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Topics - MusicallyInspired

Pages: [1] 2 3 ... 8
1
SCI Development Tools / SCI Companion Pic Editor saving bug?
« on: April 22, 2021, 01:00:01 AM »
So I was creating a Picture resource for KQ2SCI on stream yesterday and towards the end I decided to test it. I saved it and loaded up the game and half my work wasn't showing up. The commands were all there in the Pic, but it wasn't working. I tried closing the Pic and reopening it and...it was all messed up. Most of my work was lost and only some of it persisted in being saved. Since I was streaming, though, I had all the commands listed on video so I painstakingly went through the video frame by frame and reimplemented each draw tool command from the draw command list on the video. That took ages. And then....it got even worse. Commands I didn't even make started garbling the screen in the Visual, Priority, and Control screens alike.

I narrowed the problem down to the Pen tool using the randomized pattern (specifically size 2). So I figure something isn't saving right when it comes to that specific draw command. It recorded two of the pen tool draw commands fine, but by the third it randomly decided to turn on the Visual tool and start painting on coordinates that aren't even on the picture (like in the thousands) and randomly appearing in a bunch of places on the screen and the entire rest of the picture ended up being corrupted. I had to remove the Randomized Pen Pattern tool commands entirely and it saved just fine.

This may be something we're already aware of I don't know. Now that I've run into it like this, though, I do remember running into it in the past and remembered trying to avoid using the randomized pattern pen tool. I've used it on other pictures in KQ2SCI, but with those I used SCI Studio to draw the pictures way back when. So I guess I'll have to use Studio sometimes for those details. I haven't nailed down exactly how or why it's corrupting but I intend to do further testing and experimenting with the SCI Pic resource file specs closeby.

2
Many years ago I started development of a King's Quest II SCI remake in Sierra's SCI0 engine/interpreter with fanmade tools (such as Brian Provinciano's original SCI Studio and later Phil Fortier's SCI Companion). Specifically in the style of Sierra's King's Quest I remake (EGA graphics with mouse, parser, and MIDI music support). I stopped working on it long ago but had a thought on how I could continue development. I posted around asking for input on whether streaming myself developing it would be of interest to anyone. It got a decent response on Twitter so I decided to go ahead with it. I'll be starting tomorrow morning (Tue, Apr 6) at 9am CST and go for a couple hours. I'm not sure what the schedule will be going forward. Tue mornings work for me but most of the time evenings are better. I will likely stream again on Thursdays or Fridays during the day or towards the evening as those are my days off. Possibly even Sat or Sun evenings. We'll see how it goes. I've also got other music projects going on (that I won't stream) which I'll have to work around.

If you're interested, give my Twitch channel a follow so you can get notified right away when I go live: http://twitch.tv/musicallyinspired

It'll also be backed up on my YouTube channel as well if you miss it and the VOD before it gets removed from Twitch.

3
SCI Community News / SCUMMVM SCI Engine "HiRes Upscale" Support Mod
« on: January 25, 2021, 09:20:57 AM »
An amazing individual named Myles Johnston has release a modded ScummVM that supports graphics asset replacement at up to 4x the resolution for the SCI engine. Effectively rendering ESRGAN AI upscaling (prerendered of course) usable in ScummVM. He's released a build of ScummVM and his own alternate build of SCI Companion. Here's an example video he made:



He's also got something going for SCI0 games (this will make VGA-ifying SCI0 EGA games a whole lot quicker):



This obviously will kill all colour cycling, but this is only the beginning. If enough people get in on this perhaps colour cycling can be simulated somehow in a 32-bit colour high resolution environment with special mapping files or colour flags or something.

Here are his builds of ScummVM and SCI Companion (which is needed for some reason, I don't know what yet apparently it batch dumps View cels into individual files) plus his tutorial video:

ScummVM X
SCI Companion X

GitHub:
https://github.com/MiLO83/scummvmx
https://github.com/MiLO83/SCICompanionX



EDIT: Here's his Readme file:

Code: [Select]
This is a Demonstration Alpha, v0.832 I suppose.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SCUMMVMx SCI Engine HiRes Support Mod!

This mod loads .png files from the Launcher defined "Extra" folder.
It does not come with any replacement graphics or games.

Files must be exactly 4x their original size.
They should be true color and not paletted.

They should be named as follows (Case-Sensitive / Non-0-Padded):
pic.#.png
view.#.#.#.png

The original graphics can be dumped with my custom ALSO modified version of SCICompanion,
"SCICompanionX", this "X" version batch dumps views as individual cels instead of sprite sheets.
Individual Cel format is required by the HiRes Mod, and trust me exporting individual cels with
the original SCICompanion could take WEEKS of careful clicking.

Simply open your game in SCICompanionX, and in the top menu go to Tools->Extract all resources..
You will likely want to only "Generate bitmaps for pics" and "Generate bitmaps for views",
Un-checking the other options.

Currently Pics are exported as .bmp, you will need to scale them somehow to 4x and save as
unpaletted true color .png. Views are however dumped as .png but will crash the game if not
scaled exactly 4x.

ANY GRAPHIC NOT EXACLY 4X THE ORIGINAL WILL LOOK GARBLED OR CRASH THE GAME.

I enjoy "CupScale", but only because I don't have the time to program and redo the Art by hand in Photoshop.
I have also heard great things about GigaPixel AI.

KNOWN BUGS :
Some untested games may not work, for instance "QFG - Shadows of Darkness" (Sorry ;|)

[READ EDIT] Also, I found that in QFG3 some replaced graphics remain pixilated due to the game scaling them,
This is simply the current status of the HiRes Alpha, I am trying to fix this problem evenings after working
on other work projects 9-5. I have to track down where in the code needs fixing, fixing it shouldn't be difficult,
it's just finding the routine that needs modification in the code somewhere which is a bit of code reading.
Most likely its in a file I haven't actually read yet. [EDIT/IGNORE : THIS IS WHAT'S FIXED IN THIS VERSION!!! :)]

Please feel free to track me down (Myles Johnston aka MiLO83) on YouTube / Discord / Facebook with
Questions, Positive Comments, Help, Bug Reports, Etc.

Again this is not yet finished or polished, people seem to want to try it themselves before 100% compatibility.

https://github.com/MiLO83/scummvmx
https://github.com/MiLO83/SCICompanionX

  - Myles Johnston

4
SCI Development Tools / Batch export vector draw commands one by one
« on: October 10, 2020, 11:17:56 PM »
Is there a command line tool or something anywhere that will take SCI0 Picture resources and export each draw command step in frames? I'm trying to basically make an animated GIF of a Picture resource drawing from beginning to end. Is there any easy way to do this besides copying and pasting each frame from the Pic editor or capturing SCI Decoder drawing Pictures from DOSBox?

5
The Games and other Sierra Adventure stuff / The Legend of ZCI
« on: October 08, 2020, 10:53:36 PM »
Just felt like doing these paintovers of the original SCI0 template game Ego sprite tonight. (they're animated, click on them)

6
I'm happy to report that due to a bug ticket I filed 3 weeks ago, ScummVM will now allow the "Prefer digital sound effects" checkbox in the engine tab menu for SCI1.0 games to actually function. That is, beforehand enabling or disabling this option would make no difference and all SCI1.0 games would output digital sound regardless. It worked fine for SCI0 and SCI1.1 games, but SCI1.0 was strangely ignored in the code checks (it specifically initially only checked for SCI0 and SCI1.1 games). I stated this years and years ago on the ScummVM forums and I'm surprised it still hadn't been known or addressed until now. I had been using DOSBox all this time and just wasn't aware. I was fiddling with ScummVM again recently and noticed it. So it's finally fixed. Hooray!

7
Stumbled upon this tool yesterday. I've never liked Anvil Studio and I was happy to discover another free alternative called MIDI Editor. https://midieditor.org/

It also shows some helpful information about the MIDI file and its channels/tracks/etc. I haven't tried really using it yet but the interface and display sold me.

8
The Games and other Sierra Adventure stuff / King's Quest VI AGI
« on: June 04, 2020, 01:17:52 AM »
The dude that made this 7 or so years ago recently found his source again and is finishing this. He's been releasing video updates, here is the latest!


9
AGI Development Tools / AGI2HD Picture Redrawing Script Creator
« on: April 18, 2020, 10:30:56 AM »
I'm working on a command line tool that will read Sierra AGI Pic resource draw commands and recreate them with ImageMagick draw commands.....in HD (sort of, scale of up to 5 times). It's coming along but still a ways to go. How it works is it reads the binary PIC file data (extracted from a game via AGI Studio or WinAGI) and creates ImageMagick draw commands in a BASH script which you can then run in an ImageMagick-installed CYGWin terminal window and create an "HD" PNG recreation. I replaced the flood fill commands with point brush commands instead because the lines are full of gaps and the image is destroyed by flood fills. Some smarter algorithm changes necessary...

This is not so much an "upscale" as it is a redrawing of the art but simply at higher resolutions. I don't know what practical use this could have (perhaps if ScummVM ever implements supporting replacement art assets like a high resolution pack), but it could be nice to look at at least. :)



10
Everything-Else / Deluxe Paint Amiga Source Released on GitHub
« on: July 12, 2019, 02:36:04 AM »
This might be of mild interest to some people.

https://github.com/DutchmanDavid/DeluxePaint

11
I decided on a whim to revisit KQ2SCI0 and wanted to convert the whole thing to Sierra Script. It all compiles fine and works but on one screen in-game in particular that has a certain Locale set, when I exit it into a room that doesn't have a Locale the game crashes upon entering the new room saying "bad opcode $4e." If I comment out setLocales in the previous room the crash goes away. The only thing different about this room compared to others is that it changes rooms based on the ego being inRect. Other inRect codes work fine elsewhere in the game, including ones that change rooms. So I'm guessing something in the Locales code is broken in the conversion to Sierra Script in certain cases maybe when disposing or something? But only sometimes? Because there's another room with "forestLocale" and an inRect code to change rooms and the code is virtually identical.

Sierra debug Send Stack readout displays:
Code: [Select]
(??? doit:)
(??? doit:)
(regions eachElementDo:)
(Game doit:)
(KQ2 doit:)
(KQ2 play:)

The Locale is set in its script with the "(public)" code block as "forestLocale 0", which is also what the Locale instance is called.

12
SCI Syntax Help / [SOLVED] Yo-yoing between two rooms
« on: May 15, 2019, 07:49:35 PM »
What the heck is going on? There's nothing wrong (at first glance) with my room code as it's exactly the same as another game's rooms I have, but what's happening is I walk to the edge of the room and change to the next room, but then immediately I switch back to the last room, and then immediately switch back to the second room again, and back and forth forever. I even changed the gEgo's X position to be 310 instead of the standard 319. And then to 300. And then to 200. But it seems like the gEgo posn code is being ignored. I threw in a DebugPrint to confirm that the ego's X position was what I set it to and it is being set. It's just being ignored. Any ideas?

EDIT: I decided to repeat the DebugPrint command further down after the previous room number states with the rest of the inits and it does seem to be resetting the Ego's position to 316 and not 200. Why is this happening?

Code: [Select]
(switch gPreviousRoomNumber
(west
(gRoom style: dpOPEN_SCROLL_LEFT)
(gEgo posn: 10 (gEgo y?) loop: 0)
)
(east
;(gRoom style: dpOPEN_SCROLL_RIGHT)
(gEgo posn: 200 (gEgo y?) loop: 1)
(DebugPrint {X = %d} (gEgo x?)) ;Says gEgo x is 200, good.
)
(else
(self style: (| dpOPEN_PIXELATION dpANIMATION_BLACKOUT))
; Set up ego view and loop (direction)
;(SetUpEgo -1 0)
(gEgo
setScale: Scaler 100 55 75 40 ; theFrontSize theBackSize theFrontY theBackY
posn: 167 63
loop: 2
get: 0
)
(Portcullis
posn: 160 7
setStep: 2 3
ignoreControl: ctlWHITE
setScript: gateScript
)
(gateScript changeState: 1)
)
)
(super init:)
(gEgo init:)
(Portcullis init:)
(DebugPrint {X = %d} (gEgo x?)) ;Says gEgo x is 316????
)

13
I may look into this myself (though I think I'm out of my depth), but what are the chances of getting a Sound format converter between SCI0-SCI10 to SCI11? Or even SCI32? I'm checking the documentation on Sound formats from the SCI wiki and ScummVM's SCI wiki.

If not, how about the ability to export a Sound to MIDI? SCI Viewer exports to MIDI but only with one of the selected sound device's flagged channels. Combining them all in something like Anvil Studio or Cakewalk is possible but it is a lot of work.

I can't remember if I asked for something like this before or not but I feel like I have so apologies if so.

14
SCI Syntax Help / [SOLVED] Sound Cues Not Cuing
« on: May 04, 2019, 04:35:39 PM »
I've got this block of code in my changeState method.

Code: [Select]
(if (== (gMusic1 prevSignal?) 20)
(sparkle setCycle: EndLoop self)
else
(-- state)
(= cycles 1)
)

It's supposed to trigger the animation loop from "sparkle" once after it reads the "20" cue from the current sound being played. After that it continues through the changeState states. But it's not happening. Am I doing this right? I'm translating code from an earlier game that I had to start over from scratch with. Using the same code but it's not working like it does in the older version of the game. What am I overlooking?

EDIT: I looked at the sources for both KQ5 and SCI Quest on handling sound cues and tried to copy something:

Code: [Select]
(1
(FadeCode init: 100 1 self)
(if (and
(< (gMusic1 prevSignal?) 20)
(!= (gMusic1 prevSignal?) -1)
)
(-- state)
)
(= cycles 1)
)
(2
(sparkle setCycle: EndLoop self)
)

But that doesn't work either. What happens is after the sound is done playing THEN the animation triggers. I don't get what's happening. I obviously don't understand properly how triggers are supposed to work.

15
SCI Syntax Help / A Talker for Ego/Print & "modeless" questions
« on: April 28, 2019, 04:06:33 PM »
Okaaaaaayyy! So this is a headache. I want a talking dialogue portrait for my Ego but it doesn't look like Template game is set up for it. I'm trying to create its instance in Main.sc. Is that the right way to go about it seeing as it needs to be available from everywhere? Or should I make it its own Script? What I was attempting to do besides just having a general Ego Talker is to have it also appear and animate when the player opens the Quit dialog and saying a line, which I'm sure is a can of worms unto itself because it needs to stay on the screen to press the Yes or No buttons.

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