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Messages - Kawa

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SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: December 10, 2021, 12:31:12 PM »
So if someone were to play the game on era-appropriate hardware, it would cause a slower load time for that screen?
Absolutely certainly.

SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: December 10, 2021, 12:02:29 PM »
It's accurate because it's doing a crap job lol. Sounds like a paradox, but it's true.

But really, what do you expect? For the bitmap importer to recognize line art for what it is? To have an AI take your bitmap and redraw it in proper lines and fills? Get real.

SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: December 10, 2021, 11:52:08 AM »
Besides unintended details, the main problem with the bitmap converter is that it doesn't do dithering. Those rocks are painted in dot for dot for dot with individual Pen commands. No wonder the result is absurdly big in storage requirements!

Also, fills. Just plain solid-color fills. Nope, you get lines. And then if the fills aren't solid those lines get a crapton of pen dots on top.

(All of this will also affect load and offscreen-drawing time which might not seem quite so bad on a modern system but oh boy.)

SCI Syntax Help / Re: SCI0 - Pic Size Maximum?
« on: December 10, 2021, 08:52:33 AM »
Just out of curiosity, how do you convert a photoshop image into SCI0 format?
Not by using the built-in "trace a bitmap" function I'd wager, that's a good way to fly too close to the 64k limit.

No, what you'll want to do is redraw the entire damn thing, using the *other* trace function. The one where you get a translucent copy as a guide. I'm not explaining this well.

The filenames seem to get reset when decompiling scripts even if the "Reset filenames" button wasn't pressed in SC Is that a bug?
Says so in the Decompiler window:
Start with "Reset filenames" to give scripts meaningful names based upon their contents (or this will be done automatically upon first decompile if no script filenames have been set yet).

SCI Development Tools / Re: SQ3: Where is "Where am I?"?
« on: December 08, 2021, 03:33:23 PM »
...or really any compression at all, besides some basic RLE on views and I think non-vector background images.

Yeah I mean it doesn't do the thing where "these strings" are replaced by text resource tuples when you compile, which makes round-tripping a disaster waiting to happen but it certainly makes the things more readable.

No worries, it made an excellent segue into announcing that the text tuples checkbox works now.

There used to be a "Reset Filenames" button in the decompilation process window.
You mean this "Reset Filenames" button that does exactly what the on-screen documentation says, giving them "meaningful names based upon their contents"?

By the way, while I was messing with a temporary hack involving escape "chutes", I realized the "substitute text tuples" checkbox didn't actually do anything. Turns out somewhere down the line it ignored that value and just went with false. So guess what?

Jesus Christ that's some error.

I just checked. That's the version I have, and decompilations are also affected. Which means that one blog post of mine is. Wow.

Edit: I just decompiled the Amiga version on a whim and it made even less sense at first glance. Instead of <in,through/craft,chute,pane[<escape] it says <in,through/craft,leech,pane[<escape]. Which should of course be "pod".

SCI Development Tools / Re: SQ3: Where is "Where am I?"?
« on: December 07, 2021, 04:51:00 PM »
Last I checked LZW encoding compression only applied to the resources when stored in a resource volume, not to loose files?

SCI Development Tools / Re: SQ3: Where is "Where am I?"?
« on: December 07, 2021, 06:05:21 AM »
* appending

SCI Development Tools / Re: SCI32 Templates
« on: December 02, 2021, 03:34:50 AM »
Specifically, SCI Companion can render the backgrounds fine and well and the Fake Ego feature proves it handles the priority screen. But you can't place individual background parts.

SCI Development Tools / Re: SCI32 Templates
« on: December 01, 2021, 06:56:34 AM »
SCI2 support was already there, though some games have RESSCI.000 and RESMAP.000 instead of RESOURCE.000 and RESOURCE.MAP, and may not play nice in various ways. SCI3 simply won't work.

Besides the picture editor not letting you import high-res stuff, there's another issue involving priority maps that'll need to be addressed.

I could do that and add a checkbox that makes DecompileDialog::_AssignFilenames() always shrug and return n47 or whatever. Which is not as easy as I just made it sound.

Or I can remind you that after it auto-assigns "Obj", you can click the script item in the decompiler's list and rename it there. This will affect, Obj.sco, and 999.scr. It will not rename the Obj class itself.

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