Author Topic: Interpreter Detection: SSCI or ScummVM?  (Read 16744 times)

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Offline lskovlun

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #30 on: October 15, 2015, 11:41:35 AM »
which is what I was trying to say. If the order of the subfunctions is different, then it won't work. I wasn't sure, and now you've told me.

Offline troflip

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #31 on: October 15, 2015, 12:02:36 PM »
What does remapcolors do? How is it different than just setting a palette entry?
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Offline Kawa

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #32 on: October 15, 2015, 01:00:00 PM »
What does remapcolors do? How is it different than just setting a palette entry?
Among other things, it allows dynamic-like shadows.

Offline lskovlun

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #33 on: October 15, 2015, 01:03:42 PM »
There are a few really good examples in GK1, such as the sunbeam in the Schloss Ritter entry hall.

Offline lskovlun

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #34 on: October 16, 2015, 09:49:49 AM »
What does remapcolors do? How is it different than just setting a palette entry?
More concretely, the colors between 236 and 254 are treated specially (actually, that range is divided in two for reasons that I don't fully understand). When a view contains these colors, they affect things that are drawn on top and below (by altering their brightness, by displaying them in black & white, etc.). The desired effect of each color in that range is set with an initial call to RemapColors (typically in the room init) and the system takes care of the rest. This is in contrast to setting palette entries manually, where the script must do something on each game cycle.

Offline MusicallyInspired

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #35 on: October 16, 2015, 10:49:14 AM »
Fascinating. I love the tricks that programmers and designers came up with to accomplish things with 256 colour limitations.
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Offline Kawa

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #36 on: October 16, 2015, 10:59:29 AM »
Except in the QFG4 Demo, which assumes color 254 and doesn't accept anything else~

Demo versionPresumed full version equivalentUsed for
StrSplit(0 50)RemapColors(2 254 50)50% shaded shadow
StrSplit(1 112 175 62)RemapColors(1 254 112 175 62)Torch effect in starting cave
StrSplit(2)RemapColors(0)Unused in demo
Other subops are only in the full version that I can't decompile.

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Offline lskovlun

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #37 on: October 16, 2015, 11:51:18 AM »
Except in the QFG4 Demo, which assumes color 254 and doesn't accept anything else~
(I was talking about SCI32)
My current thinking on the "divided in two" thing is that this may be platform specific. The 236 displayable colors are a limit set by Windows in an 8-bit graphics mode, so it makes sense to use the remaining colors for something else. I'm not sure what a Macintosh running in 8-bit graphics mode would allow, but it's possible that the Mac version allows 246 displayable colors and sets aside fewer for remapping. The division in two would then allow games to run on Mac with no code changes, but with slightly higher color fidelity.
« Last Edit: October 16, 2015, 11:53:22 AM by lskovlun »

Offline Kawa

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #38 on: October 16, 2015, 11:57:10 AM »
(I was talking about SCI32)
And I was talking about the different parameters for RemapColors between versions. There is no conflict here. :)

Offline lskovlun

Re: Interpreter Detection: SSCI or ScummVM?
« Reply #39 on: October 17, 2015, 01:08:49 AM »
The full game has the following

Demo versionFull version equivalentUsed for
StrSplit(0 50)RemapColors(2 254 60)50/60% shaded shadow
StrSplit(1 112 175 62)RemapColors(1 253 112 175 62)Torch effect in starting cave
/td]
RemapColors(0)Cancels the current remapping settings


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