Author Topic: What are we working on?  (Read 16700 times)

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Offline lance.ewing

Re: What are we working on?
« Reply #45 on: April 29, 2017, 04:25:35 PM »
Now I'm kinda wondering if it would be possible to do an AGI-to-SCI0 convert for PICs, even if it would turn out awful.

I'm going off memory here, but when I played around with those original Sierra SCI editor tools that Omer leaked a while back, I seem to recall that the SCI picture editor supported both AGI and SCI pictures (via command line options) and might therefore have supported a degree of conversion. Has anyone experimented with that yet?

Offline troflip

Re: What are we working on?
« Reply #46 on: April 29, 2017, 04:26:13 PM »
Ok, I need help. No matter how I code this the shimmering colour cycling effect keeps going out of sync. Can somebody take a look at this and tell me what I'm doing wrong?

If I comment out two the palANIMATE calls (the 2nd and 3rd) it looks better - but I haven't looked into why (I'm not sure what it's suppsoed to look like).

Is there a reason you're using Printf instead of DebugPrint?
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Offline lance.ewing

Re: What are we working on?
« Reply #47 on: April 29, 2017, 04:34:08 PM »
Too many details are the same so I'mma say modified.



<Screwtape> Also, I hope that door makes the Star Trek door sound.

Ilira is so cool.

As an aside, Chris Pratt would have been a much better James T. Kirk in the new Star Trek movies. He apparently read for the role. Can't believe he didn't get it. He's much better (funnier) than Chris Pine. It would have been awesome.

Offline Kawa

Re: What are we working on?
« Reply #48 on: April 29, 2017, 04:40:56 PM »
I've never tried it, but I read somewhere that SCUMMVM supported a hi-res AGI mode. Is this true? Has anyone tried it?
Can't find it, and you basically just explained why one wouldn't be likely to find it anyway.

Certain render modes in AGI like Hercules use double the resolution to make room for dither patterns, much like EGA640.DRV in SCI, though.

Offline lance.ewing

Re: What are we working on?
« Reply #49 on: April 29, 2017, 04:44:18 PM »
This might be where I saw it:

http://wiki.scummvm.org/index.php/Sarien/Hires_Badness

Look's like it was removed quite a while ago.

Offline Kawa

Re: What are we working on?
« Reply #50 on: April 29, 2017, 04:49:57 PM »
That's not doubling the render resolution, that's filtering the result. Sarien, if I read this right, applied it to the actual bitmap screens (visual and priority), which gave rise to issues. ScummVM would rather apply it to the final render as a whole.

Offline lance.ewing

Re: What are we working on?
« Reply #51 on: April 29, 2017, 05:01:47 PM »
Yeah, I think it's a lost cause. The main reason I gave up on it was that the VIEWs are not vector based, so there would always be a mismatch. How are you meant to scale those up?

And besides, a lot of people like the retro low-res pixelated look, so not much point making it crisper. There's a resurgence.

Offline Kawa

Re: What are we working on?
« Reply #52 on: April 29, 2017, 05:07:49 PM »
With a blocky-ass aesthetic like AGI's, you shouldn't upsample at all, I think. Keep those lego bricks as they are.

Which reminds me of the new KQ's hallucination scene in the fifth chapter, where the so-called AGI graphics aren't. Only some pixels are wide, and the color palette...

So I redrew Old Graham for a laugh. Actual-AGI Knight Graham for comparison.


(also thanks)

Offline MusicallyInspired

Re: What are we working on?
« Reply #53 on: April 29, 2017, 07:59:46 PM »
Ok, I need help. No matter how I code this the shimmering colour cycling effect keeps going out of sync. Can somebody take a look at this and tell me what I'm doing wrong?

If I comment out two the palANIMATE calls (the 2nd and 3rd) it looks better - but I haven't looked into why (I'm not sure what it's suppsoed to look like).

I've attached a GIF that shows what I'm going for. As you can see by the PIC's palette, if it cycles too far the eight transparent colour entries will start to cycle through next to the core of the blade which is undesireable. That's what the game is currently doing and I can't figure out why. Interesting that removing those animate calls somewhat fixes it. But that would leave pauses in certain cycles, right? I would prefer it to be smooth. After I successfully do this I want to try to regulate it at a slower speed as well (thought changing the cycle speed parameter in palANIMATE doesn't seem to make a difference).

Quote
Is there a reason you're using Printf instead of DebugPrint?

Yes. Because I didn't know it existed. How does that work?
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Offline troflip

Re: What are we working on?
« Reply #54 on: April 29, 2017, 09:00:08 PM »
I think you're going to have a tough time cycling the palette back and forth. I don't think the interpreter is predictable in how many cycles it takes to do one shift (even if you call palANIMATE each frame, it doesn't always shift the palette right away). At least that's what I'm seeing (e.g. I tried making 8 calls to palANIMATE and then stopping, and the palette ends up at different places each time I run the game). What a silly implementation Sierra did.

DebugPrint is mentioned here (old syntax, sorry):
http://scicompanion.com/Documentation/debugging.html?highlight=debugging

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Offline MusicallyInspired

Re: What are we working on?
« Reply #55 on: April 29, 2017, 09:09:19 PM »
Well that is depressing.
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Offline troflip

Re: What are we working on?
« Reply #56 on: April 29, 2017, 09:37:00 PM »
Just make it a regular animated view and cycle through the cels. Much simpler, less code. Attached a view version of it (I think I messed up the handle) to be used with that pic palette.

Code: [Select]
(saber init: setCycle Oscillate -1)


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Offline MusicallyInspired

Re: What are we working on?
« Reply #57 on: April 29, 2017, 11:03:40 PM »
I wanted full screen animations. I have these grand visions like the stuff Mark Ferrari did with his color cycling HTML5 stuff with like, say, a closeup of a face fullscreen and a lightsaber blade near their face and the glow of the lightsaber animating as well as the glow on the character's face. It's these types of things I want to experiment with. I know that I can do a View animation but that's too simple.
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Offline Kawa

Re: What are we working on?
« Reply #58 on: April 30, 2017, 03:50:11 AM »
Gotta make it hard on yourself, huh?

he says while contemplating rewriting the cel renderer from ASM back to plain C

Offline Kawa

Re: What are we working on?
« Reply #59 on: April 30, 2017, 08:33:28 AM »


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