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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.
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.
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.
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.
Kawa has played around with the source of the interpreter, but I don't think he has made that major of any modifications. Of course he can speak for himself. Also, I do not believe we have any source for any of the SCI32 interpreters, either.
a user here, Aftertaste, was tinkering with the Realm trying to build some tools for it. https://code.google.com/archive/p/sci-palette-convertor/
. Never spoken with him directly but I hear he has some pretty fun tools. The Realm is LSCI (Large-model SCI), a variant of SCI with networking built in, like TSN/INN.
I believe Phantas 2 was about the only 16-bit colour SCI game too, no? I have a feeling all the others were 8-bit but I can't be sure.
I believe that GK1 is about the first SCI32 game and to go in the other direction, Phantasmagoria 2 would be about the last SCI game.
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.
I tried going through FotoSCIhop's source, but my C++ skills are sorely lacking. I have not even recently looked to see if Enrico has a newer version of it. When I asked him about it quite a while back he seemed to be mostly done with any further development of it. Nice to see you take it up.
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