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General and Everything Else => The Games and other Sierra Adventure stuff => Topic started by: Nicktatorship on April 19, 2017, 08:38:36 PM

Title: What are we working on?
Post by: Nicktatorship on April 19, 2017, 08:38:36 PM
So Hi, Nick here, newest member of the forums with all the unbridled energy paradoxically entwined by possibility that comes with it.

Who's about? What are you working on? Are you making a game? Making tools? Got some side-project in the works that completely unrelated to anything on the forums? Let's chat! Let's talk! Let's get stupidly excited!!


My current bit is carrying a notebook around with me, and plotting out a fresher look at my old AGI game, The Lost Planet, incorporating as much of the original concept as I can, while also trying to update and modernise (though still sticking with AGI of course). Some of the time is plotting story, planning rooms or gameplay elements, while also inching back into the world of AGI logic programming. Last night I redid the menu in a new logic file (using WinAGI instead of AGI Studio), being sure to actually document the logics and streamline where I was able.

Expecting that whatever I do short-term will be highly iterative - getting the framework of the game in place, structured well enough that I can redraw or restyle things later. It will mean reusing a lot of the original assets to begin with, but despite the much broader scope intended, hope it won't get too out of control.


Your turn!  :D

Title: Re: What are we working on?
Post by: Kawa on April 19, 2017, 09:10:50 PM
The time is 03:06 AM and I just shut down my laptop after five hours of rendering a 30 frame animation for the full version of The Dating Pool. Tomorrow, or rather in a couple hours I will run a batch process I've prepared earlier to grade and palettize the frames and make a SEQ clip out of it with a relevant tool I made and released some time ago.

Then I will make another, most likely.
Title: Re: What are we working on?
Post by: MusicallyInspired on April 19, 2017, 11:19:40 PM
I've got a little Star Wars SCI1 project going on. Whenever I get the inclination or a spare moment, anyway. I plan to use all manner of palette swapping/transitioning/cycling effects in any interesting way I can think up as the technique fascinates me. But first I need art (the slow part).
Title: Re: What are we working on?
Post by: troflip on April 20, 2017, 12:05:39 AM
Plugging away on Cascade Quest (http://cascadequestgame.com/). Today I worked on probably needless performance tuning, instead of what I should be doing (completing the story and puzzles).
Title: Re: What are we working on?
Post by: lance.ewing on April 20, 2017, 02:25:41 AM
My current active projects:


AGI/SCI projects currently on hold:


AGI project ideas simmering away in my thoughts:


Projects unrelated to AGI or SCI:

Title: Re: What are we working on?
Post by: gumby on April 20, 2017, 06:26:11 PM
Working on a first-person SCI 1.1 version of Zork.
Title: Re: What are we working on?
Post by: Kawa on April 20, 2017, 06:50:30 PM
Rendered the other FMV clip as I said I would. Somehow, a clip that's ten frames longer than the other one took three hours less. Made a cutscene version of the player's apartment (read: the back wall and ceiling aren't slanted and things aren't scaled weirdly for perspective reasons), and have been considering every now and then to try and port SSCI to SDL or something.

I probably won't. Too much ASM to rewrite.

The other idea I have regarding SSCI is to give it another pass and standardize the variable types; instead of void KFoo(word* args) {...} (or void KFoo(args) argList; {...} as it used to be) it'd be something like, well, void KFoo(kernelArg args) {...} or maybe even straight-up KERNEL(Foo) {...} see if I don't. Stuff like that, at any rate.
Title: Re: What are we working on?
Post by: AGKorson on April 21, 2017, 04:33:44 PM
I'm working on a new release of WinAGI. It's got a lot of improvements and bug fixes. Most of the big changes are done (I am still working on an improvement to line editing in the Picture Editor), so hopefully only a few more days of testing, then I'll build and release a beta.

I've decided I need to to something with all the old disk-based games I have - a bunch of Sierra titles, all the AD&D/SSI Goldbox games, a bunch of Microprose games, and others. Hopefully the disks haven't died yet. I was able to get a 5.25 drive USB adaptor, so with that attached to the last system I had with a built-in 3.5 drive, I should be able to capture all the disk images. Maybe this will inspire to play some of them again...

I need to learn C# as well. Once I'm done with WinAGI, I think I'll jump in and see how hard it is for an old dog to learn these fancy new tricks.

I am also trying to get more experience with java because I recently bought a Mazda, and I discovered on the user forums that it's pretty easy to write custom apps for the entertainment system - IF you know java. I wrote a speedometer/clock app, but haven't gotten enough courage to upload it to the car yet. This project's been back-burnered until WinAGI is done.
Title: Re: What are we working on?
Post by: Kawa on April 22, 2017, 05:53:12 PM
Today I worked on the soundtrack for The Dating Pool. I found a pack of CC MIDI files, picked out the stuff I could use, and mutilated it all into something that'd sound good on MT-32 and your average Windows 7 setup alike.

So here's a full recording (http://helmet.kafuka.org/catdate-mt32-full.ogg) featuring part of the Nurykabe MIDI 01 pack by Morusque, and five songs from three H-games that are already in the demo.

You'll notice that "Alhor's Theme" (actually track 2 from Nineteen) has an extra track now (http://helmet.kafuka.org/catdate-19-compare.ogg) to go with the improved instrumentation. Had the silly thing set to channel 1.

It wasn't until I checked the waveform view while trimming the ends that I noticed a couple tracks are particularly loud, almost all of them the old H-game rip songs. Tomorrow, I'll adjust them to better match the Nurykabe songs.

The time right now is 23:53, I'm off to sleep read pony stories in bed, then sleep.
Title: Re: What are we working on?
Post by: troflip on April 22, 2017, 07:13:52 PM
2 days ago I implemented arbitrary rotation support for sprites.

Today I'm implementing scaling, but with linear filtering that remaps the resulting colors to my fixed palette.
Title: Re: What are we working on?
Post by: MusicallyInspired on April 22, 2017, 08:26:16 PM
I love your work, Phil.
Title: Re: What are we working on?
Post by: Kawa on April 22, 2017, 08:40:09 PM
You're a damn cheater, Phil.
Title: Re: What are we working on?
Post by: troflip on April 22, 2017, 11:15:10 PM
You're a damn cheater, Phil.

Scaling is mostly working. I feel bad for you calling me a cheater though, so I present this gif of the scaling in action - but using the dithered colors, so it's legit. It's still doing linear filtering (so it looks much better than Sierra's scaling which does point sampling) and remapping to the undithered colors, but then they are re-dithered as they are presented on screen.

Still some work to do on the scaling, the image is jiggling around more than it should and I think I can fix that.
Title: Re: What are we working on?
Post by: OmerMor on April 23, 2017, 03:48:05 AM
Very nice!
Title: Re: What are we working on?
Post by: spiffythedog on April 23, 2017, 04:33:55 AM
I'm in the final stages of releasing a couple of fan patches (in a similar vein to the SQ1VGA 2.1 patch) for the AGI versions of Space Quest I and II.

Several enhancements and minor bug fixes have been made for both games, as well as the implementation of a few previously unused assets (mostly sound effects and animation loops). No doubt the first thing you'll notice is that Roger's hair is now blonde, and he is wearing his usual standardized uniform (white vest and pants, purple undershirt, black boots, grey badge/patch on left breast):

PS: If anyone owns a copy of v1.0X of SQ1 and hooks me up the relevant logic file, I just might be able to reinsert the Ken Williams Easter egg that was removed in all subsequent versions of the game.


Title: Re: What are we working on?
Post by: Kawa on April 23, 2017, 11:12:01 AM
I said I'd fix the volume. I could've done better, but at least it doesn't get so loud it clips, if the waveform is any indication: new full soundtrack recording (http://helmet.kafuka.org/catdate-mt32-full-v2.ogg)
Title: Re: What are we working on?
Post by: troflip on April 23, 2017, 11:22:34 AM
No doubt the first thing you'll notice is that Roger's hair is now blonde

Noooooooo!

This makes me want to do SQ4, SQ5, and SQ6 patches to turn his hair brown....
Title: Re: What are we working on?
Post by: Kawa on April 23, 2017, 11:24:27 AM
Consistency is king.

And Wendy is queen.
Title: Re: What are we working on?
Post by: MusicallyInspired on April 23, 2017, 06:19:35 PM
I'm in the final stages of releasing a couple of fan patches (in a similar vein to the SQ1VGA 2.1 patch) for the AGI versions of Space Quest I and II.

Several enhancements and minor bug fixes have been made for both games, as well as the implementation of a few previously unused assets (mostly sound effects and animation loops). No doubt the first thing you'll notice is that Roger's hair is now blonde, and he is wearing his usual standardized uniform (white vest and pants, purple undershirt, black boots, grey badge/patch on left breast):

Interesting. I have an old fan patch for SQ1 that someone made where they changed Roger's hair, uniform, and such. I think there was one for SQ2 as well. I think they were called SQ2Eye or something. I don't remember much about it, never played with it really. I just download fanmade things and keep them for posterity. :) Nevertheless this looks cool.

Quote
PS: If anyone owns a copy of v1.0X of SQ1 and hooks me up the relevant logic file, I just might be able to reinsert the Ken Williams Easter egg that was removed in all subsequent versions of the game.

I've got you...

I said I'd fix the volume. I could've done better, but at least it doesn't get so loud it clips, if the waveform is any indication: new full soundtrack recording (http://helmet.kafuka.org/catdate-mt32-full-v2.ogg)

This is quite nice! I love hearing new MT-32 tunes.

No doubt the first thing you'll notice is that Roger's hair is now blonde

Noooooooo!

This makes me want to do SQ4, SQ5, and SQ6 patches to turn his hair brown....

You missed SQ1VGA. Of course, I've already got that covered with SQ1Retro (I should get back to that one of these days). Gave him brown hair and replaced his blue space suit with his grey and red flight suit.
Title: Re: What are we working on?
Post by: spiffythedog on April 24, 2017, 12:49:25 PM
I've got you...
Thanks! Works perfectly.

Noooooooo!

This makes me want to do SQ4, SQ5, and SQ6 patches to turn his hair brown....
Don't worry, I was always going to give people the option of retaining the original Roger graphics. ;D
Title: Re: What are we working on?
Post by: troflip on April 24, 2017, 09:47:38 PM
Don't worry, I was always going to give people the option of retaining the original Roger graphics. ;D

Crisis averted!

I fixed the wiggle problem with the scaling, now it's pixel-perfect centered around the origin of the cel.
Title: Re: What are we working on?
Post by: Collector on April 24, 2017, 10:57:42 PM
Nice!
Title: Re: What are we working on?
Post by: MusicallyInspired on April 24, 2017, 11:11:30 PM
Freaking cool and very attractive! It does look better than SCI1.1's scaling.
Title: Re: What are we working on?
Post by: Kawa on April 25, 2017, 04:11:11 AM
It's like making an SCI11-like game in AGS and enabling smooth scale. Of course it looks better when you don't actually use the color depth you seem to use.

In related but less annoying news, I've been considering how to implement semi-translucency. Brandon might recognize it, but I was thinking of a lookup table created with a lot of Match calls. There don't seem to be any free signal bits but I'm sure some other method could be used to say "this view should be rendered semi-translucently". And/or upside-down. Creating the LUT seems like quite a task so I'd probably not do it automatically when the palette changes, but rather on demand. Of course, if it's a 50% blend about half the table can probably be skipped, and the X=Y case most certainly.
Title: Re: What are we working on?
Post by: spiffythedog on April 25, 2017, 06:27:53 AM
And here they are:

http://sciprogramming.com/community/index.php?topic=1734.0

Have at it.  :)
Title: Re: What are we working on?
Post by: Kawa on April 25, 2017, 11:19:01 AM
I got bored again. (http://helmet.kafuka.org/sci/sprites/)

I wanted to add King's Quest, but that kinda depends on the presence of sideways loops for Graham. Gotta be consistent! fuck that noise let's have a wedding.
Title: Re: What are we working on?
Post by: Nicktatorship on April 27, 2017, 01:08:33 AM
So aside from working out what I want to do, I started poking around with python/SDL2 two nights ago, and made some babysteps on a reader of the Picture format. Not sure why I'm doing it, other than to stretch some old mental muscles, but it's.. alright? Top is the original, and bottom is what the prototype can do.

(http://i.imgur.com/IvUCv7k.jpg)(http://i.imgur.com/EkarGur.jpg)

Most of what it does is create a list of draw commands (as a class) and populates the details of each command. Only the regular lines are drawn currently, which was to verify I had the right structure. In this case the draw is multiplying coordinates rather than mapping to 160x200 and doubling up from there.

It's not much, but it's kinda on this level.
Title: Re: What are we working on?
Post by: Kawa on April 27, 2017, 03:00:48 AM
I was going to say that's more than I could probably manage, but then I realized I'm being a pessimistic shit. BRB trying to whip up an AGI PIC renderer.
Title: Re: What are we working on?
Post by: Nicktatorship on April 27, 2017, 03:10:16 AM
You can do it :) It's really just reading byte by byte, working out what draw command it's trying to do (yay agi wiki reference), storing the list of coordinates, and then firing off some line commands.

Now I'm kinda wondering if it would be possible to do an AGI-to-SCI0 convert for PICs, even if it would turn out awful.
Title: Re: What are we working on?
Post by: Kawa on April 27, 2017, 04:20:25 AM
Well, that works well enough. If you only use absolute lines, and no pens or stairs.

Does the above refer to my attempts to render AGI screens, or to your idea of converting them to SCI? ;)
Title: Re: What are we working on?
Post by: MusicallyInspired on April 27, 2017, 08:42:54 AM
So aside from working out what I want to do, I started poking around with python/SDL2 two nights ago, and made some babysteps on a reader of the Picture format. Not sure why I'm doing it, other than to stretch some old mental muscles, but it's.. alright? Top is the original, and bottom is what the prototype can do.

(http://i.imgur.com/IvUCv7k.jpg)(http://i.imgur.com/EkarGur.jpg)

Most of what it does is create a list of draw commands (as a class) and populates the details of each command. Only the regular lines are drawn currently, which was to verify I had the right structure. In this case the draw is multiplying coordinates rather than mapping to 160x200 and doubling up from there.

It's not much, but it's kinda on this level.

That's neat. You should also try accounting for 4:3 tall pixel resolution since you're upscaling the vectors.
Title: Re: What are we working on?
Post by: troflip on April 27, 2017, 12:49:08 PM
Now I'm kinda wondering if it would be possible to do an AGI-to-SCI0 convert for PICs, even if it would turn out awful.

I think it should be - you'll have to double up on the pixels in order for fills to work properly though, so it'll still look just as chunky as the AGI version. You might be able to do something clever to make the lines full resolution, but I can't offhand think of how exactly...
Title: Re: What are we working on?
Post by: MusicallyInspired on April 27, 2017, 01:46:53 PM
I think Brian wrote one way back when he was developing SCI Studio but it didn't work very well, if at all. I definitely remember a command line program that did it.
Title: Re: What are we working on?
Post by: Kawa on April 27, 2017, 04:09:07 PM
Not chunking up the pixels really breaks the effect, I think.
Title: Re: What are we working on?
Post by: troflip on April 27, 2017, 10:40:06 PM
Came out pretty well, but why is there sand missing behind the top of the building on the left? The roof has moved relative to the sand dune.
Title: Re: What are we working on?
Post by: Nicktatorship on April 28, 2017, 01:16:38 AM
One's from Space Quest 1, and the other is from when you visit SQ1 in Space Quest 4. Probably redrawn/modified.
Title: Re: What are we working on?
Post by: Kawa on April 28, 2017, 03:41:50 AM
Too many details are the same so I'mma say modified.

(https://i.imgur.com/vOSGDsM.gif)

<Screwtape> Also, I hope that door makes the Star Trek door sound.
Title: Re: What are we working on?
Post by: MusicallyInspired on April 28, 2017, 08:32:49 AM
Yeah I've always thought of the SQ1 shots from SQ4 as converted from their AGI counterparts with maybe only some minor pixel touchups, because some elements like the dithering on the roof there are just too similar. The confusing thing is in SQ4EGA, the SQ1 shots have a sort of dithered grey colour instead of solid grey, which is really strange.
Title: Re: What are we working on?
Post by: Kawa on April 28, 2017, 11:06:09 AM
Having seen the EGA pictures and their weirdly inconsistent dithering of the dome buildings, I'mma blame palette sloppiness. Where the source images' white became light(er) gray, I have no idea.

Oddly, the SQ3 screen is perfect in all three versions (SQ3 proper, SQ4 VGA and SQ4 EGA).
Title: Re: What are we working on?
Post by: MusicallyInspired on April 28, 2017, 11:58:35 AM
Yeah. Different people were probably in charge of the EGA conversion. Maybe they converted all the VGA graphics down to EGA instead of converting from AGI directly to EGA and the shade of grey in the VGA version used for the SQ1 screens was not quite close enough to the grey in the EGA palette and nobody bothered to check/fix it. There's no light grey in the SQ3 screen (as far as I know?) so that would be a possible explanation anyway. There's also probably a bit of a difference between converting from SCI0 to SCI1 and AGI to SCI1.
Title: Re: What are we working on?
Post by: Kawa on April 28, 2017, 01:15:52 PM
What's particularly interesting to me is that the SQ3 screen is bitmapped, even though the only missing feature is dithering. Feels like they could've just up and transplanted the same drawing commands if it weren't for the dither.

Bonus fun fact: the original SQ3 screen is pic #65. SQ4's version is #650.

Unrelatedly, here's something dumb I just did to demonstrate loose patch files to Letrune: http://i.imgur.com/frU30p1.png