Author Topic: What are we working on?  (Read 1604 times)

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Online Kawa

Re: What are we working on?
« Reply #105 on: May 07, 2017, 01:00:01 PM »
Just for fun, here's what you get when you don't let ScummVM's Gob engine actually draw any sprites:


Which still leaves the lack of palette information and having to actually play the entire game to collect all the screens.

Offline Collector

Re: What are we working on?
« Reply #106 on: May 07, 2017, 07:28:58 PM »
Which still leaves the lack of palette information and having to actually play the entire game to collect all the screens.
And playing the game without the sprites. You could look at it as a challenge.
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Online Kawa

Re: What are we working on?
« Reply #107 on: May 07, 2017, 08:07:47 PM »
Yeah well, Gob is essentially a dead end with regards to this project. I wonder what can be done about Kyrandia...

Offline Collector

Re: What are we working on?
« Reply #108 on: May 08, 2017, 08:54:07 AM »
I know nothing about it, but take a look at this. http://wiki.xentax.com/index.php/The_Legend_of_Kyrandia_trilogy_Toolset
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Online Kawa

Re: What are we working on?
« Reply #109 on: May 08, 2017, 11:12:23 AM »
That's what I used, actually. For Kyra2, most of the screens have their own palette files. For example, DOCK.CPS has a matching DOCK.COL. Only the _*.CPS files don't, with for example _BOOK?.CPS sharing _BOOK.COL. For Kyra1... none of this. I have eleven palette files, 85 screens, and zero clue. I've only managed to match three screens with any certainty, and from simply trying all eleven palettes in a row, there are screens that simply don't ever look right.
« Last Edit: May 08, 2017, 11:14:04 AM by Kawa »

Offline MusicallyInspired

Re: What are we working on?
« Reply #110 on: May 08, 2017, 11:23:16 AM »
Would there be a hardcoded palette maybe?
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Online Kawa

Re: What are we working on?
« Reply #111 on: May 08, 2017, 11:36:28 AM »
I don't know. I'm just working on LSL6-SVGA, LSL7, and GK2 now...

Offline lskovlun

Re: What are we working on?
« Reply #112 on: May 08, 2017, 02:21:35 PM »
Would there be a hardcoded palette maybe?
There is definitely some palette stuff in the KYRA.DAT file in the ScummVM distribution. From the tool that creates this file:
Code: [Select]
static const byte k1SpecialPalette10DOSCD[45] = {
        0x29, 0x00, 0x00, 0x26, 0x00, 0x00, 0x24, 0x00,
        0x00, 0x22, 0x00, 0x00, 0x20, 0x00, 0x00, 0x1E,
        0x00, 0x00, 0x1B, 0x00, 0x00, 0x19, 0x00, 0x00,
        0x17, 0x00, 0x00, 0x15, 0x00, 0x00, 0x12, 0x00,
        0x00, 0x11, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x0C,
        0x00, 0x00, 0x0A, 0x00, 0x00
};
There are 33 of them, but they definitely aren't full palettes, all are roughly the same size as this one.
I don't know how they are supposed to be used.

Offline Collector

Re: What are we working on?
« Reply #113 on: May 08, 2017, 08:02:51 PM »
Who did the Krya engine for ScummVM? He may be able to shed some light.
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Online Kawa

Re: What are we working on?
« Reply #114 on: May 08, 2017, 08:24:18 PM »
I'd rather study the code myself before getting more people involved with this. Just something like tracking what files are involved in loading at least one of these screens would be a major hint. Like a floodlight.

What I've learned so far:
  • CPS files can contain internal palettes. None of the archived files do, but the loose-leaf TOP.CPS and BOTTOM.CPS do.
  • These two are parts of the title screen.
  • When loading TOP.CPS no explicit palette pointer is given. Though they both have internal palettes, an explicit palette is given for BOTTOM.CPS.
  • There is no palette, internal or passed, for the various other CPS files used throughout, with the exception of MAIN15.CPS, the UI, which has one passed.
  • No, the palette from TOP.CPS does not match what TRUNK.CPS needs either.
  • CPS2BMP expects the source files to be only 200 lines high. The sprite sheets are not.
I am tempted to do what I did to Gob and simply dump the CPS files to BMP as they are decoded, with whatever the present palette is. Unlike with Gob, there's a handy debug command to switch to any room.
« Last Edit: May 09, 2017, 11:30:04 AM by Kawa »

Online Kawa

Re: What are we working on?
« Reply #115 on: May 11, 2017, 01:11:01 PM »
As seen on Twitter:

Card games on motorcycles? No! Felin mods on card games!

Offline troflip

Re: What are we working on?
« Reply #116 on: May 11, 2017, 02:22:01 PM »
What is that!?
Check out my website: http://icefallgames.com
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Online Kawa

Re: What are we working on?
« Reply #117 on: May 11, 2017, 03:09:30 PM »
That's Ilira from The Dating Pool in Hoyle's Classic Card Games.

Offline MusicallyInspired

Re: What are we working on?
« Reply #118 on: May 11, 2017, 03:26:52 PM »
Ugh that skin palette....;)
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Online Kawa

Re: What are we working on?
« Reply #119 on: May 11, 2017, 03:34:36 PM »
What can you do, right?


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