Author Topic: Possible new version of SCI Companion  (Read 84253 times)

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Offline troflip

Re: Possible new version of SCI Companion
« Reply #195 on: June 02, 2015, 10:49:20 AM »
EDIT: One other, I was going to attempt to make a VGA ego view but there doesn't seem to be a way to export palettes, unfortunately. Would make editing some sprites easier by being able to use a third-party image editor like PSP.

Oops! Yeah, that functionality is on a list somewhere, but I forgot about it for this release. Not only that, but the way to edit embedded view palettes is not obvious in this release (I want to revamp the entire left pane for views, so I delayed putting it in there). To get to the embedded palette, choose View->Edit Palette. And then try clicking on the Export button which.... does absolutely nothing right now  ;)

(I was also working on gif import at one point).

I found your audio problem. It is a mismatched SB driver. You used the one from LSL6, but if you use the one from SQ5 it works. Not sure if this limits the quality of the sound resource.

Yup, see above, I found that by switching to auddisny.drv instead (from LSL6), the audio came back. I don't know if it's mismatched though. Yes, the audblast.drv was from LSL6, but it *should* be, right? since that matches the interpreter and audio format. There's nothing in the game code itself that matters (the Sound class is nearly identical).

I am not sure if we want to start a new thread for some of this stuff or not, but I have started in the main script and just going down through it.

Rather than dirty up this thread, I'll start two new threads in a minute here: SCI 1.1 Template Game discussion, and SCI Companion discussion...

I ask because SCI Viewer can export SCI loop animations as a GIFs.

It can?? I see the option to save as a .bmp, but not .gif.




« Last Edit: June 02, 2015, 11:04:27 AM by troflip »
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Offline MusicallyInspired

Re: Possible new version of SCI Companion
« Reply #196 on: June 02, 2015, 11:25:01 AM »
If you select export on a View loop that has more than one cel you can change the file type. It has selections for BMP and GIF. Exports the whole loop. Again, with the version without a version number.
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Offline troflip

Re: Possible new version of SCI Companion
« Reply #197 on: June 02, 2015, 04:53:39 PM »
Ah, indeed, I found it. It turns out it's not hard to import gif sequences. However, my whole image sequence importing workflow hasn't been updated for VGA (so that's something I need to do - how to resolve palette conflicts, etc...). But it works fine with EGA! I exported the ego from LSL6 using SCI Viewer, and imported the gif into SQ3:



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Offline lance.ewing

Re: Possible new version of SCI Companion
« Reply #198 on: June 02, 2015, 05:17:41 PM »
That is so cool.   :)

I'm looking forward to trying this out when I get a chance.


Offline Collector

Re: Possible new version of SCI Companion
« Reply #199 on: June 02, 2015, 07:51:48 PM »
I found your audio problem. It is a mismatched SB driver. You used the one from LSL6, but if you use the one from SQ5 it works. Not sure if this limits the quality of the sound resource.

Yup, see above, I found that by switching to auddisny.drv instead (from LSL6), the audio came back. I don't know if it's mismatched though. Yes, the audblast.drv was from LSL6, but it *should* be, right? since that matches the interpreter and audio format. There's nothing in the game code itself that matters (the Sound class is nearly identical).

Switching drivers in the RESOURCE.CFG is an old way to bypass SB audio glitches, usually using Thunderboard instead. The reason that I said mismatched is that I have done a fair amount of experimentation with alternate and hacked drivers, usually to solve minor SB problems of popping, occasional static or initialization issues (not all SB initialization problems can be solved with GOSiERRA.) That exact same buzzing, memory issues, looping sound and failures to initialize are very typical problems with the use of incompatible drivers between SCI versions.
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Offline troflip

Re: Possible new version of SCI Companion
« Reply #200 on: June 03, 2015, 07:36:24 PM »
I have basic playback of SCI1+ sound resources working now. Shouldn't be too hard to get midi import and saving working too (given I already have that for SCI0).
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Offline MusicallyInspired

Re: Possible new version of SCI Companion
« Reply #201 on: June 03, 2015, 08:44:48 PM »
Do you have a way to work with PATCH files? I'd like to support the MT-32 in my games specifically. Does the PATCH format differ very much between SCI0 and SCI1/1.1?
« Last Edit: June 03, 2015, 08:47:59 PM by MusicallyInspired »
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Offline troflip

Re: Possible new version of SCI Companion
« Reply #202 on: June 03, 2015, 08:56:28 PM »
I don't know anything about patch files. What should they let you do, add different kinds of instruments? I don't think the specs are documented anywhere...

As for MT-32, the SCI1 games I've looked at seem to support it, so I'm not sure what would be missing?
« Last Edit: June 03, 2015, 09:00:11 PM by troflip »
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Offline lskovlun

Re: Possible new version of SCI Companion
« Reply #203 on: June 03, 2015, 09:17:54 PM »
I don't know anything about patch files. What should they let you do, add different kinds of instruments? I don't think the specs are documented anywhere...
They are driver specific, so general support would be quite a task (and unnecessary). In practice, support for one or two might do.

Offline Collector

Re: Possible new version of SCI Companion
« Reply #204 on: June 03, 2015, 10:42:49 PM »
Why not just use the patch resources from LSL6 if that is where the drivers for the template game are from?
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Offline MusicallyInspired

Re: Possible new version of SCI Companion
« Reply #205 on: June 03, 2015, 11:49:50 PM »
The MT-32 PATCH file is for user-programmed System Exclusive instruments (and also the LCD messages on the MT-32). NewRisingSun created a tool for me that allowed converting SYX files with custom instruments for the MT-32 into SCI0's PATCH format so I could use my own user-programmed instruments (he also made one for the Adlib PATCH file to convert patch banks created with the old Adlib InsMaker program). This was a staple of Sierra games. Every game had unique instruments programmed by the composer (mostly Ken Allen). To use another game's PATCH files would work...but it is limiting to a composer like me. I'm not interested in General MIDI. MT-32 sounds better.

Maybe I should hit him up again...he hasn't responded to any of my recent PMs, though.
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Offline troflip

Re: Possible new version of SCI Companion
« Reply #206 on: June 04, 2015, 01:37:19 AM »
Do we know for sure that the patch resource format changed between SCI0 and later versions? Maybe you can still use that tool, and plop the resulting patch in a SCI1 game? Should be easy to test out anyway.
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Offline Collector

Re: Possible new version of SCI Companion
« Reply #207 on: June 04, 2015, 02:41:28 AM »
Maybe I should hit him up again...he hasn't responded to any of my recent PMs, though.

He has been on VOGONS lately and responds to PMs there. You can try shooting him a PM there.
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Offline MusicallyInspired

Re: Possible new version of SCI Companion
« Reply #208 on: June 04, 2015, 10:54:13 AM »
That's where I was PMing him. Way back around when he first released that KQ4 patch.

They're not the same format. During my early years I would experiment a lot with files with the old DOS SCI Decoder programs. PATCH files don't work between SCI0, SCI1, or even SCI1.1 files.
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