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Messages - spiffythedog

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1
Dear Threepwang,

I'd be absolutely delighted for you to use the recoloured sprites (and anything else you may like) for your project! Regarding the arm sprites below, I think those are for when Roger is manning the controls in the escape pod, which you can only do after putting on the grey flight suit.

I'd also be happy for you to use the recoloured Roger sprites I made for SQ2 as well (and SQ3 when I release my patch for that - just be sure to credit Kawa as well for the back of Roger's head).

2
Also have a long-belated attempt at a blonde Rog head.

Woah, thanks for the blonde Roger, Kawa! Using your Rog head as a template, I was inspired to make a version of my own without the shadow. Personally, mine feels a little too 'busy' compared to the shadowed one, so whichever version people prefer, I'll stick it in.

Great work on the SCUMM engine editor, btw.

3
Thanks to EricOakford's SCI Decompilation Archive, I'm now very close to putting the finishing touches on my update patch for Space Quest III, a project I've been sitting on for about three years now.

There are only two things left to be done:

  • The view for the back of Roger's head (view.031) on the Aluminum Mallard. The shadow doesn't work now that he has blonde hair, and simply replacing the colours produces what you see in the fourth screenshot below. While I've done a lot of editing and colour replacement, I'm certainly no pixel artist. Are there any talented artists out there that can help me make this look presentable?
  • For the life of me, I just can't get any version of MAKEVOLS to work. Maybe it's because SQ3 is an SCI0 game and the formatting of the RESOURCE.TXT and WHERE files are different for earlier versions of the program/interpreter. I couldn't even get KQ6 floppy to pack using the files NRS provided with MAKEVOLS version 3.01. I suppose I could just use ResDumpPack if I still can't figure it out.

If anyone could help me out with these two issues, I'd greatly appreciate it!

5
Ever since seeing those rare screenshots of a blonde Roger Wilco in Space Quest II and III, I've always wondered how his 'modern' design would look in actual motion in the first three games of the series. At first I thought it would look terrible, but I was actually surprised by just how well it worked (at least, IMO). Then I learned of all the various version differences, unused assets and remaining bugs/oddities for both games, and figured I had enough material for a patch or two.

So here they are: update patches for the EGA versions of Space Quest I and II that aim to give Roger a modern makeover (or not, if that's what you'd prefer), re-implement some removed/unused content, and address a few remaining bugs and issues.

Change list for both games are below:

SPACE QUEST I

COSMETIC CHANGES

- Roger's hair is now blonde, and he is wearing his usual standardized uniform (white vest and pants, purple undershirt, black boots, dark grey badge/patch on left breast) during the first act on the Arcada, as well as the ending sequence. To maintain consistency, the dead crewmen on the Arcada are now also wearing the same type of uniform (Archive contains alternate patch that reverts this).
- The usual text overhaul (spelling, punctuation, removal of needless spaces, etc.).
- Added quotation marks for several instances of dialogue lacking proper punctuation (e.g., Keronian settlement, Tiny's, Deltaur armoury).
- Fixed missing red border around translator gadget inventory image (both in its 'on' and 'off' states).
- Slightly repainted DBU's entrance in pic 36 (behind the bar) to more accurately reflect how the storefront looks up close.
- Jetpack Roger is now properly coloured (jetpack now also more closely matches inventory image).
- Animation loop for gassing yourself as Sarien Roger w/ helmet redrawn to actually include the helmet.

ENHANCEMENTS

- Restored the Ken Williams easter egg from version 1.0X (just input "ken" on the very first screen; try it again after restarting or changing screens for an additional message)
- The death music from Space Quest II now plays when Roger is killed (yay or nay?).
- Restored two additional global death messages (both display randomly along with the original message).
- Added sound effects for certain animations that were silent before (Orat exploding, getting crushed by the meteor,  the other two ships at Tiny's, Star Generator control panel, etc.). Still not quite sure about some of these - any suggestions for alternative sound effects would be great!
- You can now kill Orat at any time, as he is always hanging around in his cave, even if you haven't encountered the underground hologram yet AND the Spider Droid has already landed.
- The elevator to the Keronian underground is now accessible at ANY time (no longer tied to either the hologram event or killing Orat).
- In version 2.2, typing "look arch" on screen 17 (elevator to Keronian underground) while standing closely to the right side of the right curved pillar would trigger a hidden McDonald's gag/reference ("Near the base, you notice some very small printing. If you're not mistaken, the characters translate to '497 Quadgillion Served.'"). Now, simply typing "look arch" while standing closely near either of the curved arches will alert the player to its presence with an additional message ("Near the base, you notice some very small printing"). Just type "read/look letters" when close enough to view it.
- If you are not standing in the right spot to drink from the acid pool in the Keronian underground, the game now displays an appropriate message ("That act cannot be performed from here").
- The dialogue script for the hologram room has been altered so that the hologram always gives Roger his mission the first time its speech is translated, and also speaks appropriate/corresponding alien gibberish on subsequent visits without the translator gadget turned on.
- Restored unused general description of Ulence Flats for when the player types "look/check city" when standing outside the Oasis Bar (the game defaults to the description of the current area in version 2.2).
- When the nav droid ask for sector coordinates, typing in anything but "hh/sector hh" will prompt the droid to ask "Say what, sir?" (restored and slightly reworked an unused message in the room logic)
- Interacting with the trunk outside the Deltaur airlock is now much more straightforward, as the logic consistently recognizes other variations/word groups for the word "trunk" (including "box," "case," and "can").

SPACE QUEST II

COSMETIC CHANGES

- Roger's hair is now blonde, and he is wearing his usual standardized uniform (white vest and pants, purple undershirt, black boots, dark grey badge/patch on the left breast) during the whole game (Alternate patch in archive reverts this).
- In some view files, Vohaul's skin complexion is an obviously incorrect ruddy pink. He now sports his usual deathly pallor all throughout the game (Alternate patch in archive reverts this).
- The usual text overhaul (spelling, punctuation, removal of needless spaces, etc.).

BUG FIXES & ENHANCEMENTS

- Restored unused animations for the background & foreground technicians on XOS 4 (in fact, none of them are stationary now).
- Restored a couple of messages that weren't displayed in previous versions of the game (Roger opening his locker near the beginning, hanging upside-down in the hunter's trap on Labion, etc.).
- When emerging from the underground maze, Roger now has the gem in his mouth (which he removes during the subsequent message).
- When blowing the whistle, the sound now plays when displaying the first message rather than the second ('print' and 'sound' commands were in the wrong order in the logic file)
- Fixed an original game bug (version 2.0F): re-entering room 43 (outdoor waterfall just before the Labion Terror Beast) with the rock in Roger's inventory would cause the message "They are strangely square, but not significant" to endlessly display (caused by a faulty conditional statement).
- Restored previously inaccessible "Labion Terror Beast Zone" warning sign on the same screen in which you encounter it (originally controlled by a faulty conditional statement based on whether or not Roger had the whistle in his inventory, which is silly and needlessly obtuse anyway since the sign should still be there, regardless of the state of Roger's inventory)
- Edited scripts and vocabulary to allow for more verb choices when changing the altitude setting in the shuttle cockpit on Labion. Also fixed the mispelling of 'attitude/altitude' so that only 'altitude' is accepted, and included more variations for the term 'ascent thruster' (makes this 'puzzle' less of a pain in the ass to guess the correct phrasing)
- Made it easier to find the glass cutter on level 4 of Vohaul's asteroid (entering either "look" and "look closet" while inside the janitor's closet now consistently indicates whether the cutter is there or not; previously it would only do so if the player only types "look" - caused by another botched conditional).
- Restored unused message congratulating Roger after aborting the clone salesmen launch.



I used AGI Studio v1.38 BETA 1 for the majority of the work. I wasn't quite so concerned about preserving the original file structure (seeing as how both games were less than 1MB in size), so everything is contained in a single VOL file. I also pretty much just aped the general format of NRS's binary difference patch he used for the SQ1VGA project (hope you don't mind, NRS).

These current releases are in no way final, so any feedback would be greatly appreciated. Enjoy!

NOTE: THESE PATCHES CAN ONLY BE APPLIED TO THE MOST RECENTLY RELEASED VERSION OF EACH GAME (v2.2 for SQ1, v2.0F for SQ2)

6
I've got you...
Thanks! Works perfectly.

Noooooooo!

This makes me want to do SQ4, SQ5, and SQ6 patches to turn his hair brown....
Don't worry, I was always going to give people the option of retaining the original Roger graphics. ;D

7
I'm in the final stages of releasing a couple of fan patches (in a similar vein to the SQ1VGA 2.1 patch) for the AGI versions of Space Quest I and II.

Several enhancements and minor bug fixes have been made for both games, as well as the implementation of a few previously unused assets (mostly sound effects and animation loops). No doubt the first thing you'll notice is that Roger's hair is now blonde, and he is wearing his usual standardized uniform (white vest and pants, purple undershirt, black boots, grey badge/patch on left breast):

PS: If anyone owns a copy of v1.0X of SQ1 and hooks me up the relevant logic file, I just might be able to reinsert the Ken Williams Easter egg that was removed in all subsequent versions of the game.



8
SCI Development Tools / Re: Hacking SQ1VGA with SCICompanion v3
« on: March 27, 2017, 05:31:38 AM »
Very nice!
Thanks!

Why is this patch not compatible with ScummVM? I can try to reach out to them and see if they're interested in importing those fixes directly into ScummVM.
Now that you mention it, the release version of the patch actually works rather well with ScummVM, barring a few niggles here and there (the intro is slow and out-of-sync, sometimes the screen doesn't shake when a rumbling is heard on the Arcada, the graphics for the new Warbird sequence completely glitch out, etc.). The last time I tested the patch-in-progress with ScummVM, the game would randomly display text from Sarien.sc as part of the background picture, but now that no longer happens. I've just reached the Deltaur, and so far the game seems entirely finishable.

As for the ScummVM developers importing the new fixes, I guess you could try, but it seems very unlikely that NRS would be willing to cooperate or provide any assistance if they reached any major roadblocks. NRS has made it very clear to me that his new fixes were designed entirely with DOS/DOSBOX in mind, and that he wants nothing to with ScummVM or its team. Which is fair enough: a great chunk of this patch is his work, and therefore his prerogative, which I will ultimately respect.

Also,
have you considered sharing your annotated scripts so the community can learn from it?
There were a few scripts that didn't compile properly with SCI Companion (causing weird anomalies during gameplay), which necessitated NRS to use some original developer tools in order to properly implement the new fixes. If we work our way backwards through our correspondence, we should be able to pinpoint which specific scripts got borked and what effects this produced. I'll just have to get in touch with NRS again.

9
SCI Development Tools / Re: Hacking SQ1VGA with SCICompanion v3
« on: March 26, 2017, 11:40:49 PM »
With the help of NewRisingSun, the SQ1VGA patch has finally been released over at VOGONS!

Check it out:
http://www.vogons.org/viewtopic.php?f=7&t=53119

10
SCI Development Tools / Re: Hacking SQ1VGA with SCICompanion v3
« on: July 14, 2016, 07:18:37 AM »
The debugger is a function of the interpreter. ScummVM has its own debugger: ctrl-shift-D. Then type 'help'.

Ah. I had a feeling I was on the wrong track. Thankee.

11
SCI Development Tools / Re: Hacking SQ1VGA with SCICompanion v3
« on: July 14, 2016, 03:34:03 AM »
According to this (http://wiki.scummvm.org/index.php/SCI/Debug_Modes) and this (http://agisci.altervista.org/SDMFAQ094.TXT), there doesn't appear to be any known way of accessing the script debugger in SCI1 games with an interpreter version of less than 1.001.000, which SQ1VGA unfortunately seems to have. I've tried activating it in DOSBOX, which crashes the game, and ScummVM, which does nothing.

12
SCI Development Tools / Re: Hacking SQ1VGA with SCICompanion v3
« on: July 13, 2016, 11:16:20 PM »
I second Lars' suggestion to try it in ScummVM... but might not ScummVM reject it because the resource package hash is different?

Can you describe the changes you've made? Did it work properly without the changes? (Trying to rule out a SCI Companion decompiler/compiler bug here).

Also, make sure you're not loading previous save games (e.g. to quickly get back to the underground) after you've made changes. That could certainly cause corruption.

I've tested it in both ScummVM and DOSBox, and it produces pretty much the same behaviour. I've already made all the changes I need to the mouth animations in the scripts for both rooms (slowing them down, cutting out some of the dead air and keeping them on screen for longer) and can freely test/observe them, provided I do a low item run (picking up as few items as possible). Even then, there's always the possibility that the mouth animations will choke at some point near the end of either of the death sequences.

Going into the underground on a full item run (collecting every single possible item, give or take 1 or 2 items) seems to choke the animations for both the special death sequences in rooms 32 and 33 (possibly related to the current size of the inventory window?) as well as the animation loop I added to the Quit and Restart screens (this I shamelessly pinched from disk version of SQ4).

For the latter, altering the script in Main.sc from:

Quote
(method (restart/exit)
      (babbleIcon view: 946 loop: 4 cycleSpeed: (* (+ global87 1) 4))

to:

Quote
(method (restart/exit)
      (babbleIcon view: 946 loop: 4 cycleSpeed: 12)

seems to provide greater overall stability animation-wise when on a low item run, but it still doesn't completely guarantee that the mouth animations for the death sequences won't choke at some point near the end.

I'm sorry I can't be much clearer on this, as it all seems very convoluted and sensitive. I'm just as baffled as you guys, honestly.

13
SCI Development Tools / Re: Hacking SQ1VGA with SCICompanion v3
« on: July 13, 2016, 10:59:57 AM »
  • When unmasked, Sarien officers on the upper levels initially don't produce a laser sound effect when they shoot you. The second and subsequent shots however do produce a laser sound (compiling 703.scr, which controls this behaviour, produces a warning message "Ignoring public class for export: DeltaurRegion. Line: 331, col: 6," and the game crashes when loading a save game after the Deltaur airlock or loading one from within the Deltaur itself)

FIXED (thanks to troflips latest update)

  • Bizarrely, the talking animations for the Two Guys during the two special death sequences in the Kerona underground (as well as the ones I added for the Restart and Quit submenus) will simply stop working when you have 10 inventory items. Arriving in the underground with more than 9 items or picking up a 10th while you're there causes the animations to stop. Sounds crazy and arbitrary, but I've tested it thoroughly, and it's the exact same result each time.

Still completely stumped by this one. Mouth animations seem to stop almost entirely at random (too many on-screen animations?) when triggering the death sequences on either screen. The game can't seem to handle any alterations to the speed and/or timing of the mouth animations, several of which I've already made. This happens regardless of whether or not the Restart and Quit submenus are animated. Might have something to do with 'RandCycle,sc', as that seems to control the mouth animations for these sequences.


14
Looks like it works! Both scripts compile with no errors. I'll take the game through another test run when I get some spare time.

Thanks!

EDIT: Yep, everything checks out.

15
What happens if you make DeltaurRegion and ArcadaRegion instances instead of classes? (That's basically what it's complaining about). Not sure that will work... if not, then the compiler is making incorrect assumptions about what's possible.

Changing them to instances only produces a string of errors, with the most prominent stating that "Instances can not declare new properties."

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