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Messages - L@Zar0

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1
I've finally been able to modify 150.v56, but I had to use FotoSCIhop with Paint Shop Pro 7.

I've been looking at the code of SCI Companion, but this is a bit more difficult than changing the CodePage. Apart, there is a possibility that changing something for solve this, breaks another thing in other images.

Anyway, let's try to advance.

Thanks a lot. ;)

2
This is very interesting. I didn't thought the header (when greater than 0x80) had any impact. In any case, I near always (98%) use "Map to current palette".

BTW, the stars of the menu are moving in your case? If I import the image that way SCI Companion always translates all black pixels to index 0, when the pixels have different indexes that makes in-game simulate you are flying among the stars. If you want see the stars, you can check it changing temporaly the palette with colors (this is a common issue of modern image editors, they use the nearest color and not the INDEXED color, you have to use a tool that supports 100% indexed colors or use a palette whose indexed colors are all different):



I will try FotoSCIhop. I'm having problems now with 150.v56. For some reason the rle part of the code leaves the bytes different from the beginning. For example, you can add a point to the cursor:



You can compare the original with this new 150.v56, and you will see that at least the rle part of the image is totatlly different:



If you use that 150.v56 modified with the game, there is a point where the drawings appear incorrectly drawn (like the own cursor).

3
Hi again,

I'm having problems when importing images -256 colors indexed bitmap (.bmp) images- into Space Quest 6. I used Photoshop (the worst for indexed images) and Paint Shop Pro 7. With Paint Shop Pro I understand that the indexes are correct.

I'm having the issue with picture: 150 and view: 150 (the main menu). Picture 150 seems to have a lot of black pixels with different black indexed colors, that cycle with the palette. When I import the picture, all this is deleted, it seems the indexes are lost. Can it be?

Also, after importing, when I export the file (150.p56) and use it, it causes an error in scummvm saying that there is not Cel 0 selected or something like this.

Do you know if there is any fix for this?

PD: Ok, after checking the image exported, it seems the indexed colored pixels are not correctly exported (at least when exported they seem to be index 0 (black color), but if you check in SCI Companion with mouse cursor, you will see in 150.p56, that all the black pixels, have different index.

4
SCI Syntax Help / Re: [SQ6] Issue decompiling rm100.sc
« on: February 08, 2025, 05:26:54 PM »
Hi doomlazer...
That's another option, yes. But at the end, I have finished the intro with translated subtitles. I can play the VMD videos with VLC (so, I had only to test the video a very few times -2-).

This is the result FYI:
h.t.t.p.s.://youtu.be/kU-orKeNLw0

In any case, I don't know if I will need to modify rm100 or not for translation... but in case I have, this will be a little issue.

5
SCI Syntax Help / [SQ6] Issue decompiling rm100.sc
« on: February 07, 2025, 07:45:52 AM »
Hi,

well, I reached SQ6. Although it has a spanish translation, I want to review it, and check some things.
For do this, the first thing is try to add subtitles to 90.VMD and 1090.VMD videos (the existant fanmade translation has subtitles, but I don't like them and the font is different to the one of the game -font 71-).

For achieve that, I want to mod rm100.sc to play directly the video and not lost time seeing the beginning of the intro, so I need to modify the script.
This time, I have not luck. I can not make it compile correctly with sluicebox sources (and there are either sources from EricOakford), and the decompilation results in:



I added the original source of the method and Prop from sluicebox, but the hiliteState is not compiling well. In any case, with a minor change, I can make it to compile correctly:



But in ScummVM I get this:



Any idea how to solve this?



6
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: January 28, 2025, 09:19:48 AM »
Sent PM.

7
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: January 28, 2025, 06:09:00 AM »
I want to give thanks to cdb-boop for the audio acting mod. It is incredible, really (I credited him in the leeme.txt).
I've been working in a translation of the mod into spanish. Here it is some sample:

h.t.t.p.s://youtu.be/WdcZabUC538

I made some fixes for the unresolved bugs. If @cdb-boop wants the sources I will have not any problem on giving them to him.
I solved things like: use it under ScummVM (I played the game from begin to end with max points), no button press in inventory or intro, fixed some voices in specific pictures, etc...

In this case, I decided not to give the option with Speech/Text/Both, sorry. But I think it would be feasible to do.

8
Well, in any case, I have pushed a PR that adds Codepage 850 if you're interested (or add the code by yourself, now you have the needed changes).

The japanese/chinese characters uses a different encoding, and I don't think it will be as easy as add another language like could be Greek/Rusian or similars. I don't even know how we could achieve that giving that Kanji has thousands of logographics. Apart, the .fon files will be able to use all those characters?

9
Mmm... using Codepage 850 in font editor...




But I'm having some issues yet in other places (like opening exclamation and question symbols not showing correctly in texts, but accents are ok):



I think that for the symbols exclamation and question, uses Codepage 437, but for the rest of symbols CP850 (at least in spanish). I don't know about other localized languages.

And here it is CP437 (after changing it in Settings, and reopening font tab, of course):


10
Ok, I will download source and try to do something. I'm from Spain, so, in my old DOS days I had to use also codepage 850. ;)

Maybe I will push a PR, if I remember how to do them and can reach some type of codepage 850 implementation. xD

11
Sorry if this has been asked, I saw that you talk about codepages. Would it be possible to add codepage 850 to SCI Companion v3?

I say this because I think 850 is the multilingual old DOS codepage used for european countries like Spanish, Italy, France and German, and some characters like "?" (0xB5) (present in SQ5 for example, even here in the forums shows ?, not the unicode/win1252 char), are not correctly translated when exporting message file.

I want to try something with SCI Comp v3, and see if I can add that codepage, but I didn't want to modify the code.

You can see here a list of codepages:
https://www.aivosto.com/articles/charsets-codepages-dos.html

And here, 850 codepage:
https://www.aivosto.com/articles/charsets-codepages-dos.html#codepage850

Here is one of the character fonts, and you can see they match.

12
SCI Syntax Help / Re: [SQ4CD] Ending with some missing lines...
« on: January 15, 2025, 05:29:29 AM »
That's what I seen, yes.

This is a bit different than the method used in KQ5CD, that's why I'm a bit confused. I understand that the compiler uses some kernel display function (kDisplay/kPrint?) for message texts strings given a noun/verb/cond/seq (in message resources tab) and the speech uses some kernel audio function (kDoAudio) for voices given a noun/verb/cond/seq (in map resources tab, and include the mouth sprites?).

I wish I had this in KQ5CD, it had been a bit more easy to add subtitles.

The problem I see in this case is that I should extract that voices and add to message resource to use them as normal method used in SQ4. So, I think I will leave the code with the little solution I found.

13
SCI Syntax Help / Re: [SQ4CD] Ending with some missing lines...
« on: January 14, 2025, 05:06:13 PM »
Ok, I finally achieved something, altough I don't like the scripting method:

https://i.imgur.com/WjfZjbp.mp4

This would be part of the code:



For the second lines, I use: "(DoAudio 2 557 34 0 2 1)"

In any case, I don't understand how the hell the game access that audios. They are not in Message.557, but I can see they are in 557.map file, at the end.

14
SCI Syntax Help / [SQ4CD] Ending with some missing lines...
« on: January 14, 2025, 02:45:04 PM »
Hi,

I found a post "SQ4 Intro (Missing Subtitles)" in "General and Everything Else" subforum:
https://sciprogramming.com/community/index.php?topic=2031.0

As I'm working in the translation for SQ4 CD, I've reached the ending and seen that some of the ending lines are missing (in fact, they show too fast, or even near don't show, with NRS Update 3 or not). I seen that @doomlazer has fixed this deleting the lines because presumably, the voices does not exists. But, in fact, the SQ4 CD has that lines, but I don't understand how it finds (and play them).

This is part of the code showing the text or the speech depending on what we have set (Text or Speech):



And here is the Prop when using Speech in normal vanilla game:



Ok, here it says, talkerNum 34, but I can not find this talker in messages file Message.557. But it seems that plays the audio (Roger and Roger Jr. talking at the same time). Maybe it is a sound, I don't know. Apart, in Message.557, the text lines exist, but the voices not (although they seem to play in speech mode).

I would like to know how the game finds that voice AND I would like to know if it is possible to do some type of fix/patch when using Text and Speech settings at the same time (like in ScummVM).


15
Well, to be sure, I reopened a clean install of the GOG version for KQ4. This is what my Vocab.000 says:



It seems I have not Conjunction or Association classes. I think this is the SCI version. I'm using SCI Companion 3.0.1.7.


PD: And for your interest, with 3.1.0.3 it seems to have that classes:



Which version are you using btw?

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