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Messages - Kawa

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I'd love to add proper SCI2 support myself, but I wouldn't know how. Best I can offer is testing and UX guidance.

SCI Syntax Help / Re: SCI0 - gEgo and barriers
« on: May 25, 2022, 10:24:48 AM »
Going by the later StopWalk's doit, it checks (if (client isStopped:). That's available in the SCI0 template as well, and checks if the actor's mover actually moved. So if you want to detect walking into a barrier, that's how you might do it.

The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« on: May 08, 2022, 12:12:49 PM »
The German version also has a translated QfG4 logo, Schatten des Bösen. The Italian and Spanish versions don't seem to have one.

Everything-Else / Re: A Curious Facebook Suggestion
« on: April 20, 2022, 06:13:43 AM »
Better than the whole "Justin Bailey" thing in Metroid.

Everything-Else / Re: A Curious Facebook Suggestion
« on: April 19, 2022, 10:32:34 AM »
"That" Avis Durgan.

Makes me wonder. You might expect just about anyone here to know who Avis Durgan is, but you might be surprised.

SCI Development Tools / Re: SCI32 Templates
« on: April 17, 2022, 02:25:38 PM »
What compiler/toolchain do you use?
For the stuff in the SCI16 folder, I use a very specific old version of Microsoft's C compiler (CL 8.00c), combined with a slightly newer version of their assembler (ML 6.11). Both of these, just the files needed to compile SCI16, are included in the SCI11+ source tree because IDGAF, along with the make (PolyMake 3.3) that came with SCI16.

SCI Development Tools / Re: SCI32 Templates
« on: April 17, 2022, 04:29:33 AM »
Have you been able to build this yet by any chance?
This is the SCI16 interpreter code and system scripts, and LSCI system scripts but no interpreter. There is source code for the video drivers and such though, which includes a cel renderer that takes remap tables (cluts).

So for me, the answer is "most of it, yes".

SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 05:23:08 PM »
Ahh yes i am very familiar with this. This is how the Realm manages its characters as well, and uses a clut system for remapping. I could probably help give you some insight into this.
No need, I've studied it well enough. The hard part would be to actually do the remapping thing.

SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 11:25:22 AM »
Interesting. You are doing this with Omar's sci32 source? Do you have it compiling in DOS? Has it worked in recompiling for any games yet?
Missed this post. Everything I just described is based on Omer's SCI16 source, version 1.001.100.

I tried to recompile SCI32, but that wouldn't run anything and the code had implied int all over so no semi-modern compiler would take it as-is.

SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 11:03:10 AM »
I'm not sure if it was The Sierra Network or some later incarnation, but it had an avatar creator that included the ability to change colors. Except instead of having the exact same hairstyles several times over for different hair colors, they just had the one cel for each hairstyle and such, and remapped it on the fly. I think the DrawCel call was extended to take an Array pointer.

So what I've been doing first is porting SCI32's Arrays to SCI11+.

Edit: found it was the LSCI scripts that use a DrawCel kernel that takes a clut argument instead of scale factors, and a Clut of ByteArray, which in turn is just an Array with its type preset.

SCI Development Tools / Re: SCI32 Templates
« on: April 14, 2022, 06:47:00 AM »
I have indeed Played Around.

I've messed with views, mostly, to correct a bug where color #255 was considered remappable (it's not) and ended up skipped over. This also affected backgrounds as they share a format with view cels and thus share a render function. And since scaleSignal had most of its bits unused I uplifted that to add some more remap effects like "replace every non-skip pixel with #0", "draw them as #253", or "draw them as if #253 is drawn on top", which would usually darken them, SCUMM-style.

I've been working on color table remapping like in TSN, too, for a bit.

But compiling on Windows? Well, no. And no multiplayer.

SCI Development Tools / Re: SCI32 Templates
« on: April 09, 2022, 09:02:19 PM »
Maybe it's just me but for SCI32 Picture support, I think being able to change positions and depths from inside the Picture Editor itself would be preferable. Are we all just too intimidated by how hairy the source code is to make the point editor (fills, lines, polygons) also work on cels? Cos I know I am.

Good video, very informative.

A noble project, I have a particular interest in that as the fan of Zork.
Among somewhat lesser well-made text adventures, hmmmm?

SCI Development Tools / Re: SCI32 Templates
« on: March 12, 2022, 11:41:01 AM »
So sci companion has no issues rendering resource files for sci1 compatible games which use the vector based rendering and priorities. But for later sci1.1 and sci2 when sci starts using bmp style backgrounds, it has no way of saving the draw cells from the priority map?
Considering how the priority and control maps work...

In the original SCI 0.0 and 0.1, you had three bitmaps (visual, priority, control), painted in by vector commands. These can be freely edited in SCI Companion.

SCI 1.0 added a "draw image" command which painted a bitmap in the same format as a single View cel to the visual bitmap, but you could still draw on the visual bitmap in the old style, just in 256 colors instead of 16, and there was no more dithering. Some SQ4 screens are entirely vector-drawn, and the Jones game board has its inside border drawn that way. All of this also goes for the 16-color SCI 1.0 games. This is why most SCI 1.0 Picture resources have one big "draw image" command and then draw the priority and control bitmaps the old way.

Around SCI 1.1, the control bitmap was deprecated -- you could still use it, but the later games used Polygon objects exclusively for both walkable areas and Feature hotspots.

In SCI 2.0, the control bitmap was removed, along with every single vector drawing command. You could no longer directly draw on the priority bitmap; instead each layer of the image would have its own "draw image" command, with a position and priority value:

So what SCI Companion needs to properly and fully support SCI 2.x Picture resources is a way to change these position and priority values.

It seems that when I pull up resources from a game like QFG4 and pull up the pic file, the priority map is shown and recognized by sci companion. But when I export / save that resource as a patch file it is corrupted. My thoughts were maybe it was a conversion issue from p26 p56 but I was not sure.
There was a bug involving exported pics that may be in play here. Past tense.

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