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Messages - lskovlun

Pages: [1] 2 3 ... 60
1
SCI Development Tools / Re: SSCI, ScummVM, and polygons
« on: April 30, 2026, 06:28:17 PM »
Ask the man himself?

2
SCI Development Tools / Re: Looping Audio in SCI1.1?
« on: April 28, 2026, 07:04:07 PM »
Yeah, that's what one game does. But there is code in the interpreter to make sure that it generally doesn't matter whether a sound resource is MIDI or Wave.

3
SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« on: April 14, 2026, 06:41:20 PM »
Sounds like the property offset table (vocab.994) could be subtly broken...

EDIT: And I think you could be seeing the effects of the palette difference I mentioned already.

4
SCI Syntax Help / Re: QfGIVCD view corruption when editing 936.v56
« on: April 13, 2026, 03:46:44 PM »
 It was an aside. I was talking about "late" SCI2.1 versus SCI3. That's also why I didn't link the first time.

6
SCI Syntax Help / Re: QfGIVCD view corruption when editing 936.v56
« on: April 10, 2026, 10:43:06 PM »
If you were compiling for LSL7, it would certainly have been the demo. The demo is SCI2.1 ("late", as ScummVM calls it), but the full game is SCI3. Similarly, QFG4CD is SCI2.1, but the floppy version is SCI2.0. I fixed a bug related to that many years ago (pull request #1467 if you're interested).

7
SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« on: April 10, 2026, 01:36:20 AM »
Another thing you're probably going to run into (spuriously or not) is that the palette management strategy changed between SCI1 and SCI1.1 ("copying" and "merging" strategies, as they are called here. Games written for one are likely to glitch in the other. I am not sure how to fix that,

8
SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« on: April 08, 2026, 10:44:28 PM »
The palette file I used was converted, I think, from an SCI1 resource using another one of those programs. Sometime last year, so I can't remember exactly what I did.

9
SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« on: April 08, 2026, 12:43:12 PM »
Come to think of it, I have a dummy palname.dat file in that directory. Just put the number 999 in there, and make sure 999.PAL exists (or use some other name if you prefer). PIC2NEW won't use it; I guess it's some common code that loads it.

EDIT: By the way, the 999.PAL file I put there is an SCI1.1 format palette.

10
SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« on: April 08, 2026, 12:27:11 PM »
Yes, there is one in Omer's stash. (https://sciprogramming.com/community/index.php?topic=1631.0). It's called PIC2NEW (be aware that it generates output files with a .PN extension, and you'll need to rename them back to .P56 yourself).

11
AGI Development Tools / Re: The Plot [Pen Style] Thickens
« on: April 02, 2026, 06:25:38 PM »
The date came and went.

12
AGI Development Tools / Re: The Plot [Pen Style] Thickens
« on: March 25, 2026, 08:48:23 PM »
I think there would be more than one table in ScummVM if this had a practical impact (sluicebox does lurk here, he sent me fan mail once). So no worries, is my take.

13
Frankly I'd be more concerned about the "system" code.

14
Everything-Else / Re: What's up peeps!
« on: January 28, 2026, 04:53:23 PM »
What is gained by moving these games to AGI3?

15
This exists in SCI32 (where lines are first class objects, so it's easier to do) as an in-game debug feature. Unfortunately not in earlier versions.

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