Infocom V6 games using EGA and CGA graphics data

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frotz
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Infocom V6 games using EGA and CGA graphics data

Post by frotz »

I've managed to replicate Kevin Bracey's work of extracting graphics data from Infocom's V6 games for MCGA graphics and put the results in a modern Blorb file. Tools are at https://gitlab.com/DavidGriffith/blorbtools. Now I'm trying to produce Blorb files containing EGA and CGA data. The EGA data extracted easily enough, but I'm having trouble getting SDL Frotz make sense of it. I think it has something to do with EGA having rectangular pixels at a resolution of 640x200.

I tried my latest extraction on ScummVM and got this crash.

Code: Select all

$ scummvm 
WARNING: SDL mixer output buffer size: 512 differs from desired: 1024!
WARNING: FSDirectory::cacheDirectory: name clash when building cache, ignoring file 'ctesta'!
User picked target 'zcode' (engine ID 'glk', game ID 'zcode')...
   Looking for a plugin supporting this target... Glk
WARNING: FSDirectory::cacheDirectory: name clash when building cache, ignoring file 'ctesta'!
scummvm: engines/glk/picture.cpp:173: Glk::Picture* Glk::Pictures::load(const Common::String&): Assertion `!_savedPalette.empty()' failed.
Aborted
Would anyone be interested in poking around at this and sharing what you discover?
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sev
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Re: Infocom V6 games using EGA and CGA graphics data

Post by sev »

If you take a look at the relevant code (https://github.com/scummvm/scummvm/blob ... e.cpp#L170), you will see that you included the generated pictures in the adaptive list, which must have palettes. So, either remove it from the list or add some, perhaps static, palette.


Eugene
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