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Messages - MusicallyInspired

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1576
SCI Syntax Help / Re: Determining key values
« on: August 06, 2010, 10:29:37 AM »
Indeed. This is strangely absent for me as well. I've only been able to figure out some of the ALT's from someone's custom debug system I copied into my game...

1577
Everything-Else / Re: SQ1-3 on Good Old Games
« on: July 28, 2010, 06:39:20 PM »
I do it all pretty much through playthroughs, trying everything, and memory/knowledge of the game. Occasionally I'll look at KQ2AGI's game logic to figure some things out but not often. And only for things like what all specific rooms that Red Riding Hood appears in. This can be annoying when all the variables in an AGI game are just numbers (which they are when decompiled by AGI Studio) but there's no other way around it.

1578
Everything-Else / Re: SQ1-3 on Good Old Games
« on: July 27, 2010, 02:47:45 PM »
Heh. It would be pretty neat. I've been wanting to create SQ2 in SCI for a long time. Or even SQ1 in the style of the AGI version and the graphics quality of KQ1SCI. But I have to finish KQ2SCI first.

1579
Everything-Else / Re: SQ1-3 on Good Old Games
« on: July 27, 2010, 12:47:28 PM »
There isn't enough heap space in the world.  :P

The last 3 games are also already available on GoG for the same price, incidentally.

1580
Everything-Else / SQ1-3 on Good Old Games
« on: July 27, 2010, 10:37:11 AM »
Space Quest 1, 2, and 3 are now released on Good Old Games. It should be noted that in this release they include the AGI version of Space Quest 1 rather than the remake!

1581
I think the SCI Studio/Companion has a function or kernel call or something that'll help discover when a sound resource is finished playing. And I don't think requiring loop/cue points in the sound resources is necessary for the task you're presenting. Would probably just take some delving into the SCI Studio help file. The capability is certainly there, I believe.

1582
There is no length limit per se to the digital sound resources just that they must be 8-bit mono and the resulting file size no bigger than 65536 bytes (limitation to the engine). So the length of the audio clip could be anything assuming it follows those rules. Though you're right, they wouldn't be very long.

1583
Why do you specifically want one for the command line? The converter in Companion has many more features not possible in a command line program.

1584
SCI Syntax Help / Re: Change 'title bar' within game
« on: July 14, 2010, 02:02:52 PM »
Thanks for this. I've been wondering how to update the status line in real-time in case I ever started a KQ3 remake (which requires a timer on the status line). I knew how to alter it, but not update it constantly.

1585
Looking forward to it!

1586
You could also use an audio recorder program like GoldWave to record the sound files as you play them through SCI Resource Viewer.

1587
The only SCI01 games that I know of are QFG2, KQ1 Remake, and SQ3 German version.

There was some talk that the EGA versions of SCI1.0 games were in fact SCI01 games with the parser removed...but I don't know about that.

1588
Everything-Else / Re: ScummVM AGI Sound Support Improved
« on: June 15, 2010, 02:36:32 PM »
Yes. I just downloaded the daily snapshot and it works wonders.

1589
Sure. If somebody wants to take the time (and figure out how) to reverse engineer the SCI01 engine. I'm sure some of it would probably be in the partially finished SCI1 template game that came with the SCI Studio VGA source code, though....I really wouldn't know where to begin, though. If only troflip were still around...

1590
Everything-Else / ScummVM AGI Sound Support Improved
« on: June 15, 2010, 12:46:35 PM »
So months and months ago I submitted a bug report about ScummVM's horrid sound emulation and today I finally hear something of it. Here's the whole email:

Quote
Category: Audio
Group: None
>Status: Closed
>Resolution: Fixed
Priority: 5
Private: No
Submitted By: Brandon Blume (musiclyinspired)
>Assigned to: Eugene Sandulenko (sev)
Summary: AGI: Proper Tandy 3-Voice/IBM PCjr Sound Support

Initial Comment:
Currently, the sound support in AGI plays back the 3-channel sound resources plus the white noise but it sounds awful (perhaps because the Sarien interpreter was originally meant to imitate the Amiga?). The voices sound very Amiga-like (sort of like a bad electric piano Casio keyboard sound) and the white noise is just a bland hiss without pitch-shifting capabilities. Since ScummVM currently has the ability to produce proper IBM PCjr sound for SCUMM games would it be difficult to move the same capabilities over to the AGI engine as well? NAGI (another AGI interpreter) and DOSBox (when machine type is set to "tandy") both produce the proper sound if reference is needed.

----------------------------------------------------------------------

>Comment By: Eugene Sandulenko (sev)
Date: 2010-06-15 19:23

Message:
Implemented in SVN. Now it is default mode for DOS games. Old emulator is
left for Amiga and Atari.
[/i]

Rejoice! AGI emulation in ScummVM is now practically perfect! I've tried it and it works perfectly. I will now probably use ScummVM exclusively for all my AGI games :).

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