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Messages - MusicallyInspired

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1
Cooooool

2
Here's the VOD!


3
KQ2SCI Dev stream starts in T minus ~1 hour.
http://twitch.tv/musicallyinspired

4
Yeah I thought so!  ;D

5
Many years ago I started development of a King's Quest II SCI remake in Sierra's SCI0 engine/interpreter with fanmade tools (such as Brian Provinciano's original SCI Studio and later Phil Fortier's SCI Companion). Specifically in the style of Sierra's King's Quest I remake (EGA graphics with mouse, parser, and MIDI music support). I stopped working on it long ago but had a thought on how I could continue development. I posted around asking for input on whether streaming myself developing it would be of interest to anyone. It got a decent response on Twitter so I decided to go ahead with it. I'll be starting tomorrow morning (Tue, Apr 6) at 9am CST and go for a couple hours. I'm not sure what the schedule will be going forward. Tue mornings work for me but most of the time evenings are better. I will likely stream again on Thursdays or Fridays during the day or towards the evening as those are my days off. Possibly even Sat or Sun evenings. We'll see how it goes. I've also got other music projects going on (that I won't stream) which I'll have to work around.

If you're interested, give my Twitch channel a follow so you can get notified right away when I go live: http://twitch.tv/musicallyinspired

It'll also be backed up on my YouTube channel as well if you miss it and the VOD before it gets removed from Twitch.

6
AGI Development Tools / Re: agikit 0.4 + Visual Studio Code
« on: March 10, 2021, 11:24:17 PM »
Well that's just fascinating.

7
To access AppData, open an explorer window and type %appdata% in the address bar. It'll take you right to it.

8
SCI Community News / Re: SCUMMVM SCI Engine "HiRes Upscale" Support Mod
« on: February 03, 2021, 08:04:13 PM »
And now you can replace MIDI sounds/songs with WAV files and also add speech to dialogue Messages that don't have any (Space Quest 5 , anyone?).


https://youtube.com/watch?v=X7k-ieab4bU

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SCI Community News / Re: SCUMMVM SCI Engine "HiRes Upscale" Support Mod
« on: January 29, 2021, 03:48:41 PM »
4x high res priority maps are now implemented!



https://github.com/MiLO83/scummvmx/releases/tag/v0.88-beta

EDIT: And full range alpha transparency:
https://github.com/MiLO83/scummvmx/releases/tag/v0.89-beta

10
SCI Community News / Re: SCUMMVM SCI Engine "HiRes Upscale" Support Mod
« on: January 25, 2021, 05:25:18 PM »
I was incorrect about aspect correction not being possible. You can get it by going to ScummVM's options in the Graphics tab and selecting "Fit to Window (4:3)" from the Stretch mode dropdown menu. Here's KQ4 running in ScummVM-X with a few VGA-ified backgrounds people have made over the years in attempted KQ4VGA remakes. Just dropped into a folder now and bam: instant remake!


11
SCI Community News / Re: SCUMMVM SCI Engine "HiRes Upscale" Support Mod
« on: January 25, 2021, 03:12:43 PM »
Video I made of my ESRGAN upscales in SQ4:




Here's a video Myles made of replacing SCI0 art with an actual photo of a cityscape:


12
SCI Community News / SCUMMVM SCI Engine "HiRes Upscale" Support Mod
« on: January 25, 2021, 09:20:57 AM »
An amazing individual named Myles Johnston has release a modded ScummVM that supports graphics asset replacement at up to 4x the resolution for the SCI engine. Effectively rendering ESRGAN AI upscaling (prerendered of course) usable in ScummVM. He's released a build of ScummVM and his own alternate build of SCI Companion. Here's an example video he made:



He's also got something going for SCI0 games (this will make VGA-ifying SCI0 EGA games a whole lot quicker):



This obviously will kill all colour cycling, but this is only the beginning. If enough people get in on this perhaps colour cycling can be simulated somehow in a 32-bit colour high resolution environment with special mapping files or colour flags or something.

Here are his builds of ScummVM and SCI Companion (which is needed for some reason, I don't know what yet apparently it batch dumps View cels into individual files) plus his tutorial video:

ScummVM X
SCI Companion X

GitHub:
https://github.com/MiLO83/scummvmx
https://github.com/MiLO83/SCICompanionX



EDIT: Here's his Readme file:

Code: [Select]
This is a Demonstration Alpha, v0.832 I suppose.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SCUMMVMx SCI Engine HiRes Support Mod!

This mod loads .png files from the Launcher defined "Extra" folder.
It does not come with any replacement graphics or games.

Files must be exactly 4x their original size.
They should be true color and not paletted.

They should be named as follows (Case-Sensitive / Non-0-Padded):
pic.#.png
view.#.#.#.png

The original graphics can be dumped with my custom ALSO modified version of SCICompanion,
"SCICompanionX", this "X" version batch dumps views as individual cels instead of sprite sheets.
Individual Cel format is required by the HiRes Mod, and trust me exporting individual cels with
the original SCICompanion could take WEEKS of careful clicking.

Simply open your game in SCICompanionX, and in the top menu go to Tools->Extract all resources..
You will likely want to only "Generate bitmaps for pics" and "Generate bitmaps for views",
Un-checking the other options.

Currently Pics are exported as .bmp, you will need to scale them somehow to 4x and save as
unpaletted true color .png. Views are however dumped as .png but will crash the game if not
scaled exactly 4x.

ANY GRAPHIC NOT EXACLY 4X THE ORIGINAL WILL LOOK GARBLED OR CRASH THE GAME.

I enjoy "CupScale", but only because I don't have the time to program and redo the Art by hand in Photoshop.
I have also heard great things about GigaPixel AI.

KNOWN BUGS :
Some untested games may not work, for instance "QFG - Shadows of Darkness" (Sorry ;|)

[READ EDIT] Also, I found that in QFG3 some replaced graphics remain pixilated due to the game scaling them,
This is simply the current status of the HiRes Alpha, I am trying to fix this problem evenings after working
on other work projects 9-5. I have to track down where in the code needs fixing, fixing it shouldn't be difficult,
it's just finding the routine that needs modification in the code somewhere which is a bit of code reading.
Most likely its in a file I haven't actually read yet. [EDIT/IGNORE : THIS IS WHAT'S FIXED IN THIS VERSION!!! :)]

Please feel free to track me down (Myles Johnston aka MiLO83) on YouTube / Discord / Facebook with
Questions, Positive Comments, Help, Bug Reports, Etc.

Again this is not yet finished or polished, people seem to want to try it themselves before 100% compatibility.

https://github.com/MiLO83/scummvmx
https://github.com/MiLO83/SCICompanionX

  - Myles Johnston

13
Nice! And Merry Christmas to you!

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SCI Syntax Help / Re: SCI01 Game Using SCI0 Template?
« on: December 13, 2020, 09:55:10 AM »
Is it that different? I figured everything would be mostly the same apart from additional features like scrolling screen transitions and stuff.

15
It's all indeed so lovely! Great job!

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