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SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« Last post by cdb-boop on April 15, 2026, 10:22:43 PM »
Thanks! I see now! 64 globally and the rest for the room. I'll have to reconvert the Pics because they have the wrong global palette embedded. And I can use the palette remap feature to align actors with the global palette.
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SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« Last post by Kawa on April 15, 2026, 11:00:22 AM »
I believe it's also the reason most actors keep to the first 16 (or 32) colors so they can move between all rooms without issue. The rest of the colors are then used for pics or per room objects.
The global palette tends to be 64 colors (0-63, plus 255). Other than that you're basically on the money.
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SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« Last post by doomlazer on April 15, 2026, 10:33:40 AM »
Isn't that the expected behavior? There should only be one palette available per room. Loading a pic and view with conflicting palettes is going to overwrite the previous colors.

That's why you can't transition between rooms with conflicting palettes without distortion or fading to black. This was often the case with EcoQuest where they would use checkerboard transitions between rooms with incompatible palettes and it looked terrible.

I believe it's also the reason most actors keep to the first 16 (or 32) colors so they can move between all rooms without issue. The rest of the colors are then used for pics or per room objects.

As an aside, with scummvm you can do some palette tricks, like overriding the static SCI0 palette. You're still limited to 16 colors, but you can assign them to any RGB value, allowing for a monochromatic effect with a dozen shades of a single color.
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SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« Last post by cdb-boop on April 15, 2026, 08:50:44 AM »
I'm using the SCI1.1 template game as the base, so I'm not sure what would be wrong with the offset table... If I only render the Pic in an empty room it renders with the embedded palette correctly. Just for some reason it seems to be overriding the colors with a View's palette added to gCast. Could be a low level class code issue. I'm slowly transitioning the low level classes to match the template game.

In better news, the iconbar and cursors appear to render properly in an empty room. I had to manually recreate the cursors as Views, offsetting the cursor number by 1000, and factor in the offset in the non-kernel setCursor.
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SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« Last post by lskovlun on April 14, 2026, 06:41:20 PM »
Sounds like the property offset table (vocab.994) could be subtly broken...

EDIT: And I think you could be seeing the effects of the palette difference I mentioned already.
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SCI Development Tools / Re: Converting Pics from SCI1 to SCI1.1 format
« Last post by cdb-boop on April 14, 2026, 05:26:24 AM »
I updated the Actor classes to match the template to fix the bug of rendering every View as View 0. Annoyingly that change caused Pic to use the palette of the last drawn View, as soon as the View adds itself to gCast.
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SCI Syntax Help / Re: QfGIVCD view corruption when editing 936.v56
« Last post by lskovlun on April 13, 2026, 03:46:44 PM »
 It was an aside. I was talking about "late" SCI2.1 versus SCI3. That's also why I didn't link the first time.
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SCI Syntax Help / Re: QfGIVCD view corruption when editing 936.v56
« Last post by Kawa on April 13, 2026, 03:14:06 PM »
Wait. How does that relate to view corruption?
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SCI Syntax Help / Re: QfGIVCD view corruption when editing 936.v56
« Last post by doomlazer on April 13, 2026, 12:34:56 PM »
I fixed a bug related to that many years ago (pull request #1467 if you're interested).

In which repo? Not seeing the PR in the IceFall or Kawa githubs.
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