Author Topic: What are we working on?  (Read 1683 times)

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Offline Kawa

Re: What are we working on?
« Reply #120 on: May 15, 2017, 10:01:48 AM »
Added to the background archive: Maniac Mansion v2, Zak McKracken v2 and FM-Towns, Last Crusade EGA, Sam and Max.

Offline Kawa

Re: What are we working on?
« Reply #121 on: May 22, 2017, 06:08:15 PM »
You've seen (RemapColors rcPERCENT 253 64), which I use to draw a shadow under my Catdate characters. But what about the other remap effects available in SCI16? Well, given a light view with index 254 in it, nabbed from QfG4...

(RemapColors rcPERCENT 254 200) -- mask color, brightness.

Brightness ranges from 0 to to 200, where 100 is effectively no change. 0 is not entirely all-black, and 200 you can see above. Anything higher yields weird spots.

(RemapColors rcRANGE 254 64 165 96) -- mask color, range start, range end, addition.

Given a picture with this palette.

(RemapColors rcGRAY 254 75) -- mask color, percentage.

Soda pressing.

(RemapColors rcPERCENTGRAY 254 75 120) -- mask color, percentage, brightness.
No visual. Applies both rcPERCENT and rcGRAY effects at once.

No, I won't stop calling it that >:3

Offline Collector

Re: What are we working on?
« Reply #122 on: May 22, 2017, 07:11:32 PM »
No, I won't stop calling it that >:3
As opposed to SCI32?
KQII Remake Pic

Offline Kawa

Re: What are we working on?
« Reply #123 on: May 22, 2017, 07:18:44 PM »
SCI32 is quite a different beast, what with the planes and all. I'm just calling it SCI16 because that's the name of the archive as OmerMor released it.

You might wonder what documenting RemapColors has to do with this thread, but that's in fact exactly what I was "working on".

Offline MusicallyInspired

Re: What are we working on?
« Reply #124 on: May 22, 2017, 07:54:38 PM »
Fascinating!
Brass Lantern Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #125 on: May 22, 2017, 08:25:35 PM »
Bonus: it's hard to tell with the light that far up, but just as the shadow effect (rcPERCENT) can stack when two views overlap, so can the other effects.

At least, you'd expect that from how the remap effect is implemented. In the renderer, there's only one code path these remapping colors take.

Offline lskovlun

Re: What are we working on?
« Reply #126 on: May 23, 2017, 04:29:52 AM »
No, I won't stop calling it that >:3
The polygon editor in QfG4 (SCI32) is out of order, and refers the user to SCI16. So even Sierra did this retroactively.

Offline Kawa

Re: What are we working on?
« Reply #127 on: May 23, 2017, 01:58:46 PM »
Guess who figured out what he was doing wrong with regards to always-on iconbars?


Offline Kawa

Re: What are we working on?
« Reply #128 on: May 24, 2017, 04:55:35 PM »

:)

Offline Kawa

Re: What are we working on?
« Reply #129 on: May 25, 2017, 09:26:00 AM »
I just keep doing crazy shit.


Quote
Such a cheap hack, it won't even do cue points no doubt.

I don't know what went wrong with the framerate, but the message seems clear.

In engines/sci/sound/soundcmd.cpp:
Code: [Select]
void SoundCommandParser::initSoundResource(MusicEntry *newSound) {
//...
if (g_sci->getGameId() == GID_HOYLE4)
checkAudioResource = false;

char hqFile[50];
sprintf(hqFile, "%d", newSound->resourceId);
newSound->pStreamAud = nullptr; //just making sure.
newSound->pStreamAud = Audio::SeekableAudioStream::openStreamFile(hqFile);
if (newSound->pStreamAud != nullptr)
{
newSound->soundType = Audio::Mixer::kMusicSoundType;
newSound->isSample = true;
return;
}

Offline MusicallyInspired

Re: What are we working on?
« Reply #130 on: May 25, 2017, 10:32:01 AM »
Ew ew ew ew ew ew ew. Someone on the ScummVM forums attempted to do this and create high quality digital music packs for Sierra games as well as other ScummVM supported games and I was vehemently against it because of the lack of loop/cue capabilities that the nature of digital files have. Sorry, I gotta defend my MIDI! ;)

That said, I wonder if it could be utilized to respect metadata loop tags in measurement of samples like certain engines that support digital files do (like EDuke32 and GZDoom with my SC-55 digital music packs). That still wouldn't solve the issue for cues (music would be cut off too quickly) but it would work for loops.

What is going on with the speed anyway?
« Last Edit: May 25, 2017, 10:50:49 AM by MusicallyInspired »
Brass Lantern Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #131 on: May 25, 2017, 11:06:41 AM »
The speed's just me using incorrectly set up tools or sumth. I don't know, I don't care :)

Offline gumby

Re: What are we working on?
« Reply #132 on: May 26, 2017, 07:50:11 AM »
Working on Zork, specifically scaffolding for moving objects between rooms - in some ways similar to the inventory.  The one thing of note is that all corresponding view instances are created dynamically when a room is init'd.
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #133 on: June 17, 2017, 10:21:35 AM »
Today's project: adding previews to the font archive.

Offline Kawa

Re: What are we working on?
« Reply #134 on: June 18, 2017, 05:54:38 AM »
Been working on the manual for The Dating Pool, and found this in my research:



...something's fucky.


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