Author Topic: C# AGILE  (Read 81447 times)

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Offline AGKorson

Re: C# AGILE
« Reply #285 on: June 05, 2024, 04:29:20 AM »
Besides the Amiga OBJECT format change, the only other resource difference that I've encountered is in Apple IIgs sounds, which use custom MIDI and PCM wave file formats.

I haven't studied Atari or Mac versions because I don't have any of them. I don't have any Apple II versions either, but I would guess they are similar to the IIgs resources.

I do have TRS-80 CoCo versions, but I haven't done more than a cursory check with a hex editor. They resources appear to be normal but that's just an educated guess pending a detailed analysis.

Offline Collector

Re: C# AGILE
« Reply #286 on: June 05, 2024, 08:11:43 AM »
I do have a few images, but suspect they are mostly GAL. The other platforms I have managed to get are with the files extracted. Were you thinking of being able to load image files?
KQII Remake Pic

Offline lance.ewing

Re: C# AGILE
« Reply #287 on: June 05, 2024, 06:31:06 PM »
I do have a few images, but suspect they are mostly GAL. The other platforms I have managed to get are with the files extracted. Were you thinking of being able to load image files?

I was thinking about doing that with the Apple II versions. I'm not sure how to handle the Amiga and Atari ST platforms. I guess I'll check scummvm to see what they're doing and align with that for consistency.

Offline Collector

Re: C# AGILE
« Reply #288 on: June 06, 2024, 07:11:03 AM »
A lot of the non PC AGI games I have are files I extracted using WinUAE. SVM loads them just fine.
KQII Remake Pic


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