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Messages - MusicallyInspired

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1576
SCI Syntax Help / Re: Determining key values
« on: August 06, 2010, 05:33:38 PM »
Yep. I started KQ2SCI in SCI Studio. I had to manually adopt the script bug fixes and debug commands into the game. Had to redo a lot of code to that Companion wouldn't accept.

1577
SCI Syntax Help / Re: Determining key values
« on: August 06, 2010, 03:15:36 PM »
Is it? Nice.

1578
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...

1579
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.

1580
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.

1581
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.

1582
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!

1583
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.

1584
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.

1585
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.

1586
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.

1587
Looking forward to it!

1588
You could also use an audio recorder program like GoldWave to record the sound files as you play them through SCI Resource Viewer.

1589
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.

1590
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.

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