Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Crispin

Pages: [1]
1
Thanks for reply. I've got interesting stuff & infos to share, but I'm not home. I'll reply you asap, when I get back home (probably tommorow).

2
AGI Development Tools / Re: C# AGI Interpreter
« on: January 11, 2017, 07:32:02 PM »
Offtopic, but maybe not so much

Actually, that is quite off topic.

Yes, you're right - I moved it to proper topic. I was doing few things at once so I messed up.
Anyway, I'm glad to see that C# AGI interpreter is going well. Althought... C#, .Net & Mono are not my flavours.

3
I stucked with my AGI KQ1 demake for Quill&Illustrator @C64, mainly because of hdd crash. Still I have some work and resources, but now I changed approach. Main picture (first screen/room - "Castle") still will be made from scratch, by hand (initiall work is done) but all other (pics) will be dummy... until I found a way to translate (convert) AGI PIC data (drawing commands) directly to file format of Illustrator graphics database ("drawstrings").
My plan is to use DotBasic+ as a tool to make conversion from one data file format to another (DB+ because it is simple, but also has low level commands e.g. for byte manipulations). As I found out, all 3 "dev enviroments" share similar "drawstring" (vector graphic) commands.
If I manage to convert AGI PIC data > DB+ PIC data, it will be lot easier to convert it from DB+ > Illustrator then directly AGI > Illustrator.
Benefit is also that, in that case, I will get AGI PIC interpreter for C64 - which is a big milestone in a conversion process at all.
Actually, then it will be possible to make rudimentary AGI PIC editor in DB+ - e.g. to make simple corrections of possible incompatibilities and glitches.
For example, AGI pictures are compatible with DB+ Multicolor mode, but Illustrator is in Hi-Res (double resolution but lesser colors): it means that slant lines at some angles are counted differently.
What I have to do now is to study AGI PIC file format and find a way to read those files at C64 as seq data-files.
I did not manage to do it before, probably because of some error with i/o devices at old version of VICE emulator. It refused to read it's own data files in some occasions... so I gave up then (1Y before). Right now there is a new version of VICE and I hope I'll manage it now.
If I manage to make basic reading of AGI PIC data @C64, I will probably need help to "decode" hex strings of commands, and so on.

I hope that somebody here will be able to help me to convert it, if I stuck (again). Unfortunately I'm not a programmer, nor have experience with that kind of conversion. But I do have some theoretic knowledge and I messed up with hex editors and machine code before... and I'm willing to learn about.

4
I am trying to demake original "King's Quest I" for C64 using Quill/Illustrator.
AGI line, fill etc "vector" commands are easily translatable to Illustrators. Just there is a problem with colors at char matrix (only 3 allowed at each 8x8pix). But graphics could even be improved somewhere, because of high resolution mode (width is 320 instead 160pix)

Would love to see this when it is finished. I had thoughts of doing something similar on the VIC 20 at one point, but rather than convert the game to another tool, I was thinking about taking the Apple IIe AGI interpreter and hack it to make at least some parts of it work on the VIC 20. The graphics routines would be completely different, and the VIC 20 had a fairly primitive graphics chip, so would be difficult to render an AGI picture. But I was interested in seeing what could be done these days on an old computer like that that had such limited resources. I've written three separate VIC 20 emulators over the years, so understand the machine quite well. The project would have been bringing together two of my interest areas in to some sort of hybrid.

The C64 would fair much better with such a project. The 6510 was almost the same as the 6502 (which was used by the Apple IIe). I really think it could be made to run an AGI game like King's Quest 1. It was comparable to the Apple IIe. The C64 was after all where games like Maniac Mansion and Zak McKracken first began.

Hi Lance, thanks for your kind words. I really admire your work.
I am sorry I didn't notice your post before, somehow missed it. Anyways:
Yess, my wet dream is to get AGI interpreter as native as could be at C64. But too many folks mean that "if it's possible, it will be done already".
So I decided to start KQproject with Illustrator, just to point out it could be done, to make a showcase and find somebody interested enough to get involved.
More about it later.
Yes, you're right, 6502 is almost the same as 6510, which means it could be possible.
For example, Mr. Andreas Varga (aka Mr. SID) made excellent port of Apple II version of Prince Of Persia in 2011, by disassembling source code and using reverse-engineering skills, 6 months (!) before Mr. Jordan Mechner recovered POP source code, which was being lost for  - 22 years!
https://www.c64-wiki.com/index.php/Prince_of_Persia
There is an interesting conversation between those two, at comments section (bottom of page), at Mr. SID's POP64 dev blog:
http://popc64.blogspot.hr/2011/10/prince-of-persia-for-commodore-64128.html
...and Jordan's blog post about finding and archiving the source http://jordanmechner.com/blog/2012/04/source/
I suppose that POP64 was more complex project (or equal, at least) then AGI64 should be. Also, benefits could be much greater, because of existing AGI game library, and because there are already ready to use tool-sets (such as your PICEDIT) to modify (or even produce brand new) games, possibly to make it portable between 8-bit platforms.
Btw, Mr. SID made later exact port of Donkey Kong Junior from Atari 7800 to C64 (also 6502>6510)

Very smart solution at POP64 was to put whole game in (virtual) cartridge, surpassing 128 KB needs, and which could be run by e.g. VICE emulator easily.
This is *the solution* for AGI interpreter memory needs, to override RAM limitation (POP64 has half MB, more info at rgcd). Actually, by using this technique, AGI could be ported to VIC20 (and so on).

One other thing that comes to my mind is DotBASIC+, which is 100% downward compatible with existing CBM BASIC, but also has a native support for joystick/mouse, graphic/sprites, sound, memory handling, I/O etc, by clever use of "object oriented" ASM modules - and it is expandable. Also, DB+ programs do not need DB+ interpreter to run (standalone, transportable).
What I found interesting here is that DB+ has very similar vector graphic commands as AGI. So, in theory, whole thing could be run from DB+. Or at least AGI res tools (or just resources) could be done by using it (viewers, converters, editors... such as your PICEDIT, again). Similar stands for View>Sprite, Picture, Sound resources (native 3+1 sound support but DB+ can play SID songs also!).
These modules are used selectively; only those that are needed, which means that modular engine saves your RAM without sacrificing possibilities.
New one could be added when there is a need for it (I'm not a coder so I can't be sure how hard is it). It means that for porting DB+ programs to VIC20 only specific library ASM modules should be rewritten (well there are also different memory addresses etc).
I like that concept, but it should be proved in praxis. Unfortunately, DB+ exists only for C64 afaik.
I would be very pleased if somebody took a look at it and approve that.

5
Yes, DOS4GW and CWSDPMI do work.
If you specifically need DOS4GW, it is smart to replace it with DOS/32 and just rename DOS32A.EXE to DOS4GW.EXE (or use some other method, all explained at DOSBox Wiki).
Because it is designed to be faster and more stable with modern systems than the original. And it is free (open source).
HX is also good option, and it comes with it's own HDPMI server (host) which is fully compatible with CVSDPMI (more info about it at DrDos Wiki).
For more info:
- There is a short comparision of DOS4GW and alternative DOS extenders at MaximumHoyt
- Some list of DOS extenders and DPMI hosts at TheFreeCountry

EDIT: Just to be precise, DOS(Box) with HX DOS expander handles Sierra Resource Viewer command line tools, but it is still not possible to export AGI picture/view files to easily readable bitmap format with graphics.exe. At least not for me. But it works with SCI files.

6
The Resource Viewer is too new to be DOS tools, so yes the CLI tools are Win32 console apps.
Actually it is easy to run Win32 console apps from plain DOS (DOSBox...). Just some DOS extender is needed. DOSLFN (long filenames support) is of great help too.
I did it with HX DOS Extender; resource.exe and graphics.exe both works.
(There's even more, it is possible to run some basic OpenGL/DirectDraw/SDL Windows apps.)

7
To extract resources from an AGI VOL file use the following:

Code: [Select]
Resource.exe VOL.0
You will have to do this for each VOL file.

As far as PicEdit, use Lance's newer Java port rather than his old DOS version.
(Of course I'm using Java PicEdit. Btw WINE can open DOS PicEdit by forwarding it to DOSBox, but it works only from command line.)

I did extract picture resources with Resource.exe (I already extracted them before with WinAGI with same result).
However, I have not luck with Graphics.exe ("Error processing picture.xx").
Maybe it got something with missing *.pal according to this message:
"If you want pictures to be exported exactly as seen be sure to use -v (and probably -pal) options."
...but this is beyond my scope. And it should be optional. All I find about is this message at forum.
Then I tried with SCI picture resource and it just works. It works from Sci Res viewer (gui) too, of course.
Unfortunately, "SCI enhanced" version has a totally different graphics from AGI so it does not helping me.

I've got interesting WINE system messages about missing .NET dependencies before cli started, maybe I'll find a way to fix it.
Btw if somebody's trying to run those cli @Linux don't bother with DOSBox (common mistake - it is Win32 app), or just click on it  - it won't work.
First invoke WINE cmd from terminal (~ $ "wine cmd"), as you should start "cmd" from "Run" @Windows I suppose.

8
WINE starts DOSBox - it shows up and just close. However, it is funny that one emulator calls another one :D
But... Wine is not an emulator :D
ZING
OMFG stop trolling... technically, of course it is not. But purpose is the same. Be sure that I know what VirtualBox, QEMU, VMware are and what is the difference between vm & WINE. Of course that you can't jump from one "sandbox" to another just by (virtual) system call.
WINE is ("just") a "compatibility layer" capable  of  translating "Windows API calls into POSIX calls on-the-fly".
(edit btw even 2 vm could exchange data between, so it is regardless of "is WINE emulator or not")
You're missing the point: possibilities of running another one  "strange" process (such as DOSBox). Because both lie on same file-system, it is possible to change files outside of WINE and reload it in same app (same session) that made request for.
Of course, it is not possible without extra settings and without giving extra permissions, because of architecture of *nix systems. But there is a possibility, and I find it amusing.

9
I have always just used the "copy to clipboard" button in AGI Studio and then pasted the image.
Thanks for suggestion.
I have to test it, I can c&p text (even between Wine & Linux), but I didn't manage (yet) to copy pics between 2 apps in Wine. Actually, I think that every app in Wine has its own enviroment. But there is solution for that too, I'll post it when I have some news about it.
The SV command line tool can dump the AGI resources from the VOL files, but they would have to be converted to a standard format. With a command line tool you could easily do batch processing of AGI VOL files to extract the Pics as BMP, PCX, etc.
Thanks for that, it will be *the way* I suppose.
This should be solution, from CLI. I'm rusty with that (DOS batching), but I'll manage it.

Btw - MY MISTAKE: I tried to open pics resource with SCI Res Viewer that were  - already extracted.
However, there is another problem: when I open dir (VOL?), I can see only words & objects (text).
I hope I'll manage to do it with SV CLI tools (Graphics.exe & Resource.exe).


Guys, don't be mad if I don't replay immediately: I'm busy right now and messing with AGI is my hobby project, so please allow me some time to study things and answer.

EDIT: forgot to mention, funny thing: when I open PicEdit from AgiStudio, WINE starts DOSBox - it shows up and just close. However, it is funny that one emulator calls another one :D

10
AGI Development Tools / Re: Visual AGI Picture Editor
« on: September 06, 2015, 10:27:05 PM »
Thanks.
Maybe is something wrong with my wineprefix settings... I should try to make another one (clean, 32-bit).
I am too tired to doing it again, I tried dozen times... but there are at least two more Windows apps I can't run, one is in .NET for sure.
Oh, well.

11
You can use the latest of the Sierra Resource Viewer, but only one-by-one.
Thanks for that!
I missed that "Also works with AGI games"  :D
Hm, does not work for me :( seems that it can not recognize agi pics (I disabled auto recognition then, tried to change AGI "version control" but nothing).
I suppose that SCI Res Viewer can open multiple pictures at ones (open dir)?
It is possible at PicEdit.

Btw, does any other tool at "SCI Resource Utilities" work with AGI? e.g. "SCI Graphic Studio"?

12
AGI Development Tools / Re: Visual AGI Picture Editor
« on: September 06, 2015, 07:17:36 PM »
Yep, specifications said .NET v1.1. I am using the PicEdit, java version. WinAGI is helpfull too.
I found this interesting description of VAGI at ScummVM Wiki
Quote
As interesting feature, Visual AGI Picture Editor can optimize pictures, even if the gain is only byte, preliminary testing has shown approximately 10% - 28,5% reduces in size with AGI-pictures produced by different methods, Sierra's games, Noptec Vector.
Just I didn't find the time to study Noptec Vector (DOS); I am interested specifically at vectorization algorithms. It will be fun to trace bitmap drawings or photos with modern tracers like great one (Potrace) included in Inkscape; then through Vector or similar tool (e.g. VAGI).

I forgot to mention: Visual AGI Sound Editor is working just fine at Linux, which is also .NET driven. Strange enough!

13
Hi guys,
I am trying to demake original "King's Quest I" for C64 using Quill/Illustrator.
AGI line, fill etc "vector" commands are easily translatable to Illustrators. Just there is a problem with colors at char matrix (only 3 allowed at each 8x8pix). But graphics could even be improved somewhere, because of high resolution mode (width is 320 instead 160pix)
I managed to convert multi-color pics to hi-res (by hand, but ConGo is of great help)
It should be some kind of proof that porting of AGI engine to C64/128 is possible.
I suppose that real conversion should be done with DotBasic+ but... that's another story.

Where I'm stucked is converting of 80+ agi resource pics to bmp (I'm using GIMP).
So, my question is:
What is the simplest way to export agi pics to bmp (.tga, .png...)? Batch conversion if possible.

I forgot how I did it, probably by taking screenshot of WinAGI, PicEDit or so.

14
AGI Development Tools / Re: Visual AGI Picture Editor
« on: September 06, 2015, 01:59:15 PM »
Of course it has .NET dependencies. it was written in C#. The Microsoft Active Accessibility is really only needed for older versions of Windows. Were you trying to run it with WINE? One of the Linux users here may have some information on running .NET apps on Linux.
Hm, wouldn't you find it ironic: "The Microsoft Active Accessibility is really only needed for older versions of Windows" ?
We are supporting AGI from 1984., but not MAA (1997) needed for Win95. ??? New ARMs are fast & strong enough to emulate Win95 but not Win7.
Never mind.
 Well, I tried to run it with WINE several times, no success. There are couple of .NET apps I'm running with WINE. Unfortunately, VAGI is not one of them.
I'm not sure what's wrong, because WINE has "gold"/"platinum" status for most .NET Frameworks versions.
Probably something related to this:
"Always install with recent 'winetricks' in clean 32-bit wineprefix for best results."
(64-bit environment is not supported at some things as it should be)
I did this but... didn't work. I tried also with "PlayOnLinux" (>some kind of Wine pre-set installers); here is some others example what's going on.

http://lookpic.com/O/i2/524/jmbWF1vi.png
Here is screenshot of what's going on: winetricks for .NET installer (e.g. v 2.0) claims that mono is not installed (which is), and right after that "64-bit is not supported" (it is not 64-bit). However, I have .NET 4.0 installed, some software is running flawlessly. But VAGI just won't start, no error messages.

Of course, I could run it through some virtual box, probably. But it is... humiliating.
e. g. I'm running Photoshop CS2-6 w/o problems.

15
AGI Development Tools / Re: Visual AGI Picture Editor
« on: August 29, 2015, 08:15:13 PM »
Late replay... Thanks for that. Unfortunately I couldn't run it at Linux, probably some .net thingy.
I can't install Microsoft Active Accessibility (MSAARK) neither (got some weird message).
But you should provide it anyway as a companion file, if needed (e.g. for Win95 emulation, new ARMS are strong enough to do it).


Pages: [1]

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.029 seconds with 20 queries.