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31
SCI Development Tools / Re: Looping Audio in SCI1.1?
« Last post by doomlazer on April 28, 2026, 06:57:22 PM »
(using unused numbers, as Sound and Audio assets share a namespace).

I believe that despite seeming to share the same resource numbers you can differentiate between sound and audio by prepending a 1 before the number to use digital audio.

For example, in LB2 most songs are MIDI, but "The Archaeologist Song" has both a MIDI version and an audio version with lyrics. So you can call the MIDI version with 312 or the digital version with 1312.
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SCI Development Tools / Re: Looping Audio in SCI1.1?
« Last post by cdb-boop on April 25, 2026, 08:20:08 PM »
Never mind. I realized you can just call an Audio resource with DoSound and loop with -1 infinitely.
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SCI Development Tools / Looping Audio in SCI1.1?
« Last post by cdb-boop on April 25, 2026, 06:25:00 PM »
I'm porting a SCI1 game to the SCI Companion's SCI1.1 template game and some of the SCI1 Sound assets have a digital track embedded. I used Sierra Resource Viewer to extract all the digital tracks as WAV files and add them as Audio resources (using unused numbers, as Sound and Audio assets share a namespace).

I have been auditing the code's 374 play: calls and making modifications to affected sounds. For example, using (DoSound sndGET_AUDIO_CAPABILITY) to dynamically swap between using Sound and Audio asset depending on audio driver. I also ended up creating a DigitalSound wrapper class to emulate cases of dynamically setting a Sound object's number property for play later.

So far I've found two cases (battle yelling and tavern chatter) where a Sound with a digital track is looped for ambiance. I looked at the SCI Companion Docs but I didn't see a way to loop DoAudio in SCI1.1. Is there a built-in way to loop Audio, like setting the Sound class's loop property to -1? I was wondering if it was possible to attach a script to a room's script to detect when it was time to loop the audio, or make a global list like gSounds or global object like gMusic and add check in the main game loop. Or should I just use gumby's sciAudio which supports looping but is not "authentic"?

Is there a best or intended way to loop Audio in SCI1.1?
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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.
39
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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