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Messages - Kawa

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AGI Syntax Help / Re: AGI and changing font
« on: Yesterday at 07:56:06 AM »
In the original AGI interpreters I've tested, there's one external font file for the higher-res Hercules graphics. Though a bit mangled I can tell that it only has the 7-bit printable range. NAGI has three font files, and all of them too have the same range, but NAGI has a slightly different reaction to using the string "": in AGI, I get nothing. In NAGI with 2x zoom (which uses the Herc font) I get nothing as well, but in NAGI at 1x zoom I get garbage. Which is to be expected, really. I think the original interpreter might just extract and use the video card's built-in font as I can't for the love of me find any font data in there, but only loads the 95 printable characters. NAGI has no higher moby to load, and showed garbage instead.

That was not at all like I expected, and quite enjoyable.

Oh boy oh boy oh boy I can't wait to be eaten by a grue.

Note: this does not do mipmapping.

The scaled views that I generated from a 'full size' seemed pretty good at any size but this code could be improved by having more than just one view to choose from.  We could make a 'half-size' view with max dimensions of 160x85 and perhaps another 'quarter-size' one.  Compute the scales against all 3 views and choose the one that has a resulting scale nearest to 100 - this may help with any visual degradation when the scale size gets too small.
So basically mipmaps?

The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: November 15, 2017, 07:50:05 PM »
It's funny cos that's almost exactly what the creator of this one clicker game told me on Twitter.

Then they asked me what I felt was likely. I said it depended on the framework, and if it involved Unity (it likely did) then 2 GB was probably about right.

A goddamn clicker game. Lol forever.

The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: November 15, 2017, 06:19:43 PM »
The 2 GB RAM requirement still gets me.

SCI Syntax Help / Re: Memory Fragmentation in QFG2
« on: November 02, 2017, 10:00:24 AM »
I don't understand what u> is
Unsigned Larger Than. Is the free heap space larger than the largest pointer plus another 20, as unsigned values. With large enough values, they might be mistaken for negative if it used regular >.

SCI Syntax Help / Re: color names
« on: October 20, 2017, 04:19:59 PM »
What even are the official names? What makes Wikipedia's so official? Can Wikipedia's be official when it lists multiple names for certain colors? Where did I put my IBM documentation!?

Ah, there it is.

SCI Syntax Help / Re: color names
« on: October 20, 2017, 10:39:35 AM »
Oh gods not Turbo Vision. What other framework lets you do this?

"~G~ree~t~ing...". It's a goddamned toggle :'(

SCI Syntax Help / Re: color names
« on: October 20, 2017, 04:59:57 AM »
It's what various other programs call them? For example, anything that uses the Font common dialog with colors enabled. And there's the KnownColors enum in .Net.

Though I'd like to note that while MS calls that one color "olive", Brian calls it "brown" which is in fact more correct for EGA.

Also, what is "actual" here? You'll notice #7 and 8 have two names. Plus, the MS naming scheme has short, one-word names for all 16.

Edit: Sierra calls them cBLACK cBLUE cGREEN cCYAN cRED cMAGENTA cBROWN cLGREY cGREY cLBLUE cLGREEN cLCYAN cLRED cLMAGENTA cYELLOW cWHITE. There's another two lists with v and p instead, being indices instead of bits.

SCI Development Tools / Re: Custom-building your own SSCI
« on: October 07, 2017, 02:42:44 PM »
I'm gonna need another field for those flags.

SCI Syntax Help / Re: SCI 1.1 view palettes
« on: September 15, 2017, 12:04:06 PM »
I delete them before packing up a release, leaving only 999.pal and whatever I actually need to load in-game. Which so far means I only keep 999.pal :P

This being a manual operation, it's very easy to forget to do and my demos may or may not contain views with embedded palettes and/or more pals than just 999.

SCI Syntax Help / Re: SCI 1.1 view palettes
« on: September 14, 2017, 09:09:19 PM »
Mind you, views' embedded palettes will overrule pics' so if, like me, you replace a pic and its palette changes, the views will force the older palette until they too are updated.

Personally, I prefer to save pics' palettes as pal resources instead of .pal files, and just select them in the view editor. This should prevent the above thing with the old palette.

SCI Development Tools / Re: QFG1 Event Flags, Procedures, and Variables
« on: September 14, 2017, 01:44:47 PM »
Nice! This could be useful.

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