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Messages - cosmicr

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1
The Games and other Sierra Adventure stuff / Re: The Artist
« on: December 07, 2020, 05:12:10 PM »
Don't know much about the application, interesting there's not much info on it, but check out this comment in that thread:

Quote
Sierra... that sounds familiar. Isnít that the company that morphed into Blizzard North, and created Diablo I & II?
Link to quote

Are we all that old now?

2
AGI Development Tools / Re: WinAGI Version 2.1.2 Is Available
« on: December 03, 2020, 11:23:30 PM »
Really great stuff.

I recently migrated my game development from AGI to SCI, but now I'm considering going back again just so I can make use of the features.

3
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 15, 2020, 06:13:26 PM »
That's great!
Maybe you could share the source file(s)?
(maybe even in GitHub?)

At the moment it's a mess of spaghetti code and commented out sections all over the place, as well as the bugs I mentioned - but if I end up fixing it up I'll put the code online.

If you're really interested in how it works I only learned from the FreeSCI documentation on the SCI Wiki, along with my own experiments with a hex editor. I documented everything I learned here:http://sciwiki.sierrahelp.com//index.php?title=Picture_Resource. I used SFML for the pixel routines and saving to PNG.

4
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 15, 2020, 12:03:46 AM »
Awesome glad I could help!

Not sure why it hangs - it's supposed to open a window with the finished image. Did it report 0xFF end of picture at the end?

Meh, like I said, cross-platform programming isn't my forte - I was coding in linux, but linux executable distribution is hard, so I ported it to windows, but god knows what issues that could have introduced.

That Zelda title screen looks awesome. Looking forward to seeing more animated gifs!

5
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 10:10:09 PM »
Okay, here it is attached.

It's a windows executable. I wrote it in Linux, but I'm hopeless at portable stuff(I don't get libraries), so hopefully it works.

It's got a heap of debugging text which you can ignore but basically run it as:

Code: [Select]
scipictureviewer.exe pic.000
It will churn away for a minute or so, saving all the frames to the current directory.

Here is an example of output. Like others have said, it would look better if it had all the parts of each command, but still cool. Also these files are huge (for animated gifs).


This was a fun little exercise.  I wrote this viewer as a way to understand how picture resources work, it's not perfect, I have some bugs with patterns, filling, and control/priority screens at the moment, but it's good enough for this. Disclaimer: anything that goes wrong is not my problem!

And for what it's worth - it IS just as easy to use GifCam on Sci Companion, I only made this for fun and education.

6
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 12, 2020, 01:57:01 AM »
It's not really difficult to do, it just takes time to implement.

I've got my own SCI Picture viewer which I wrote - I'll have a look and see if I can make it output each command to an image.

Should be able to have it by tomorrow (anyone feel free to get it done sooner!)

7
SCI Development Tools / Re: Error in SCICompanion documentation - fopen
« on: October 05, 2020, 11:51:15 PM »
You can send Phil a Pull Request in Github to fix the docs. The documentation "source code" can be found here:
https://github.com/icefallgames/SCICompanion/tree/master/SCICompanion/Docs

Hmm I never considered that. I mean, it doesn't really bother me but if I get around to it I'll send a pull request.

8
SCI Development Tools / Re: Error in SCICompanion documentation - fopen
« on: October 04, 2020, 10:29:39 PM »
I've noticed a few mistakes throughout the SCI Companion Docs, mostly negligible though. Such as references to Python, and the obvious broken links to SCI Studio docs etc.

9
Hmmm that's interesting, there's definitely more to it then. What about SCI0 games?

10
I feel like renaming is the difficult task and code folding is the simple one.  You misunderstood my example - there are more issues with a straight up find/replace than the one I suggested. Nevertheless it would be a "nice to have" rather than using notepad.

Either way it's probably not easy like you say. We'll just have to agree to disagree on this one.

11
Code folding is basically a no, unless there's a newer version of the Crystal Edit control out there that added it.

Renaming would be much more doable, but tricky... how exactly is NP++ imperfect?

I think code folding shouldn't be too hard should it? I mean the editor already recognises opening and closing parenthesis etc, and it looks like it has been extended elsewhere (such as right click context menu etc).

The main difference between notepad renaming and built-in renaming is that the editor can recognise "symbols", rather than plain text. So for example if you wanted to rename the Print function to "Output" you can do a find and replace but you'd also end up replacing any other instance of the word Print - so PrintFormat would become OutputFormat which you may not have wanted.

12
For a while the way to go to get ScummVM to recognize SCI1.1 fangames was tonkeep thr game class named SQ5 in the Main script. Don't know if that still works as I don't generally use ScummVM. It'd be recognized as SQ5 but you could just change the name in the options later in ScummVM.

I don't think that would work - my understanding is it does a hash of RESOURCE.001 and RESOURCE.MAP files and checks against it's list, so even if you had that class it would still be a diffferent hash.

13
Anyone know why this is?

You have to register your game with them to be able to play it. Why can't they just make it work for any/all SCI/AGI games?

Is there a hack or hidden setting that might allow you to do this?

14
Oh great thanks!

15
I tried using the ego view from SQ4EGA

Just out of interest how would one get a hold of SQ4 EGA? (I mean the EGA version, not the VGA one with EGA drivers).  It must be super rare? Googling for it only brings up GOG versions or information, not where to get a copy. I reckon I've bought SQ4 about 3 or 4 times over the years, but never knew about an EGA version until now.

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