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AGI Development Tools / Re: IT2AGI sound converter script - some fixes
« Last post by Sinus on Today at 04:12:27 AM »
Oh, I'm well aware of the memory footprint. That little song crashes my tested copy of KQ6AGI :)
That was simply a proof of concept, demonstrating that the VGM and AGI sound formats are very closely related, and the rare AGI authors can benefit from the comparably vast area of VGM chiptunes.
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AGI Development Tools / Re: IT2AGI sound converter script - some fixes
« Last post by AGKorson on Today at 01:05:45 AM »
It's less a matter of overloading the processor and more about the limited heap space. aladdin-onejump.ags is an awesome sound resource, but at 29K, it would take up more than half the heap. AGI game programming has always been about balancing the demands of all the active resources in a room (scripts, views, sounds) and engine overhead (logic0, words.tok, objects and animation) to stay within memory limits.

With the possible exception of an intro scene, there's not much room for large sound resources. Sound effects and short music clips are where AGI sound lives.
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SCI Community How To's & Tutorials / Re: LSL7 the "Other" verbs pool list
« Last post by doomlazer on Yesterday at 09:54:05 PM »
Looks like this method works fine in DOSBox too. They likely made it so easy to modify for translation's sake.
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SCI Community How To's & Tutorials / Re: LSL7 the "Other" verbs pool list
« Last post by doomlazer on Yesterday at 11:10:53 AM »
Those .pat files should be audio instruments, not SCI "Patch" files.

I did a quick test with the English version, and in ScummVM extended characters are already supported (didn't test dosbox). You can try this by using SCIViewer to export 13.msg. Then open just the patch file in SCICompanion for editing.

I was able to add a 2nd word that matches for milk as m?lk. Just set the same Verb and Talker number and use the next available seq number.
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AGI Development Tools / Re: IT2AGI sound converter script - some fixes
« Last post by Sinus on Yesterday at 09:19:44 AM »
There we go! Attached: 'One Jump Ahead' in AGI sound format, ready to import into a homebrew Sierra for nonbelievers. :P
I guess, with proof of concept like thhis, my VGM2AGI script will be joining IT2AGI in the GitHub repo soon.
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The German version of lsl7 actually is a great starting point. They got 299 verbs in 13.msg instead of the original 159 so it means this can be done. If only I had an idea which file is responsible for extending the word list script-wise. The are three 1.pat, 3.pat and 4.pat which are patches I suppose but the same are part of the vanilla release. There are no scr files like it was with previous Larry games. They also managed to somehow get all the files in Ressci.000 and Resmap.000 to distribute the localization patch that way. I thought that's not entirely possible with the publicly available tools. Any hints?
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AGI Development Tools / Re: IT2AGI sound converter script - some fixes
« Last post by Sinus on Yesterday at 08:00:31 AM »
But it's still Sierra AGI, with its 60/sec music timing, nothing more than that! I don't suppose a sound file following AGI rules could possibly "overload" the engine, so that it wouldn't play on a regular hardware.
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AGI Development Tools / Re: IT2AGI sound converter script - some fixes
« Last post by Kawa on Yesterday at 06:20:54 AM »
DOSBox. That's what I thought.

Unless you have DOSBox set to a cycle count that, on your host system, gives roughly 8088 to 286 speed results, with a game scene that's not just a static image like a title screen, it seems my point still stands.
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AGI Development Tools / Re: IT2AGI sound converter script - some fixes
« Last post by Sinus on Yesterday at 06:09:10 AM »
DOSBox. Sadly, I don't have a true DOS machine available.
I can record one in ScummVM, too, but it has a raspy sound emulation, similar to a bug I -think- I fixed in WinAGI, but I've yet to understand ScummVM's C++ code well enoug to see if a similar buffer flaw manifests there.
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SCI Syntax Help / Re: Heap Space Fun
« Last post by robbo007 on Yesterday at 06:05:44 AM »
Thanks Iskoviun,

I did have only certain rooms using the regionpath script as you can see bellow. The room which was accessing the room that had the out of heap space error was not included in this regionpath script but it seems the script is using memory and the only way was to disploseload of it before accessing the problematic room.

Code: [Select]
(method (newRoom newRoomNumber)
(if (not (= keep (OneOf newRoomNumber 26 27 28 29 32 10 13))) ; These are the rooms that the bikini girls will walk to: beach, beach1, beach2, Vivir sin Domir
(gGame setScript: 0)
)
(= initialized 0)
(super newRoom: newRoomNumber &rest)
)

I was also checking the things in memory using the debug by holding down both shift keys, and press the "-" key on the numeric keypad and then pressing o. I see all the inventory stuff is listed. I've gone over my main.sc and added all Print statements to text files to save memory. Including the inventory. What other things should I consider with new scripts to avoid heap space problems? My scripts are getting a little more advanced now so any pointers most welcome. I'm still a n00b at this. 

What sort of things stay in memory? What things get removed automatically when changing rooms? Any ticks worth doing?
Regards,
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