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Messages - EricOakford

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Just added this egg toy upgrade patch. It'd be nice to have a full decompilation of the Mac version.

And here's the day-to-night effect in action, in the mountains.

You will notice that I put the status line at the bottom of the screen. This is to cover up the fact that the removal of the kernel-based status line freed up space at the top, resulting in imported pictures having a white line at the bottom.

Updating the engine again, this time to SCI2.1. I'm using the debug interpreter from January 1995, which still supports 320x200 resolution graphics (SCI upscales them to 640x400). Quite a few code rewrites and a new set of system scripts were needed, but it compiles and works after that.

Now I won't be constrained by QFG1's original palettes. I'm now basing the day-to-night transition and palette mapping on QFG4, with the talker color assignment based on QFG1. This will require exporting the SCI1.1 pics and views (as well as the extracted AGS sprites) to BMP files, then importing them back into SCI2 resources to map them to the new palettes. The transition is surprisingly accurate.

To create the night and sunset palettes, it's just a matter of adding the pics' embedded palettes as palette resources, then applying a tint to said palettes (dark blue for night, orange for sunset).

Code: [Select]
QFG4 palette map
Global colors: 0-79
Palette 1000 is the global night palette. Palette 2000 is the global sunset palette.
UI colors: 80-111
Room colors: 112-235
Talker colors: 236-252
Remap color: 253
Skip color: 254
Only colors 0-79 and 112-235 should be tinted for the night or sunset palettes.

Now I am working to bring the game to SCI2.0. This required a whole new dialog tree system (based on QFG4's). Lots of script code will need to be revised for the 32-bit engine. And Companion will need to better support SCI32 so that graphical issues with the views (caused by the way RESOURCE.MAP is altered, not by the views being exported from SCI1.1) don't occur anymore. But I think it'll be worth it.

I've just finished my decompilation for King's Quest I! While WinAGI gives a warning about the absence of sound 34, this can be safely ignored.

The decompiled version is 2.0F, as that is the version being sold through digital storefronts. Now it's ready for testing.
Looks like you're making a lot of progress. Regarding the sound 34 issue, is that the only warning you got when you first imported it? I have KQ1 version 2.0F, and I get four invalid sound resource (34, 35, 36, 37) when I import it.

Also, the warning should say "WARNING: Sound34 has an invalid location (134703) in the VOL file(VOL.2)", which means there is an entry in the SNDDIR file, but it doesn't point to a valid resource in the VOL file. Is that the warning you got? Or did it say the resource was missing or absent? I just want to make sure WinAGI is working correctly and not giving the wrong warnings.

Yes, it gives this in the error log:
Code: [Select]
29-Mar-22 12:32:11 PM
  WARNING: Sound34 has an invalid location (134703) in the VOL file(VOL.2).
  WARNING: Sound35 has an invalid location (134799) in the VOL file(VOL.2).
  WARNING: Sound36 has an invalid location (134893) in the VOL file(VOL.2).
  WARNING: Sound37 has an invalid location (135787) in the VOL file(VOL.2).

I've just finished my decompilation for King's Quest I! While WinAGI gives a warning about the absence of sound 34, this can be safely ignored.

The decompiled version is 2.0F, as that is the version being sold through digital storefronts. Now it's ready for testing.

Great! I've just completed the decompilations of the remaining demo packs. Just the KQ4 demo is left.

I've just done decompilations of some of the AGI demos. When attempting to import DEMOPAC1 (Helicopter, PQ, Thexder, SQ2, Mother Goose, LSL), I get the following error: "Property or method not available until object is loaded". And when attempting to import either the AGI3 demo pack (Gold Rush, Manhunter, Mother Goose, PQ, SQ2, LSL) or the KQ4 demo, it complains about invalid sound resources.

AGI Development Tools / Re: Operation: RECON
« on: March 04, 2022, 07:36:34 PM »
Oh no, a ton of coding has been done...
SQ1 about 85%, need more sounds, and more looks but can be played all the way through
SQ0 about 75%, can be played all the way through, but a bit buggy in places
SQ2 about 80%, can't be played all the way through, but only missing a few elements that make that possible
TLD 0%, that things just massive and haven't delved into it too far yet
SQ3 about 45%, most rooms are present but overall, very fragmented

By TLD, I assume you're referring to TLC, The Lost Chapter. Yeah, that game is massive. I've been going through the game's decompiled code and reconstructing it. One thing I did was merge Logics 249-254 (the alien shuttle cutscene) into a single Logic 249, freeing up some space for dynamic logics for underwater (and removing redundant code from each room as a result), as well as a RoomInit logic that properly implements local and dynamic variables and flags.

Any views that aren't animated have been made into to save valuable memory.

I've been moving any variables and flags that don't need to be kept on room change into the 220-239 range.

Also, I've removed the leftover items from SQ2 (save for the glowing gem, since only it returns in SQ3), which Wilco Interactive confirms are useless. That freed up some space for reorganizing the inventory and icons so that they can all be looked at via show.obj, which wasn't properly supported at first.

It turns out that the third Tex McPhilip was actually completed and released, but the full version was never made available elsewhere.

Fortunately, it can actually be downloaded here. It was released on February 8, 2009. I've already downloaded it for archival purposes. We'd best make sure it's preserved, even if it is rather offensive.

AGI Development Tools / Re: WinAGI Version 2.1.15 Available for Download
« on: February 28, 2022, 06:05:42 PM »
I've put up a decompilation archive for AGI games. I'm currently in the process of doing KQ1.

AGI Development Tools / Re: Operation: RECON
« on: February 25, 2022, 01:57:06 PM »
I've been reconstructing the source for Residence 44 Quest, optimizing it in the process and upgrading the interpreter to AGI3. I did this in the process of researching the game for the SCI01 remake.

I may do the same for Space Quest: The Lost Chapter and Space Quest 0, for research into potential remakes.

Forum Support and Suggestions / Re: HTTPS/TLS
« on: February 11, 2022, 11:39:44 AM »
All right, things are nice and secure now! It's good to see you here again, Cloudee!

So the arcade is back. Too bad Flash is no longer supported on modern browsers.

I did have an idea about bringing things over to my new site, The Missing Floppies, but it looks like things are good here now. I'll still write things up there, and I even branched out to SCUMM games.

Good work updating to SMF 2.0.19. That will help ensure PHP 8 compatibility. Of course, SMF 2.1 was just released, but there's no rush to upgrade yet.

Yeah, I bet the mods installed made things a little harder. That's why I use XenForo, which was made by former vBulletin developers. It cost me $160, but with a lot of built-in features, I think it was worth it. The only third-party add-on I have installed is XenPorta ($40), which provides a portal for the forum. The only other add-on I have is the first-party XenForo Resource Manager ($65). I've uploaded my own template games with it.

Anyway, keep up the good work. You do your thing and I'll do mine.

Everything-Else / Re: SCUMM Nutcracker Utilities
« on: February 06, 2022, 04:25:22 PM »
There are now binaries of the newest version available here. It includes Windows, Mac, and Linux versions. Just tested it with the Fate of Atlantis demos. It works great. Looks like I'll be doing over my decompilations for v5 and up. Hopefully, the earlier versions will follow, and this can be made into a user-friendly IDE. Then I could start work on some basic templates.

Everything-Else / Re: SCUMM Nutcracker Utilities
« on: February 05, 2022, 09:50:39 AM »
Here's the SCUMM Tutorial. It's dated 1991, around the time of SCUMM v5 (i.e. Monkey Island 2)

And here's the SCUMM Manual. It's dated 1996, around the time of SCUMM v7 (i.e. Full Throttle, The Dig).

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