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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by gumby on April 10, 2021, 10:18:56 AM »
SCUMMCompanion?  That's awesome.  Looks like a .NET project?
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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by Kawa on April 10, 2021, 09:11:06 AM »
I've been working on a thing, I guess.

Also have a long-belated attempt at a blonde Rog head.
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Here's the VOD!

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KQ2SCI Dev stream starts in T minus ~1 hour.
http://twitch.tv/musicallyinspired
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AGI Development Tools / Re: Sierra had keys to control sound volume in Tandy
« Last post by AGKorson on April 05, 2021, 10:51:02 PM »
Cool, thx.  I'll include this in the next update of the help file.
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Yeah I thought so!  ;D
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Followed.  Nice idea for getting motivation to continue a project!
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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.
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AGI Development Tools / Re: Sierra had keys to control sound volume in Tandy
« Last post by OmerMor on April 05, 2021, 10:18:55 AM »
I have never heard of machine type 20 being referred to as 'AmigaOld'; that's a new one to me. (I never spent a lot of time with ScummVM; I always preferred NAGI when I needed a modern AGI engine (and I usually prefer to use the original Sierra binaries in DOSBox anyway). If someone has some more definitive information to confirm it, I don't mind adding it to the help file for completeness.

ScummVM documents the following:
Quote
Code: [Select]
* At least these Amiga AGI versions use value 20:
 * 2.082 (Space Quest I v1.2 1986)
 * x.yyy (Manhunter NY 1.06 3/18/89)
 * 2.333 (Manhunter SF 3.06 8/17/89)

It was added by Kari Salminen and Travis Howell back in 2008-2009.
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AGI Development Tools / Re: Sierra had keys to control sound volume in Tandy
« Last post by AGKorson on April 05, 2021, 12:28:18 AM »
I think this is pretty much well known in the AGI community. Support for volume control has been included in template games going back to the early AGI Studio days.

I have not tested on original hardware, but using DOSBox, (while writing the first versions of WinAGI) I confirmed that both PCJr and Tandy do in fact control sound by using reserved variable v23. I assume that the DOSBox implementation of the Tandy and PCJr machines is accurate. You can easily test this by creating a template game, and set platform to DOSBox, and then use platform command line switch option to use "-machine pcjr" or "-machine tandy". I never had access to any other platforms or game files for testing (Amiga, Apple, Atari, PS2), so I only included information that I learned from other sources, mostly from the source code provided here over the years.

I don't know for certain if any Sierra games included sound volume control for any machine types other than Tandy, but as I said, I do know it works for PCJr as well. I would assume it would also work for some of the other platforms, but again, I've never been able to test it.

I have never heard of machine type 20 being referred to as 'AmigaOld'; that's a new one to me. (I never spent a lot of time with ScummVM; I always preferred NAGI when I needed a modern AGI engine (and I usually prefer to use the original Sierra binaries in DOSBox anyway). If someone has some more definitive information to confirm it, I don't mind adding it to the help file for completeness.

As far as differences between Tandy and 'regular PC', the binary files are the same; when AGI loads on either platform, after determining the type of machine its running on, the same graphics overlays get loaded for both machines; in the binaries, there are separate functions in various places where graphics are handled that use the appropriate video control codes and interrupts to correctly display images. But at the AGI resource level, there are no differences. Sound is handled the same way; internally, the interpreter uses different functions to handle playback of sound depending on which machine type is present even though the same program and overlay files are used on both systems.

It is strange that they (Sierra) didn't include the sound controls in their help screens. The template files do.




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