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Messages - richruss691

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16
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 21, 2020, 05:30:16 PM »
awesome, thanks! I'll check those out

17
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 21, 2020, 12:28:06 PM »
that's good information, thank you. I am using adlib and i went in and turned on all channels for all devices to make sure. it only lets me turn on one of the channel 11 at a time though

18
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 21, 2020, 09:14:40 AM »
MusicallyInspired, thank you for your suggestions. Where can I find utilities to convert from snd to midi? In the tools section of this forum I could only find a tool to convert from midi to snd and that looks like it only works for sci0. I couldn't find a way to do it in scicompaion, though it looks like it can import directly from midi. maybe I'm missing something? Do you know a good website for learning the midi file structure so I can try the direct hex editing?

lskovlun, it is odd that scummvm shows something different from scicompanion. I don't use scummvm so I don't know how to get to that debug screen and can't verify that my copy shows the same thing. I am using the gog version too, though. My copy may be corrupted. May I ask, does your copy play any music through the end game sequence in scummvm?
Room 600, the first part of the endgame sequence, does have code that looks like it should play sound 99. Room 602, the second part of the endgame sequence, originally didn't have any code to play any sound but I have added a lot to the script for that room including code to play sound 99. I know the code works because it will play other sound resources using the same code.
Sound 99 doesn't play in either room 600 or 602. I'm pretty sure at least my copy is a bad resource.

19
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 20, 2020, 06:09:25 PM »
I think I've figured out why the sound won't play. It looks like the sound resource 99 is defective; it has two channel 11 and no channel 10. Does anyone know a way to change one of the channel 11 to channel 10?

20
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 16, 2020, 09:09:25 PM »
I was not able to figure out why my frames where disappearing but I did figure out that it was related to adjusting the offset. I was able to adjust the positions of the frames in GIMP before importing. now all the frames show up and in the right location. Now the entire end game sequence has been restored, except for music. I can't get the music to play. I think I might leave that for further down the road.

21
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 12, 2020, 02:34:59 PM »
I tried re-importing the assets into QfG1 and there were no invisible frames. so far so good. I then adjusted the offset of each cel to align with the background image. This is when the invisible frames start to occur. So I adjusted the offset on the test game and now there are invisible cels in that game too. It seems to be a problem with changing the offset.

22
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 12, 2020, 12:27:45 PM »
excellent suggestion Gumby. I did that and it animates perfectly. Sorry it took so long for me to get to it. I just got fired, I've been distracted. I noticed something different between QfG1 and the template game, I wonder if it might play a part. The pallet for QfG1 reserves 72 plus white colors for views but the template game I used only reserves 64 colors. Could this difference be contributing?

23
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 09, 2020, 10:53:38 PM »
transparency problem was my first thought but every frame shows up normally in sci companion, like if I cycle through them in the pic viewer. I don't see anything unusual in the code and nothing that appears to effect only a few frames. Do you have anything specifically I should look out for? Would you like to see the code?

24
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 08, 2020, 12:13:54 PM »
I am so close to having the end credit sequence finished except for sound! Unfortunately I am having some trouble with the dragon animation. The dragon turns invisible at two points during the animation. When it switches from the first loop of animation to the second, the first cel of the second loop is invisible. It runs 4 cels then pauses. When it pauses, that 4th cel is invisible. When it starts the animation again the rest of the cels are visible. It even pauses one more time and that cel remains visible. If anyone has any thoughts on what could cause this, I'd really like to hear.

I really appreciate all the help I've gotten so far.

Thanks

25
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 07, 2020, 03:00:49 PM »
do you mean for the video? no, no reason for disabling embedding. I just enabled it.

26
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 07, 2020, 02:31:20 PM »
embedding for what?

27
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 06, 2020, 07:06:15 PM »
alright! solved that problem! apparently it didn't like bigCarpet being initialized with no properties and assigning them later. I gave it a view and position at initialization and now it works. animation for the sequence is kinda wonky but I imagine that will just take some tweeking.

28
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 06, 2020, 04:03:20 PM »
I've got the fly over sequence put together save for music. Also I might end up changing how I did the credits. They don't advance automatically, you have to click past each one, and the animation stops for it. I'd like it to just play through automatically like the EGA version but I didn't want to spend to much time on it right now. what I've got is adequate for now.

I've started working on the part with the dragon/QfG II teaser. I created place holder assets from the EGA assets and pulled the script directly from the EGA as well. I changed the script just enough to get it to compile. Unfortunately, as soon as it gets to the dragon script the game errors out with "65535.v56 not found". It does this even before it updates the pic. The script looks pretty straight forward to me, nothing stands out as out of place. I'll post some code below. If anyone has thoughts that could point me in the right direction, I'd really appreciate it.

Code: [Select]

(instance bigCarpet of Actor
(properties)
)

(instance ii of Prop ; View
(properties
y 143
x 236
view 920
cel 3
)
)

(instance trial of Prop
(properties
y 170
x 155
view 925
loop 1
)
)

(instance quest of Prop
(properties
y 55
x 183
view 920
)
)

(instance forProp of Prop
(properties
y 92
x 163
view 920
cel 1
)
)

(instance glory of Prop
(properties
y 97
x 247
view 920
cel 2
)
)

(instance claw1 of Prop
(properties
y 92
x 51
view 916
priority 3
)
)

(instance claw2 of Prop
(properties
y 87
x 127
view 916
loop 1
cel 1
priority 3
)
)

(instance head of Prop
(properties
y 49
x 87
view 916
loop 2
)
)

(instance flame of Actor
(properties
view 917
)
)

(instance dragScript of Script
(properties)

; (method (doit)                                              I commented this stuff out because it looked like it deals with playing the music.
; (switch (gContMusic prevSignal?)         I'm not ready to deal with that stuff yet
; (60 (= local0 1))
; (70 (= local0 3))
; (80 (= local0 7))
; (90 (= local0 8))
; )
; (if (not (gContMusic loop?)) (= local0 13))
; (if (and (> local0 state) (or seconds cycles))
; (= seconds (= cycles 0))
; (self cue:)
; else
; (super doit:)
; )
; )

(method (changeState newState)
(switch (= state newState)
(0
(= local0 0)
(curRoom drawPic: 906)
(bigCarpet
init:
view: 925
setLoop: 0
posn: -10 100
setStep: 3 3
moveSpeed: 0
cycleSpeed: 1
setCycle: Forward
setMotion: MoveTo 340 92
)
(= seconds 10)
)
(1
(claw1 cel: 0 init: cycleSpeed: 2 setCycle: EndLoop self)
)
(2
(ShakeScreen 3)
(= seconds 10)
)
(3
(claw1 stopUpd: addToPic:)
(claw2 cel: 0 init: cycleSpeed: 2 setCycle: EndLoop)
(= cycles theCycles)
)
(4
(claw2 stopUpd: addToPic:)
(ShakeScreen 3)
(head
setLoop: 2
cel: 0
setPri: 6
posn: 83 68
init:
cycleSpeed: (if (== howFast 0) 0 else 2)
setCycle: EndLoop self
)
)
(5
(head
setLoop: 3
cel: 0
posn: 87 49
init:
setCycle: CycleTo 4 1
)
(= seconds 10)
)
(6
(quest init: addToPic:)
(forProp init: addToPic:)
(glory init: addToPic:)
(= seconds 20)
)
(7
(ii init: addToPic:)
(= seconds 10)
)
(8 (head setCycle: CycleTo 5 1 self))
(9
(flame
posn: 85 76
setLoop: 0
setCel: -1
cel: 0
setPri: 8
ignoreActors:
illegalBits: 0
init:
xStep: 3
yStep: 6
setMotion: MoveTo 196 228
setCycle: EndLoop self
)
)
(10
(trial init: cycleSpeed: 0 setCycle: EndLoop self)
(flame
setLoop: 1
cel: 0
cycleSpeed: (if (== howFast 0) 0 else 1)
setMotion: MoveTo 196 228
setCycle: Forward self ;
)
(head setCycle: EndLoop)
)
(11
(trial setLoop: 2 setCycle: Forward)
(self cue:)
)
(12 (= seconds 50))
(13 (NextScript))
)
)
)


29
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 06, 2020, 03:41:21 PM »
Thanks, those are both good suggestions that I'm already considering. I've already got some placeholder assets that I pulled from QfG1 EGA. After some quick modifications, they look pretty good and I might end up keeping some of them. What do you think would be better for that last part, a dragon like the original EGA release or the genie from QfG2 VGA?

30
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 05, 2020, 02:43:05 PM »
Thanks! I appreciate your interest and encouragement.

Do you know of anything else that was removed from the vga version? Any other significant changes? or a site that lists the differences?

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