Author Topic: SEQ file creation and such  (Read 1669 times)

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Offline Kawa

SEQ file creation and such
« on: August 15, 2015, 04:40:57 PM »
Technically you don't "import" SEQ files like you would other resources, no?

*studies ScummVM's seq_decoder.cpp*

Edit: Full frames would be the easiest to get started with. The other option is RLE.
« Last Edit: August 15, 2015, 04:46:37 PM by Kawa »



Offline lskovlun

Re: SEQ file creation and such
« Reply #1 on: August 15, 2015, 05:08:44 PM »
The LSL6 interpreter does not support the ShowMovie kernel call. So we'd have to switch interpreters (again) to get it.

Offline Kawa

Re: SEQ file creation and such
« Reply #2 on: August 15, 2015, 05:19:09 PM »
Guess I was right about kSeqFrameFull being easy to work with.

Edit: I can play RLE frames now. The entire file renders perfectly as far as I can tell.
« Last Edit: August 15, 2015, 05:48:46 PM by Kawa »

Offline Collector

Re: SEQ file creation and such
« Reply #3 on: August 15, 2015, 07:24:04 PM »
Technically you don't "import" SEQ files like you would other resources, no?

*studies ScummVM's seq_decoder.cpp*

Edit: Full frames would be the easiest to get started with. The other option is RLE.

Well the SEQ files were generally outside of the main resource/map files if that is what you mean, but there has to be a way to create the SEQ files, whether frame by frame in an editor (perhaps like the VIEW editor for each frame) or by conversion of an external file encoded with a standard video format, hence "importing". The interpreters that support SEQ have a flag for the path to the SEQ files called in the RESOURCE.CFG.
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Offline Kawa

Re: SEQ file creation and such
« Reply #4 on: August 15, 2015, 07:57:12 PM »
I know enough to make SEQ files now. A converter that does naive fully-uncompressed output is easy at this point. Maybe dirty rectangles too.

Offline Kawa

Re: SEQ file creation and such
« Reply #5 on: August 16, 2015, 11:13:41 AM »
Gentlemung, I present you... a custom-made SEQ file, confimed to run equally well in ScummVM and my player. It's this big because it's naively-made, as described above. Next challenge is cropping out the changed bits. But as far as proofs of concept go...

Update: now does top/bottom clipping, reducing theend.seq to only 229 KB.
« Last Edit: August 16, 2015, 12:40:51 PM by Kawa »

Offline lskovlun

Re: SEQ file creation and such
« Reply #6 on: August 16, 2015, 12:42:18 PM »
Cool!

Offline Kawa

Re: SEQ file creation and such
« Reply #7 on: August 16, 2015, 01:28:26 PM »
Cool!
I'll do you one better. Here's the actual program, with the bitmap source data I used to make that seq file.

It's .Net, but I don't think it does anything untoward that would prevent any ol' Mono installation from running it. In fact, I just tested both it and my player in a Mint VM to resounding success.

Offline MusicallyInspired

Re: SEQ file creation and such
« Reply #8 on: August 16, 2015, 01:59:49 PM »
Sweet! This deserves its own thread, really. Can a mod split it?
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Offline Kawa

Re: SEQ file creation and such
« Reply #9 on: August 16, 2015, 02:07:53 PM »
Sweet! This deserves its own thread, really. Can a mod split it?
I am a mod.

Offline Collector

Re: SEQ file creation and such
« Reply #10 on: August 16, 2015, 03:19:35 PM »
Source?
KQII Remake Pic

Offline Kawa

Re: SEQ file creation and such
« Reply #11 on: August 16, 2015, 03:27:51 PM »
Man, between this and the old OpenPoké map editor, I'm on a source-releasing roll here.

Offline Collector

Re: SEQ file creation and such
« Reply #12 on: August 16, 2015, 03:34:25 PM »
Thanks!
KQII Remake Pic

Offline MusicallyInspired

Re: SEQ file creation and such
« Reply #13 on: August 16, 2015, 05:13:41 PM »
Sweet! This deserves its own thread, really. Can a mod split it?
I am a mod.

Oh! So you are...
Brass Lantern Prop Competition

Offline Kawa

Re: SEQ file creation and such
« Reply #14 on: August 17, 2015, 05:38:58 PM »
Here's an interesting twist.

As Iskovlun suggested, the LSL6 terp doesn't do ShowMovie. So I dropped in all the files that came with KQ6CD -- not just SIERRA.EXE, but all the drivers and other such files too, and the config file for good measure. Given two testing videos -- FS1 and my THEEND -- I get a pretty weird result. It's all tiny and staggering. Whereas if I do the opposite, replacing KQ6's FS1 with THEEND, I get a color problem.

Neither of these things happen in ScummVM, be they Template or KQ6. The part where it takes so freakin' long to get FS1 to play in KQ6 doesn't make testing for fixes any easier.


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