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Topics - MusicallyInspired

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SCI Development Tools / Batch export vector draw commands one by one
« on: October 10, 2020, 11:17:56 PM »
Is there a command line tool or something anywhere that will take SCI0 Picture resources and export each draw command step in frames? I'm trying to basically make an animated GIF of a Picture resource drawing from beginning to end. Is there any easy way to do this besides copying and pasting each frame from the Pic editor or capturing SCI Decoder drawing Pictures from DOSBox?

The Games and other Sierra Adventure stuff / The Legend of ZCI
« on: October 08, 2020, 10:53:36 PM »
Just felt like doing these paintovers of the original SCI0 template game Ego sprite tonight. (they're animated, click on them)

I'm happy to report that due to a bug ticket I filed 3 weeks ago, ScummVM will now allow the "Prefer digital sound effects" checkbox in the engine tab menu for SCI1.0 games to actually function. That is, beforehand enabling or disabling this option would make no difference and all SCI1.0 games would output digital sound regardless. It worked fine for SCI0 and SCI1.1 games, but SCI1.0 was strangely ignored in the code checks (it specifically initially only checked for SCI0 and SCI1.1 games). I stated this years and years ago on the ScummVM forums and I'm surprised it still hadn't been known or addressed until now. I had been using DOSBox all this time and just wasn't aware. I was fiddling with ScummVM again recently and noticed it. So it's finally fixed. Hooray!

Stumbled upon this tool yesterday. I've never liked Anvil Studio and I was happy to discover another free alternative called MIDI Editor.

It also shows some helpful information about the MIDI file and its channels/tracks/etc. I haven't tried really using it yet but the interface and display sold me.

The Games and other Sierra Adventure stuff / King's Quest VI AGI
« on: June 04, 2020, 01:17:52 AM »
The dude that made this 7 or so years ago recently found his source again and is finishing this. He's been releasing video updates, here is the latest!

AGI Development Tools / AGI2HD Picture Redrawing Script Creator
« on: April 18, 2020, 10:30:56 AM »
I'm working on a command line tool that will read Sierra AGI Pic resource draw commands and recreate them with ImageMagick draw HD (sort of, scale of up to 5 times). It's coming along but still a ways to go. How it works is it reads the binary PIC file data (extracted from a game via AGI Studio or WinAGI) and creates ImageMagick draw commands in a BASH script which you can then run in an ImageMagick-installed CYGWin terminal window and create an "HD" PNG recreation. I replaced the flood fill commands with point brush commands instead because the lines are full of gaps and the image is destroyed by flood fills. Some smarter algorithm changes necessary...

This is not so much an "upscale" as it is a redrawing of the art but simply at higher resolutions. I don't know what practical use this could have (perhaps if ScummVM ever implements supporting replacement art assets like a high resolution pack), but it could be nice to look at at least. :)

Everything-Else / Deluxe Paint Amiga Source Released on GitHub
« on: July 12, 2019, 02:36:04 AM »
This might be of mild interest to some people.

I decided on a whim to revisit KQ2SCI0 and wanted to convert the whole thing to Sierra Script. It all compiles fine and works but on one screen in-game in particular that has a certain Locale set, when I exit it into a room that doesn't have a Locale the game crashes upon entering the new room saying "bad opcode $4e." If I comment out setLocales in the previous room the crash goes away. The only thing different about this room compared to others is that it changes rooms based on the ego being inRect. Other inRect codes work fine elsewhere in the game, including ones that change rooms. So I'm guessing something in the Locales code is broken in the conversion to Sierra Script in certain cases maybe when disposing or something? But only sometimes? Because there's another room with "forestLocale" and an inRect code to change rooms and the code is virtually identical.

Sierra debug Send Stack readout displays:
Code: [Select]
(??? doit:)
(??? doit:)
(regions eachElementDo:)
(Game doit:)
(KQ2 doit:)
(KQ2 play:)

The Locale is set in its script with the "(public)" code block as "forestLocale 0", which is also what the Locale instance is called.

SCI Syntax Help / [SOLVED] Yo-yoing between two rooms
« on: May 15, 2019, 07:49:35 PM »
What the heck is going on? There's nothing wrong (at first glance) with my room code as it's exactly the same as another game's rooms I have, but what's happening is I walk to the edge of the room and change to the next room, but then immediately I switch back to the last room, and then immediately switch back to the second room again, and back and forth forever. I even changed the gEgo's X position to be 310 instead of the standard 319. And then to 300. And then to 200. But it seems like the gEgo posn code is being ignored. I threw in a DebugPrint to confirm that the ego's X position was what I set it to and it is being set. It's just being ignored. Any ideas?

EDIT: I decided to repeat the DebugPrint command further down after the previous room number states with the rest of the inits and it does seem to be resetting the Ego's position to 316 and not 200. Why is this happening?

Code: [Select]
(switch gPreviousRoomNumber
(gRoom style: dpOPEN_SCROLL_LEFT)
(gEgo posn: 10 (gEgo y?) loop: 0)
;(gRoom style: dpOPEN_SCROLL_RIGHT)
(gEgo posn: 200 (gEgo y?) loop: 1)
(DebugPrint {X = %d} (gEgo x?)) ;Says gEgo x is 200, good.
; Set up ego view and loop (direction)
;(SetUpEgo -1 0)
setScale: Scaler 100 55 75 40 ; theFrontSize theBackSize theFrontY theBackY
posn: 167 63
loop: 2
get: 0
posn: 160 7
setStep: 2 3
ignoreControl: ctlWHITE
setScript: gateScript
(gateScript changeState: 1)
(super init:)
(gEgo init:)
(Portcullis init:)
(DebugPrint {X = %d} (gEgo x?)) ;Says gEgo x is 316????

I may look into this myself (though I think I'm out of my depth), but what are the chances of getting a Sound format converter between SCI0-SCI10 to SCI11? Or even SCI32? I'm checking the documentation on Sound formats from the SCI wiki and ScummVM's SCI wiki.

If not, how about the ability to export a Sound to MIDI? SCI Viewer exports to MIDI but only with one of the selected sound device's flagged channels. Combining them all in something like Anvil Studio or Cakewalk is possible but it is a lot of work.

I can't remember if I asked for something like this before or not but I feel like I have so apologies if so.

SCI Syntax Help / [SOLVED] Sound Cues Not Cuing
« on: May 04, 2019, 04:35:39 PM »
I've got this block of code in my changeState method.

Code: [Select]
(if (== (gMusic1 prevSignal?) 20)
(sparkle setCycle: EndLoop self)
(-- state)
(= cycles 1)

It's supposed to trigger the animation loop from "sparkle" once after it reads the "20" cue from the current sound being played. After that it continues through the changeState states. But it's not happening. Am I doing this right? I'm translating code from an earlier game that I had to start over from scratch with. Using the same code but it's not working like it does in the older version of the game. What am I overlooking?

EDIT: I looked at the sources for both KQ5 and SCI Quest on handling sound cues and tried to copy something:

Code: [Select]
(FadeCode init: 100 1 self)
(if (and
(< (gMusic1 prevSignal?) 20)
(!= (gMusic1 prevSignal?) -1)
(-- state)
(= cycles 1)
(sparkle setCycle: EndLoop self)

But that doesn't work either. What happens is after the sound is done playing THEN the animation triggers. I don't get what's happening. I obviously don't understand properly how triggers are supposed to work.

SCI Syntax Help / A Talker for Ego/Print & "modeless" questions
« on: April 28, 2019, 04:06:33 PM »
Okaaaaaayyy! So this is a headache. I want a talking dialogue portrait for my Ego but it doesn't look like Template game is set up for it. I'm trying to create its instance in Is that the right way to go about it seeing as it needs to be available from everywhere? Or should I make it its own Script? What I was attempting to do besides just having a general Ego Talker is to have it also appear and animate when the player opens the Quit dialog and saying a line, which I'm sure is a can of worms unto itself because it needs to stay on the screen to press the Yes or No buttons.

SCI Syntax Help / Where is the inventory window drawn?
« on: April 28, 2019, 12:28:07 AM »
I want to move the inventory item list sub-window (insetwindow?) to the top of the inventory GUI window and move the control buttons to the bottom instead. Trying to find where this is laid out. I'm worried this happens in the ScrollableInventory script which is largely unintelligible at the moment and has a lot of disassembly code.

I started a SCI1.1 project I had made from scratch again to get all the latest fixes in the template game (this project is quite old) and I'm trying to customize the control panel window but the entire script seems to still be in Studio Script syntax. Which means I can't make any changes. Is there a way to convert a single script to a different syntax rather than the whole game through Game Properties? Because the game is already in Sierra Script and in order to force it to convert all I'd have to convert everything to Studio Script and then back again and I'm not too keen on that.

SCI Syntax Help / [SOLVED] Walking/Cycle speed?
« on: April 27, 2019, 01:18:50 PM »
Where is this set for Ego in SCI1.1? I cannot find it. I'm so rusty. Right now my Ego is moving too fast for his walking animation which is giving the effect of his feet sliding on the ground like he's walking on a conveyor belt horizontally. Diagonally it's like he's slipping on ice and not getting anywhere. Vertically his speed is fine. Where can I fine tune this? Just from the raw template game in Sierra Script.

So rusty.

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