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Messages - MusicallyInspired

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1
Ooh that does look like a good one. Some nice companion programs too there.

2
I don't think it's really that much guesswork involved. Most loop points land right on a measure, or at least a beat, or a note. If it's an "atmospheric" sound with no perceptible tempo, time signature, or BPM then I feel like a close enough guess is warranted. You can playback sounds in SCI Viewer WITH the loop points so in my feeling guestimating the loop point for these tracks is alright and close enough. In proper musical themes it's really no guess. It'll all land on at least a note event if nothing else. That's for all intents and purposes pretty exact.

3
The loop information is not a MIDI command. The aforementioned MIDI loop controllers that Kawa mentioned are for customized versions of MIDI. EMIDI, for instance, is only used for 3D Realms' Build game engines (Duke3D, Shadow Warrior). The others would also be proprietary. There wouldn't be any way to implement it for everything to understand. If you want it to loop, you have to program in the loop functionality yourself in whatever your project is (that's what game developers did, and that's why the SCI developers made it a specialized data cue entry specifically for SCI sound resources and not a standard MIDI controller event). If you want it to loop in some other kind of project, you could open it in a DAW like Cakewalk (free) and set loop points yourself at the proper MIDI events or just copy and paste the selection of MIDI events and repeat it manually. There is no one consistent universal MIDI loop command so as I see it this is not feasible to implement nor is it within the scope of what should be implemented IMO.

ZvikaZ, DOSBox has a built-in function to capture MIDI data into an outputted .MID file in the CAPTURE directory similar to its screenshot, audio, raw OPL, and video capture functions.

4
I was talking about changing the tempo. The loop cue data is SCI specific and not a standard MIDI controller...at least I don't think it is...

Right, so what do you do when you want to record something from the games? I assume you've done it before, or at least whoever recorded all the Quest Studios stuff did somehow.

Quest Studios recorded the output of the games themselves from a seperate PC. So MIDI Out from PC 1 playing the game to MIDI In on PC 2 with PC 2 MIDI Out going to the MT-32 or the SC-55 or whatever.

Me, I'm content to export the files from the games as MIDI. And if the tempo is incorrect, I can change it in a MIDI Sequencer/DAW.

5
I was talking about changing the tempo. The loop cue data is SCI specific and not a standard MIDI controller...at least I don't think it is...

6
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 17, 2020, 01:07:43 PM »
Lovely! I appreciate this work! :D

7
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 15, 2020, 01:06:11 AM »
Ah I just ran it again and a new window DID pop up showing the final image. Before it just said END OF PICTURE. Though, maybe I didn't just didn't notice the new window popup the first time for whatever reason. So it works as expected after all.

8
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 11:21:07 PM »
This is super cool thanks for sharing!! Works great on Windows except it just hangs after it's finished and doesn't seem to do anything. Pressing CTRL+C drops back to prompt easily enough, though.

I notice it does get some pen tool pixel drawing wrong but that's expected as you said there are some bugs. I just made the final frame a capture of the proper final image and nobody's the wiser.

9
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 08:08:03 PM »
I don't think that would be necessary. I'd be content with such a feature that just *bam* painted the floodfill without any extra frames of animation.

10
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 08:39:13 AM »
Is that the same guy who runs the Pixel Art Of Sierra Twitter account? (Or perhaps this guy just used PAOS's GIF post?) It looks like the same types of animations. If it is, I already asked him and he said he's using an internal tool that is currently too convoluted and he's not comfortable with releasing it publicly.

11
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 13, 2020, 03:50:39 PM »
That's what I was thinking.  ;D It already does this for View resource Loop Cels. Obviously the graphic types are quite different...

12
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 11, 2020, 03:39:56 PM »
I used SCI Decoder (old DOS resource viewing tool) and captured that in DOSBox but it uses that ZMBV codec and when you convert it so much quality is lost. Not to mention you can't resize it. Then transforming video into a GIF loses even more data. I ended up just capturing the Pic editor and manually moving through the steps with Nvidia Desktop Capture and cropping the video afterward. No way to make a good GIF it seems other than cooying and pasting every single drawing frame.

13
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?

14
The Games and other Sierra Adventure stuff / Re: The Legend of ZCI
« on: October 10, 2020, 12:40:19 AM »
Yeah. That's a fun toy to play with, but I like the cleaner results that manual work creates.

15
The Games and other Sierra Adventure stuff / Re: The Legend of ZCI
« on: October 09, 2020, 05:49:01 PM »
: ) Those are really cool.

What did you use to make that? Like, did you draw it entirely in SCICompanion, or did you start in Photoshop or something then import after?

Just painted over the already-existing Ego View from the SCI0 Template Game using SCI Companion's View Editor.

Also worked on the logo in the Pic editor tracing over the official logo.

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