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I tried to mention it on r/Sierra on reddit but my post was blocked again.

I think r/Sierra auto removes posts if your karma is below some arbitrary threshold. Just message the mods and they will likely restore the post. Seems like a dumb system, but what do I know?
I posted it in several pf the Sierra Facebook groups. A number of the old Sierra devs will see it.
Regarding promoting AGILE online, I had an idea about a week ago to put the original AGI interpreter source code out there and spread the story of its discovery in a blog post. As far as I know, it isn't commonly known of outside of our community. I think we're the only ones that talk about it, and, also as far as I know, I don't think anyone had noticed it prior to NewRisingSun mentioning it here about 8 years ago.

Anyway, I was thinking of ways that I could promote AGILE and thinking about how its implementation was always cross referenced again the original AGI interpreter source to help make sure it was as accurate as possible. I started thinking that the story about how roughly 70% of the AGI interpreter source code ended up being copied onto tens/hundreds of thousands of customer copies of SQ2 would be something that people might be a lot more interested in and perhaps I could use that as a way to link to AGILE as well.

It seems to be working. I published the blog post this morning, along with a github repo containing the source. It has both the 70% of the code from the SQ2 and another 5% or so from the KQ3 disk that I mentioned in a forum post on here a while back. So there's roughly 75% of the AGI interpreter source in there.

I mentioned it on Hacker News not long after publishing the blog post and repo. I'm checking now after work and the new "agi" repo has 10 stars already and the agile-gdx repo has also been increasing today, now at 14 stars. I haven't yet mentioned it anywhere else. Well that's not quite true. I tried to mention it on r/Sierra on reddit but my post was blocked again. I'll have a think about where else to mention it. Feel free to mention it wherever you like.
SCI Development Tools / Re: LSL6 SVGA view graphics editing with SCI Companion
« Last post by doomlazer on May 20, 2024, 03:40:28 PM »
File, Game and Help are overlaid on top the menu by view 968, so you probably need to edit that view to see your changes in-game. You might be able edit view 968 directly in SCICompanion.
This is so very odd... I've used FotoSCIhop to export the v56 view as bmp, made edits, imported back and saved.
Loading the game with this v56 still shows the original text even though SCIC also states the edited exported view is loaded as patch and the original unused.
I've tried to import the same bmp in SCIC View editor of original v56 and save it which results in unencoded twice as much big file. Then the list showed the patch unused and loaded the edited original. Still no visible change while running the game. I've reloaded all resources anew, this time it showed the original unused and edited patch loaded - still no visible change in game:

SCI Development Tools / Re: LSL6 SVGA view graphics editing with SCI Companion
« Last post by Collector on May 19, 2024, 03:41:04 PM »
I thought that Companion didn't handle SCI2+ graphics properly. FotoSCIhop from Enrico Rolfi's TraduSCI does.

What are we missing from Companion besides a template game to have full SCI32 support?
SCI Development Tools / Re: LSL6 SVGA view graphics editing with SCI Companion
« Last post by Kawa on May 19, 2024, 02:13:22 PM »
(Did you know there's the 3.2.5 nightly build?)

But regarding the STAC encoding thing: SCI Companion doesn't re-compress saved resources. Views and such have RLE baked in while others have nothing as a matter of fact, but the resource packs then add a layer of compression on top regardless. Thing is, that's optional and SCI Companion can only decompress most of the options.

You'd think that's not the issue here and yet I managed to reproduce it.

I should also note that almost all resources in LSL6 are STAC-compressed, but for example 900.v56 is fine to edit. This suggests to me there might be an issue with the total size of the resource.

Edit: probably not that, considering I simplified the background part of the view by removing all the patterning and then made them thinner to boot but it still messed up the logo...
SCI Development Tools / LSL6 SVGA view graphics editing with SCI Companion
« Last post by miracle.flame on May 19, 2024, 01:59:04 PM »
Hello again, this time I'm working on translation of LSL6 SVGA and I've stumbled upon major issue. When trying to edit view n960 containing the menu banner it seems a single pixel edit and save results in messed up result like below.

Even if I replace the words in menu with translation the result in game is the same like with the single pixel edit.
I've noticed the edited view does not have STAC encoding as the rest and even gets twice as big in size compared to original view file. So maybe I'm doing something wrong but even after reading through the documentation to view editing I've no idea. Can you help?

I'm using SCI Companion version 3.2.4
SCI Syntax Help / Re: Is this an acutal release?
« Last post by doomlazer on May 18, 2024, 03:16:34 PM »
If only those weren't so expensive. It would be fun to see what's on those disks.
SCI Syntax Help / Re: Is this an acutal release?
« Last post by Threepwang on May 18, 2024, 08:46:22 AM »
And finally:

Space Quest III: The Pirates of Pestulon - Asian Big Jewel Box Edition PC 5,25:

Space Quest III: The Pirates Pestulon - Taiwanese Box Edition IBM PC 5,25:

Quest for Glory I - Taiwanais Big Box Edition PC DOS 5,25:
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