide. So goals and misses sounded identical. Goals, penalties and the final whistle now play the real crowd roar.
  • There was no crowd. The ambient crowd bed was played at 8000 Hz when the original plays it at 16574 Hz — over an octave too low. Since it is also the quietest sample in the game, the result was an inaudible rumble rather than a stadium. Now you can hear the ground.
  • Every crowd reaction was cut off. The original fades these samples out; we played the raw sample at flat volume, and it ends loud — so each reaction stopped dead mid-sound. The fade is now baked in.
  • The final whistle used to be completely silent in Amiga mode. It now plays the crowd like the original does.

You need BOTH floppy disks

Our own instructions said "only disk 2 is used, but include both". That was wrong and we are sorry — disk 1 contains SFX.IN2, and without it there is no Amiga sound at all. Some people, reasonably, kept only disk 2.

Two things are fixed: the wording is corrected everywhere, and adding the missing disk later now works. Previously the importer stopped as soon as it found the graphics, so dropping in disk 1 afterwards did nothing at all, with no explanation. It now notices the sound is incomplete and extracts it.

Sound option in the menu

  • The SOUND option refused to move if the other choice had no files installed — which made it a dead button for anyone without the PC CD, with no hint why. It now always switches, and marks an unusable choice.
  • On first start the game now picks a sound source that actually exists, so you get sound without having to find the option at all.

Android — two dead ends fixed

  • You could not leave a match. Pausing hid the on-screen controls, and nothing on a touch screen could send "quit" — so the only way out was killing the app. The controls now stay visible while paused: the top-right button quits, the action button resumes.
  • You could not dismiss the full-time screen either, for the same reason. Tapping the action button now closes it.
  • Tapping the arrows on an options row sometimes flipped to another options page instead of changing the value, because the generous thumb-friendly touch areas used during a match overlapped those arrows in menus. Menus now use exact hit areas.

Downloads

  • WindowsOpenSWOS-v0.4.2-Windows.zip
  • Linux x86_64OpenSWOS-v0.4.2-Linux-x86_64.zip
  • macOSOpenSWOS-v0.4.2-macOS.zip
  • AndroidOpenSWOS-v0.4.2-Android.apk
  • R36S / RK3326 (WestonPack)OpenSWOS-v0.4.2-R36S-Weston.zip

Where to put your original SWOS files

You need to own Sensible World of Soccer 96/97 — OpenSWOS ships no game data.

  • original_swos_adf/ — your Amiga floppy images (.adf). Both disks. Any filenames, any capitalisation. Extracted automatically.
  • original_swos_files/ — loose game files (WHDLoad / hard-disk install). Nested folders are fine.
  • original_swos_pc/ — the PC (DOS) DATA folder for a few extra teams. A PC CD image here (.cue plus .img/.bin) unlocks CD menu music and sound effects.

Where those folders live:

  • Windows / Linux / macOS — next to the game, in the folder you unzipped
  • AndroidDownload/OpenSWOS in your phone storage
  • R36S — inside ports/OpenSWOS on the card

Restart the game after adding files.

Still known

The original layers a second, slightly detuned crowd bed to thicken the sound; we play one layer. Some crowd swells (kickoff, random build-ups) are not reproduced yet, so the atmosphere is flatter than the real thing.

If something does not work, the first-run screen prints exactly what the game searched for and found — photograph it, it makes reports actionable.