Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MusicallyInspired

Pages: 1 2 [3] 4 5 ... 118
31
Mega Tokyo SCI Archive / Re:VOGONS and the Win32 SCI/AGI interpreters...
« on: September 19, 2002, 10:32:37 PM »
Quote
I know of 4 which are:
1) King's Quest 5
2) Mother Goose Enhanced
3) Mother Goose Enhanced Demo
4) Jones in the Fast Lane (CD)

my version of Laura Bow 2 has a windows version. and KQ6 and SQ4...and SQ6...and KQ7....and PQ4..tho the last 3 dont really count i guess since they are SCI32...

32
Mega Tokyo SCI Archive / Re:SCI 1.1 & 32 dumper...
« on: September 18, 2002, 05:11:54 PM »
ok never mind i got it to work thx for ur help guys! :)

33
Mega Tokyo SCI Archive / Re:SCI 1.1 & 32 dumper...
« on: September 18, 2002, 04:25:01 PM »
ok i have decided to have my first experience in hex editing and downloaded a hex editor and i only have one problem. the type resource for sound in SQ5 is '132' and that takes more than one block. am i doing something wrong? am i thinking in the wrong area? i tried doing it anyway with more than 2 blocks but the new file still didnt work in any games.

excuse my newbieness. you've gotta start somewhere...tho it IS a painstaking process.

34
Mega Tokyo SCI Archive / Re:SCI 1.1 & 32 dumper...
« on: September 17, 2002, 07:31:50 PM »
Quote
Just create a blank filed and name it "header" (well, name it whatever you want). Edit this file with an hexadecimal editor and add two bytes, being the first one the resource type identifier (i.e. 8F for message) and the second being a 0 byte (00).

Then save the file and open a dos prompt. Type in there:

copy header+resource.msg resource1.msg

and you're done.

You can figure out the resource identifier by sending the dumper output to a txt file (by typing sciresdump nameofresource.map > nameoftxt.txt). Then you will see a "type" column at the beggining of each resource list, followed by a number. Convert this number to hexadecimal and that's it.

i.e

Directory type 0 (view), offs= 1f, len= 198 (68 entries) :

"0" is the identifier, so it will be "00" or "80" in the header file.

over my head and out of my league ;)

could someone make a kind of program or somethn that does this automatically? im not asking anyone to do it im just throwing out a hypothetical question.

thx for replying tho, guys

35
Mega Tokyo SCI Archive / Re:KQ1 Remake view discovery..
« on: September 14, 2002, 04:25:26 PM »
yes i was aware of that.

i also knew that the EGA versions of SCI1 games used SCI0 sprites but i was just pointing out that its strange that Sierra never uesd diagnal views for the ego in KQ1SCI when the game supported it.

36
Mega Tokyo SCI Archive / KQ1 Remake view discovery..
« on: September 14, 2002, 04:14:51 PM »
maybe somebody already discovered this...maybe not...

but a while ago i discovered something with the KQ remake. i took the views of the Roger Wilco EGO from SQ4EGA and put them in the KQ1 Remake directory and it worked! and not only that, it even uses the diagnal loops in the view to look like ur walkn diagnally when u press 9,7,1, or 3 on the NumPad. only problem is u cant see his head when he stands still cuz of the difference in the way the sprites were made (SQ4EGA has his headmoving around so its in a different loop). but it was interesting to see that the KQ remake supported diagnal views that Sierra (for some reason) never bothered to take advantage of.

37
Mega Tokyo SCI Archive / Re:SCI 1.1 & 32 dumper...
« on: September 14, 2002, 04:10:22 PM »
what i was trying to do was extract the sound/view/pic resources and just fool around with them and use them with other games or in the same game and re-arrange them. my main goal tho was to take the sound resources and use them to play in areas like the title screen and make it loop forever so i can record it.

is there a difference between extracting and dumping? i havent got a clue about programming anything. i can get by with scripts and stuff like that in AGI/SCI/AGS games but when it comes to that i have no idea.

38
Mega Tokyo SCI Archive / Re:SCI 1.1 & 32 dumper...
« on: September 14, 2002, 03:48:58 PM »
yes i found that page today. doesnt answer any questoins for me tho. unless i skipped something.

39
Mega Tokyo SCI Archive / SCI 1.1 & 32 dumper...
« on: September 14, 2002, 01:51:07 PM »
ok it extracts....but it says in the readme that all extracted resources doesn't contain plain-file header so none of the files work in any games. if it cant read anything wats the point of the dumper?

i cant even get viewedit to open the views....is there a difference in format? or is it the same problem?

is there any plans to fix this? (if it can be fixed)

40
Mega Tokyo SCI Archive / Re:Freddy Pharkas
« on: September 14, 2002, 01:21:17 PM »
kolnis! (my shortened version of 'coolness' if anyones wondering btw) thank you very much...i shall attempt to put this to good use.

41
Mega Tokyo SCI Archive / Re:Freddy Pharkas
« on: September 13, 2002, 09:18:51 PM »
really...where can i find this! does it also compile? or probly not eh?

42
Mega Tokyo SCI Archive / Re:Freddy Pharkas
« on: September 13, 2002, 01:23:35 PM »
ive been wondering. how come there was never a decoder for the SCI11 games? is it too difficult/impossible to make?

43
Mega Tokyo SCI Archive / Re:Freddy Pharkas
« on: September 12, 2002, 12:33:22 PM »
its not just SCI1 but whatever the next step was cuz it has colored cursors and its unviewable with SCI Decoder (like SQ5, SQ4CD, KQ6, PQ1VGA).

44
Mega Tokyo SCI Archive / Re:Freddy Pharkas
« on: September 10, 2002, 08:36:09 PM »
well, Black Cauldron and whatever else was on there were small games too. FPFP is like 9 megs. and then theres the CD version. if Al wanted to release it on his site he probly would have wanted to the latest version for download (which would be the CD version) but that would be too big maybe.....i dno tho. maybe i have no idea what im talkn about (which would be quite possible)

45
Mega Tokyo SCI Archive / Re:MP3's and VGA?
« on: September 07, 2002, 01:17:33 AM »
i think MODs would be kool. would be interesting to have a whole new code written for it so the interpreter gives options to play a certain pattern from a MOD whnever you want it to be played....but like was said earlier, probly would take excessive amount of hacking.

Pages: 1 2 [3] 4 5 ... 118

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.171 seconds with 20 queries.