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Messages - Dhel

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SCI Development Tools / FotoSCIhop v1.4+
« on: Today at 12:55:06 AM »
Hello everyone,
In another thread mentioning SCI32 tools I mentioned I was in the process of restructuring and modifying FotoSCIhop to allow for more editing function and that I planned to share it publicly. I finally found some time to organize this and post the first public beta release to Github. All source code has been posted in honor of the original GPL license, and permission has been given from Enrico to maintain it through the Github repository.

The repo can be found here
https://github.com/skadarnold/FotoSCIhop

Keep in mind that even though this version of the application is functional and stable it is still in beta. Most of the backend code has been revised to allow for easier access to modification of view and pic properties which has surely introduced new bugs. There is a lot of cleanup that needs to happen, especially in the user interface. All properties can be edited, even if they shouldn't be. Since I have been using this tool for a development on an active project, there may be code lingering that is specific to this project that may need to be adjusted.

Feel free to keep me posted on any problems or suggestions you find. I will also try to create documentation for changes that have been made.




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SCI Development Tools / Re: SCI2.1 script compiling?
« on: December 31, 2022, 07:49:44 PM »
I'm trying to create script patch files for the SCI2.1 windows game Shivers. I've managed to use SCIcompanion to decompile most of the script files but I have not been recompile with SCIcompanion or know of any way to compile something to SCI2.1. Is there any tool that can do that?

If there's not any way to compile those files, I think it's possible to write assembly directly as patch files. Are there any resources on the assembly language SCI2.1 ends up as?

Were you ever able to get to compile?

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SCI Development Tools / Re: SCI32 Templates
« on: December 31, 2022, 07:48:55 PM »
That does not seem to be included with the in-house tools that Omer posted. On a side note, this 16-bit program will run via WineVDM.

Thanks for the tip on WineVDM, this will be very helpful. I have also learned that this has full support for sci view files around 1995 - 1996 and even supports link points. In WVE they are referred to as registration points.

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SCI Development Tools / Re: SCI32 Templates
« on: April 17, 2022, 08:55:08 PM »
Anyone have the oem tool WinVE?

I ask because I have not see it referenced or listed here so I am not sure if it is available or even known of.

Its the only official Sierra windows version of view editor that I am away of, and it seems it might be compatible some where up to sci2.1.  It seems to be a native win95 program so my testing has only been a little use on windows xp.

It does not work with the views that I am working on, so I am not sure exactly where compatibility lies, and I have not really tested it on anything else. But there is evidence that it was being used to edit LSL6 views in 640x480 mode.

Not sure if anyone is familiar or knows a little more details about it and it's capabilities?

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SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 09:33:59 PM »
Here is the interpreter and some system stuff.

Have you been able to build this yet by any chance?

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SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 09:17:56 PM »
A little update with the progress of my FotoSCIhop fork. Right now I have the restructuring finished for both view and picture files. I have a modify properties window that allow to modify pretty much every aspect of the view file. This even allows for adding and subtracting loops and cells, and support for editing 10 link points. Right now it is pretty raw, as I plan to clean up the ui a little more before releasing. But I am already having some fun modifying view files to see what everything does exactly. I have also implemented link point drawing so I can we finally see what those vectors are doing and how they work. The pic files need a little more work, but I was able to finish the main restructuring today. I have some ideas to allow for full cell and priority editing directly in fotoscihop.


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SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 09:09:53 PM »
Here is the interpreter and some system stuff.

Thank you! I am excited to check it out!

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SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 09:03:00 PM »
Any interest in some INN source?

Definitely!

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SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 12:00:03 PM »
Interesting. You are doing this with Omar's sci32 source? Do you have it compiling in DOS? Has it worked in recompiling for any games yet?
Missed this post. Everything I just described is based on Omer's SCI16 source, version 1.001.100.

I tried to recompile SCI32, but that wouldn't run anything and the code had implied int all over so no semi-modern compiler would take it as-is.

Ahh ok I see in your sci11 repo now. Thats cool I might play around with that.

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SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 11:42:00 AM »
I'm not sure if it was The Sierra Network or some later incarnation, but it had an avatar creator that included the ability to change colors. Except instead of having the exact same hairstyles several times over for different hair colors, they just had the one cel for each hairstyle and such, and remapped it on the fly. I think the DrawCel call was extended to take an Array pointer.

So what I've been doing first is porting SCI32's Arrays to SCI11+.

Edit: found it was the LSCI scripts that use a DrawCel kernel that takes a clut argument instead of scale factors, and a Clut of ByteArray, which in turn is just an Array with its type preset.

Ahh yes i am very familiar with this. This is how the Realm manages its characters as well, and uses a clut system for remapping. I could probably help give you some insight into this.

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SCI Development Tools / Re: SCI32 Templates
« on: April 14, 2022, 03:33:36 PM »
I have indeed Played Around.

I've messed with views, mostly, to correct a bug where color #255 was considered remappable (it's not) and ended up skipped over. This also affected backgrounds as they share a format with view cels and thus share a render function. And since scaleSignal had most of its bits unused I uplifted that to add some more remap effects like "replace every non-skip pixel with #0", "draw them as #253", or "draw them as if #253 is drawn on top", which would usually darken them, SCUMM-style.

I've been working on color table remapping like in TSN, too, for a bit.

But compiling on Windows? Well, no. And no multiplayer.

What do you mean by you are working on color table remapping like in TSN?

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SCI Development Tools / Re: SCI32 Templates
« on: April 14, 2022, 03:07:53 PM »
I have indeed Played Around.

I've messed with views, mostly, to correct a bug where color #255 was considered remappable (it's not) and ended up skipped over. This also affected backgrounds as they share a format with view cels and thus share a render function. And since scaleSignal had most of its bits unused I uplifted that to add some more remap effects like "replace every non-skip pixel with #0", "draw them as #253", or "draw them as if #253 is drawn on top", which would usually darken them, SCUMM-style.

I've been working on color table remapping like in TSN, too, for a bit.

But compiling on Windows? Well, no. And no multiplayer.

Interesting. You are doing this with Omar's sci32 source? Do you have it compiling in DOS? Has it worked in recompiling for any games yet?

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SCI Development Tools / Re: SCI32 Templates
« on: April 13, 2022, 01:25:51 AM »
Kawa has played around with the source of the interpreter, but I don't think he has made that major of any modifications. Of course he can speak for himself. Also, I do not believe we have any source for any of the SCI32 interpreters, either.

Actually it does exist. Though not publicly available any where that I have seen.

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SCI Development Tools / Re: SCI32 Templates
« on: April 12, 2022, 08:01:19 PM »
a user here, Aftertaste, was tinkering with the Realm trying to build some tools for it. https://code.google.com/archive/p/sci-palette-convertor/

Ahh yes I am in a friends / circle with Aftertaste. Group of fellow Realm lovers :D. Never spoken with him directly but I hear he has some pretty fun tools.

I think its intriguing that there is potentially some modern sci code still being used out there. If there was access to a modern sc, makevols, and an interp that could compile  and run on modern windows, what do you think could be possible for sierra games? Not to mention having access to networking. A multiplayer quest for glory 4 maybe?

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