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Messages - Andre999

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Thats really cool. Hope you find a way to distribute them. With decompiled readable SCI source code ...

SCI Development Tools / Re: Convert SCI0 vocab to SCI1 vocab?
« on: August 05, 2022, 10:01:12 AM »
This was a couple of years ago. Honestly I am 100% sure what I used, but I belive I used Snd2mid to convert to midi and then Sierra's SMF.exe or just imported the midi into SCI Companion. I am sure i tried both and one did not work at all (ie crashing the game or not playing), and the other gave the sounds in the attached game. Details in this thread:

I have not tested your Sounder yet, but reading in this forum it looks promising.


SCI Development Tools / Re: Convert SCI0 vocab to SCI1 vocab?
« on: August 04, 2022, 07:42:29 PM »
My KQ4 upgrade patch is looking good. Now I've ported the game to interpreter S.old.010 (from the KQ1SCI demo).
With the system scripts updated, everything carries over with little issue, and there's MUCH more heap space available! Except... the main vocab is incompatible. Saving it as vocab.900 doesn't help.
Could SCI0 vocabs be converted to SCI1 vocabs? I know they were just compiled differently; the original source dictionary files are structured the same.

In the future, I plan to update the interpreter to 1.000.172 (from The Seasoned Professional). I know about this project which VGA-ifies the game. The only other obstacle here would be updating the Sound files to a format that's compatible with the newer interpreter. SCICompanion doesn't correctly support creation of sound resources that work with the earliest SCI1 interpreters.

Nice. Having KQ4 converted to SCI01 would of course be of great help for VGA-ifing the game. Both sounds and vocab is a known issue for me. For Vocab I just used the file from the hacked Season Professional and added words manually to get the game to compile. That did not work to well. There is a lot of "bad said spec" messsages. For sounds I found one tool in this forum for converting, but it did not work out to well. I have attached the game, go to the fishermans pier, to hear a pretty bad version of his tune.

Your post definitly makes me want to pick up this project again. After the release of ScummVMX I did create a lot of new graphics (not included in attached game) and consider releasing them for use of this engine. But decieded against it for two reasons. First that SCUMMVM including X, does not allow for any patches, and I needed to make some. Second, I have decided that I want the characters to be larger as in later Sierra games. The 34 px high Rosella is to small for me :) Even if I find the 43ish px height of PQ2, Larry3, Iceman, and Qfg1 to be quite nice, for KQ4 using the indoor size of about 50px is the natural way to go.
Edit: If you want to run the attached game, you will need to enter path to dosbox in the game properties.

That's really cool. I love this project. KQ1SCI is the only Sierra remake that I prefer to the original. Hope you find the time to complete it.

The Games and other Sierra Adventure stuff / Re: King's Quest IV VGA-ish
« on: September 11, 2020, 04:39:50 PM »
Awesome! Will definitely be following this! Love these kinds of projects.

Thank you!

The Games and other Sierra Adventure stuff / Re: King's Quest IV VGA-ish
« on: September 10, 2020, 06:35:53 PM »
Thank you all for your kind words!

Did you just "undither" the images, or something more? There are some nice gradients.

Yes, It's based on undithered pics, but there is more. First of all different and more colors. Some objects that have the same color in EGA have different colors. Eg on the screen with the dwarfes hut. In EGA most of the tree and the ground have the same color, now they are different. Still need to do something about the brown rocks in this screen and some other screens.

Gradients as you mentioned, a simple one for the sky and something more complicated for the sea at the beach of Tamir. This is incomplete on Genestas island btw. The River is a "pattern" with different colors, my plan is to use palette swapping on the river, which I think will look cool.     

The Games and other Sierra Adventure stuff / King's Quest IV VGA-ish
« on: September 09, 2020, 08:04:04 PM »
I would like to introduce a project I'm working on. By using the SCI01 VGA parser interpretor and code released by several good guys in this forum, I'm trying to implement a VGA(ish) version of King's Quest IV, with text parser.

Here you may have a look at a prototype:

The ultimate goal is to create a program that converts the SCI0 EGA version (1.000.011) into SCI01 VGA.

SCI Development Tools / Re: VGA Parser Template - Save / Restore
« on: July 21, 2020, 06:58:18 PM »
I just tested it, and it works perfectly. You Sir, certainly know your stuff. Many, many thanks.  Open wTitled -1 instead of 15, eh. Pretty amazing. Again, many thanks you made my day. 

SCI Development Tools / Re: VGA Parser Template - Save / Restore
« on: July 21, 2020, 04:29:46 PM »
Thank you for looking a look into this.

SCI Development Tools / Re: VGA Parser Template - Save / Restore
« on: July 21, 2020, 06:26:57 AM »
Thanks. Then I guess one way forward is to get the "Version detection" to match that in 1990XMasVGA. To make sure the resources have the proper format.

I've made an attempt at this by replacing pics and views with ones from 1990XMasVGA. The Version Detection does not seem to work properly when managing resources as patch files, so I disabled it.

Now, doing this, Version Detection almost match 1990XMasVGA, but Compression format is still detected to SCI 0, while the demo has SCI 1.

Does anyone know how the compression format is detected? Which kind of resource(s) that determines that one?

An interesting side effect is that background in dialoges change from pink to green.     

SCI Development Tools / Re: VGA Parser Template - Save / Restore
« on: July 20, 2020, 08:31:41 PM »
Thanks, hope you find something. All efforts are much appreciated. I just did a quick conversion of the pics and views to VGA, maybe it is a better starting point for investigating this. For the views I just used "Use imported images palette", so no VGA colors there, but I needed to change to VGA in Version Detection in Companion to show them properly there. For a Pic however, I did get a non EGA pink color in.

So at least this version is more VGA then the previous one. It is attached in case it might be of use.

Unfortuneatly it did not help with Save / Restore ..

I am aware that this is unexplored territory.

SCI Development Tools / VGA Parser Template - Save / Restore
« on: July 20, 2020, 05:55:23 PM »
Hi Everybody.

Long time lurker, first time poster here.

I was just wondering if anybody have tried to make anything out of the VGA Parser Template by OmerMor:

or perhaps this one from Troflip:

I have done some attempts out of making something out of these, but I always run into problems with saving and restoring.

Saving: Seems to be fine until the Dialog should close, but it just stays displayed on the screen, still you can move the ego around, but any attempt to use the parser or access the menu bar freezes the game.

Restore: The dialog opens, then the game freeze without listing any saved games.   

The two mentioned templates over are quite old and still have some ASM the Save/SrDialog source. I have merged this with the latest SCI01 template by EricOakford, where seems to be original Sierra code, of course with no ASM. Every version has the same problem.

Does anybody have any idea what causes this problem and perhaps even how to fix it? I have tried to search this forum, but have not found any information.

Personally, I think there is something wrong with this Interpreter SCIV.exe, making it extremely hard to fix, but maybe there exists an easier solution by fixing the template source?

I have attached the merge of OmerMors Template and the latest SCI01 Template, in case this is useful for anyone.

Thanks in advance for any help.

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