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Messages - Kawa

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(Did you know there's the 3.2.5 nightly build?)

But regarding the STAC encoding thing: SCI Companion doesn't re-compress saved resources. Views and such have RLE baked in while others have nothing as a matter of fact, but the resource packs then add a layer of compression on top regardless. Thing is, that's optional and SCI Companion can only decompress most of the options.

You'd think that's not the issue here and yet I managed to reproduce it.

I should also note that almost all resources in LSL6 are STAC-compressed, but for example 900.v56 is fine to edit. This suggests to me there might be an issue with the total size of the resource.

Edit: probably not that, considering I simplified the background part of the view by removing all the patterning and then made them thinner to boot but it still messed up the logo...

SCI Syntax Help / Re: Is this an acutal release?
« on: May 18, 2024, 05:17:41 AM »
Like I said, it must've been a pretty big operation to have CD jewel cases with the company logo where the spindle grabby things should go. That's a custom molding thing! They have that, what seems like a passable print quality for the inserts, custom sleeves for the floppies, and they apparently distributed Ikari Warriors among probably other games, too.

So like I concluded in my first reply, I can't tell.

SCI Syntax Help / Re: Is this an acutal release?
« on: May 18, 2024, 04:53:32 AM »
A Contra-style insert and the disks are labeled #2 & #3; fake, right?

You missed the third disk labelled #1 in the other pic. Also, that's Ikari Warriors, and having some advertisements for other things from the same company (Soft World, not Sierra) in the packaging is not that strange.

SCI Syntax Help / Re: Is this an acutal release?
« on: May 18, 2024, 04:21:42 AM »
This is not a CD release though. The spindle hole grabby thing in the jewel case is missing because there's floppy disks in there.

SCI Syntax Help / Re: Is this an acutal release?
« on: May 18, 2024, 04:04:11 AM »
I don't see anything about it on MobyGames. Front art and screenshots on the box seem to match the original release. I don't think could just get a CD jewel case where the grabby thing in the middle that goes through the CD's hole is completely missing, with what looks like the Soft-World logo in its place, if you weren't at least half legit.

I do know that the actual game likely isn't in Japanese at all.

As far as I'm concerned, the jury's out.

SCI Syntax Help / Re: MachineSpeed syntax on real hardware
« on: May 03, 2024, 10:23:32 AM »
I second this wholeheartedly.

SCI Syntax Help / Re: MachineSpeed syntax on real hardware
« on: May 01, 2024, 11:45:55 AM »
You would do that, yeah. It'd only make sense.

If anyone's interested, this is why I tag my posts. So you can easily find everything I wrote about SCI.

You suspect correctly, considering the manuals for the games spell it out.

From the original system scripts I see this:
1. There are no defines for mouse buttons, only modifier keys.
2. The icon bar checks for a shift-click to cycle through its icons and a ctrl-click to toggle between walk and the last icon.

Like this:
Code: [Select]
(if (& evType evMOUSEBUTTON) ;mouseDown
    ((& (event modifiers?) emSHIFT) ;shiftDown, both left or right
       ;cycle icons
    ((& (event modifiers?) emCTRL) ;ctrlDown

Now, emLEFT_BUTTON is 1, which makes it equal emRIGHT_SHIFT. emRIGHT_BUTTON is 3, so emSHIFT. That sounds like a mistake to me.
The keyboard modifiers seem fine (though only alt, shift, and ctrl are in the Sierra header) but perhaps emSHIFT could stand to have a better name.

Did you mean this post?

I actually have a few posts on SCI32, from that AGI post ending on SCI32 to stuff like comparing string and file subkernels.

(this is something of a trollish post)

Which SCI32 exactly?

Considering they're based on two different system scripts, I'd wager they are indeed perhaps too far apart as you say it.

SCI Syntax Help / Re: QfGIV text wrap
« on: April 23, 2024, 05:29:56 AM »
Yeah, you're not gonna do anything
like that. If you want to limit the
thing's width, you're probably gonna
be stuck with hard-wrapping it all.

SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: April 06, 2024, 12:12:49 PM »
I agree, but also it's "flair'.

SCI Development Tools / Re: View size limits
« on: March 27, 2024, 06:15:52 PM »
Resource size limit is some multiple of two I think. I forget the specifics.

I'd say the problem might be the dithering pattern in your cel. Unless 16-color cels are encoded in four bits per pixel (thus two pixels per byte), dithering patterns will not compress well with run-length encoding. But what do I know? I'm more about 256-color SCI.

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