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Messages - cromer

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I just found this amazing project and though I should share it with you guys here:


https://github.com/eviltrout/fake5150

Basically it compiles sarien source code into the godot game and let's you play AGI games within a 3D computer in the Godot engine game. Pretty neat stuff.

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I eneded up getting the bundle to get a few of the titles that I didn't have in my steam account.

However there are 3 games I already had on steam and now have the extra activation codes for them:
King's Quest Collection
Quest for Glory Collection
Space Quest Collection

If anyone wants one please let me know and I will send you the activation key. I will try to keep it to 1 game per person, unless there isn't a demand for them in which case I will give all 3 to somebody.

EDIT: Sorry guys, they are now gone.

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Hey guys, many of the old sierra games are on humble bundle at a greatly discounted price. Great way to complete your collections if you are missing them.

https://www.humblebundle.com/games/sierra-the-3rd

4
SCI Development Tools / Re: Decompilation Archive
« on: May 06, 2020, 06:40:42 PM »
Github would be a great choice, that will open up pull requests to make it easier to add new stuff.

5
AGI Development Tools / Re: AGI2HD Picture Redrawing Script Creator
« on: April 20, 2020, 10:25:36 PM »
That is a byte which consists of 8 bits. The first 4 bits on the left represent the x coordinate and the 4 last bits represent the y coordinate.

If the sign bit is 0 or 1 it means that the number is either positive or negative. + or -

Let's look at this example:
For the hex code "CC" if you convert it to binary you get this:
11001100

Now let's separate that into 2 halves to get the x and y:
X: 1100
Y:  1100

Now let's separate the sign:
X sign: 1
X rest: 100
Y sign: 1
Y rest: 100

Since the sign for both the x and the y are "1" that means negative. If the sign were 0 it would mean positive.

So if we look at the values for binary 000 to 111 means between 0 to 7. That is why it says between -7 and 7, if the sign is 1 it's negative. Or if it's 0 it's positive. Now converting 100 to decimal gets you the number 4.

So finally what happens is that X = X - 4 and Y = Y - 4. We use minus because of the sign being 1.

So for example if we had this:
01000100

Then it would be X = X + 4 and Y = Y + 4

Hope this helps make it easier to understand.

6
AGI Development Tools / Re: QT AGIStudio update
« on: April 20, 2020, 12:04:55 AM »
Excellent! I'll try these out later! :)

EDIT: Both work wonderfully!
Great to hear. If you see any more bugs let me know.

I also just uploaded a debian packaged version of 1.3.2 for easy installation.

7
AGI Development Tools / Re: QT AGIStudio update
« on: April 19, 2020, 03:48:43 PM »
I just released 1.3.2: https://git.cromer.cl/cromer/qt-agistudio/releases

It fixes the view editor fill error, and the pic editor zoom buttons, and it has some fixes to get win32 builds working correctly.

Because of the fact that these errors are general and don't just effect 64 bit builds I also built a linux 32bit binary as well for those that want the bug fixes but don't have 64 bit linux yet.

I don't know if there are any other issues since I had not had any bug reports before now.

8
AGI Development Tools / Re: QT AGIStudio update
« on: April 19, 2020, 02:08:30 PM »
Quote
The Win64 build seems to run fine, though it still has the issue of floodfill commands not updating visually in the View editor until you swap back and forth between a cel or a loop. That's either a longstanding bug or a quirk during compiling to win32/64.
Looks like a longstanding bug. This problem seems to also happen under linux. I guess no one ever reported it before. I will try to take a look and see if I can fix it.

Quote
The Pic editor also has a new issue where the whole area where the Pic is displayed whites out completely when you change the zoom level and this message appears in the console:
I think this is the same as the fill bug for views. Will look at it too.

Quote
However, the Win32 build gives me a bunch of errors (one at a time) complaining that
Quote
The procedure entry point __gxx_personality_sj0 could not be
located in the dynamic link library

and lists these files:

QtCore4.dll
QtSql4.dll
QtNetwork4.dll
QtGui4.dll


I uploaded a new 32bit and 64bit set of binaries. I included better dynamic libraries and connected a few libraries statically. They both still run under wine, but need to be tested under windows.

9
AGI Development Tools / Re: QT AGIStudio update
« on: April 18, 2020, 10:32:18 PM »
I ask because I still have a Windows build from version 1.0 but I want the advancements as there are some bugs in the View editor where changes don't update unless you switch cels/loops forward and back. Not that WinAGI isn't wonderful, or AGI Studio for that matter, but I really like QT's feature of showing the draw commands of a Picture in byte form with commented descriptions of each command. WinAGI shows the actual coordinates of each command, but it's been really helpful for my AGI2HD tool for identifying each byte command.
I decided to try to build it for windows.
I built it from my linux box using mingw cross compile. The makefile that is generated by qmake doesn't work, so I had to modify the Makefile by hand to get it to build. I built both a 32bit and 64bit version for windows and was able to get them both to run under wine. If wine can run it, I assume windows can too, but I need somebody to test that since I don't use windows myself.

The new windows binaries are included now on the release page: https://git.cromer.cl/cromer/qt-agistudio/releases
I also put the custom Makefiles in the zip for people that want to try to build it themselves using mingw.

10
AGI Development Tools / Re: QT AGIStudio update
« on: April 18, 2020, 11:45:35 AM »
Bit of a necrobump, but will this compile for Win32 (or Win64 now I guess) natively? I know that there has been a Win32 port in the past but I don't know if that's a part of the source or if it was a separate fork or what.
The win32 code and stuff is still present from what I can see. However I have not touched it at all, whether or not it builds, I have no clue at all. In the original readme from before I update it states that windows has not been tested for a long time, they didn't mention if it works or not.

11
AGI Development Tools / Re: QT AGIStudio update
« on: May 23, 2019, 06:27:54 PM »
Thank you so much for this! I've been having trouble compiling QT AGI Studio, and this is a godsend. I had to change a line in logedit.cpp because my netbook has a vertical resolution of 600 pixels and it was making the logic editor bug out because it's minimum text editor size was 600 pixels. But this works perfectly, and I'm stoked to make agi games on the go!
Glad to hear some good use has come out of it. Did you compile it for x86, x86_64, arm, or some other architecture?

12
AGI Development Tools / QT AGIStudio update
« on: May 09, 2019, 07:56:13 PM »
Hello guys, I was trying to get a 64 bit binary of QT AGIStudio working and found that the code for it doesn't compile under GCC 7. Not surprising since the project hasn't had any updates since 2012. So I forked the project and updated the code, it now compiles under GCC 7 and has a working 64 bit binary. You can find the forked QT AGIStudio here: https://git.cromer.cl/cromer/qt-agistudio/releases

I also uploaded a prebuilt 64bit binary to the release which was built under linux mint 19. The prebuilt binary should work for Debian and Ubuntu as well, but I haven't really tested it out on other distros. However if the prebuilt binary doesn't work it should just be a matter of compiling it now that it works with GCC 7.

This should help out considering that newer distros have started dropping 32 bit, so naturally a 64bit version is needed.

13
AGI Development Tools / Re: Save game specification
« on: March 25, 2019, 02:27:56 PM »
Hello everyone, it's been a very long time since I have played around with AGI/SCI. I used to run agigames.com many many years ago.

I am working on some tools and libraries for AGI and in the save game specification, I noticed something in the general state section that does not make much sense to me. The "Text Attribute value" which is 2 bytes "1489-1490" would be 16 bits, however it only mentions:
Quote
background color in top 4-bits, foreground in bottom 4-bits
So it only talks about 8 of the 16 bits. Is there something I am not understanding or am missing? Hopefully somebody here with more experience might be able to shed some light.

The game state section of the save file is actually a literal dump of memory; it varies from version to version, so I'd be careful about treating it as a 'format'. The size of the game state memory dump goes from 987 bytes in v2.089 to 1528 bytes in v3.002.149.

That being said, regarding the text attribute memory location, it is a 16 bit word, but only the lower 8 bits are used.

Keep in mind this value gets recalculated everytime AGI prints text on the screen, regardless of display mode. When in graphics mode, if BG is 0 (black),  FG is stored at this location. If BG is non-zero, AGI stores a value of 0x008F in this location. (The graphics routines use this value of 0x008F to display black text on a white background).

If in text mode, AGI combines the FG and BG values into a single 16 bit number, by shifting the BG left by four bits, then AND-ing it with FG.

Also note that this value is only used internally to support the graphics subroutines. While it is stored in the save file (because it's in the block of memory that gets dumped), it isn't really needed because AGI recalculates it everytime it needs it when drawing text on the screen.
Thanks this information helps a lot. I don't suppose there is a specification on what is dumped from memory for each version of AGI? I am trying to write the library to be as exact as possible, this should allow original agi game saves to be used in things like interpreters or saved game editors, etc if they use the library.

Quote
Hey, welcome Chris! We are getting a number of people from the AGI glory days showing up here. Lance Ewing is a semi regular here. Recently we even had Peter Kelly registering an account here. This forum is the closest thing to an heir of the old Mega Tokyo. Hope you can stick around.

You may be interested the internal Sierra AGI documentation, tools and some source that Omer posted here. I updated the Visual AGI source that you gave me and Lance is now working on it, too. AGKorson may also be helping. I also salvaged what remains of your AGI Wiki and added it to our new Wiki -- http://agiwiki.sierrahelp.com/
Hello Collector. I had noticed those tools and resources, I actually had ended up crawling the forum and downloading as much of that stuff as I could find. I got the idea to dig into AGI a bit now that I am studying computer science at the university. I have been playing around with SDL and GTK a lot and figured I would like to try making some library and tools for native linux, especially since almost all of the existing ones are designed for windows.

14
AGI Development Tools / Save game specification
« on: March 23, 2019, 04:48:56 PM »
Hello everyone, it's been a very long time since I have played around with AGI/SCI. I used to run agigames.com many many years ago.

I am working on some tools and libraries for AGI and in the save game specification, I noticed something in the general state section that does not make much sense to me. The "Text Attribute value" which is 2 bytes "1489-1490" would be 16 bits, however it only mentions:
Quote
background color in top 4-bits, foreground in bottom 4-bits
So it only talks about 8 of the 16 bits. Is there something I am not understanding or am missing? Hopefully somebody here with more experience might be able to shed some light.

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