Search found 79 matches

by monsieurouxx
Thu Nov 22, 2018 12:53 am
Forum: Help and Support
Topic: CRUISE engine : dump graphics
Replies: 4
Views: 172

Re: CRUISE engine : dump graphics

Unfortunately I screwed up the palette so i'll have to do it again, but this is a good start :

https://imgur.com/gallery/vBBUpls

Image
Image
Image
Image


That's all 1723 sprites
by monsieurouxx
Wed Nov 21, 2018 7:14 pm
Forum: Help and Support
Topic: CRUISE engine : dump graphics
Replies: 4
Views: 172

Re: CRUISE engine : dump graphics

https://imgur.com/gallery/62ty1iU https://i.imgur.com/kfiPHaC.png https://i.imgur.com/n0eaYgC.png https://i.imgur.com/RotAdqG.png https://i.imgur.com/90Xyuk3.png https://i.imgur.com/7pwf2wQ.png https://i.imgur.com/JSUsoua.png https://i.imgur.com/EMPEDWG.png https://i.imgur.com/4R2BBb3.png https://i...
by monsieurouxx
Wed Nov 21, 2018 7:12 pm
Forum: Help and Support
Topic: CRUISE engine : dump graphics
Replies: 4
Views: 172

Re: CRUISE engine : dump graphics

I've extracted all the backgrounds this way : int exportBackgrounds() { char* names[100]; names[0] = "1A5.PI1"; names[1] = "20D0.PI1"; names[2] = "CFAC2.PI1"; names[3] = "DGF1.PI1"; names[4] = "DISPO.PI1"; names[5] = "END1.PI1"; names[6] = "END4F.PI1"; names[7] = "END5.PI1"; names[8] = "END6.PI1"; n...
by monsieurouxx
Wed Nov 21, 2018 3:07 pm
Forum: Help and Support
Topic: CRUISE engine : dump graphics
Replies: 4
Views: 172

Re: CRUISE engine : dump graphics

OK so here is what I did : (modified code from ScummVM, in engine "CRUISE") (everything between //TEST and //~TEST is my custom code) File "maindraw.cpp" //TEST int exportCount = 0; //~TEST void drawSprite(int width, int height, cellStruct *currentObjPtr, const uint8 *dataIn, int ys, int xs, uint8 *...
by monsieurouxx
Tue Nov 20, 2018 10:16 pm
Forum: Help and Support
Topic: CRUISE engine : dump graphics
Replies: 4
Views: 172

CRUISE engine : dump graphics

i tried to dump the graphics from the CRUISE engine thinking it would be easy, but I wrong. I managed to export the list of internal files (the ones that are stored in D1, D2, D3, D4 and D5) and I even managed to export all 867 of them (XX0.SET, etc.), by fiddling with macro "dumpResources" in funct...
by monsieurouxx
Sun Oct 16, 2016 2:01 pm
Forum: Help and Support
Topic: Woodruff slow animations
Replies: 4
Views: 2860

I observe the same thing (background "world" animations slowing down the overall pace of the game, especially character walking). The character walks fast then slowly then fast again then slowly again, because along its walk, some background animations randomly play. There's a lot of walking aorund ...
by monsieurouxx
Tue Aug 16, 2016 4:51 pm
Forum: Help and Support
Topic: Current state of .RBT support by ScummVM
Replies: 2
Views: 1813

md5 wrote:The current code for RBT support is incomplete. There's a pull request that adds full support for Robot videos, here:
https://github.com/scummvm/scummvm/pull/805
Thanks
by monsieurouxx
Mon Aug 15, 2016 6:47 am
Forum: Help and Support
Topic: Current state of .RBT support by ScummVM
Replies: 2
Views: 1813

Current state of .RBT support by ScummVM

Hi, I'm currently curious about Phantasmagoria's video format (well the in-game format, which is .RBT, not the full-screen format, which is .VMD) and I saw that ScummVM doesn't support SCI2.1/Phantasmagoria yet but does have some pieces of code to load resource files. By reading the source code ( ht...
by monsieurouxx
Wed Apr 27, 2016 8:05 am
Forum: Help and Support
Topic: Very old bug in FOTAQ's GUI
Replies: 3
Views: 2702

selmiak wrote:have you ever moved the mouse away from the scrollbutton again? The verbline magically appears again...
It actually does work. I feel stupid now. I could have sworn I tried that.
Well, not so stupid. This interface is awkward.
by monsieurouxx
Tue Apr 26, 2016 1:02 pm
Forum: PocketPC/WinCE Port
Topic: FOTAQ - Bug??
Replies: 1
Views: 14473

for future reference: viewtopic.php?p=82835#82835
by monsieurouxx
Tue Apr 26, 2016 1:00 pm
Forum: Help and Support
Topic: Very old bug in FOTAQ's GUI
Replies: 3
Views: 2702

Very old bug in FOTAQ's GUI

(note: It's the German talkie (CD-ROM) version of Flight of the Amazon Queen. The menu says " 1.7.0a ". I play on Android .) Scenario : At some stage in the game you need to "use knife on coconut". 1) you click on the "use" button ("benutze"), 2) you click on the knife in the inventory 3 )you try to...
by monsieurouxx
Mon Dec 15, 2014 12:09 pm
Forum: General Discussion
Topic: Broken Wiki link
Replies: 1
Views: 1346

Broken Wiki link

On this Wiki page : "Tools/Game Script Decompiler"

The link to the Van emmerik thesis is broken.
Mirrors :
- www.backerstreet.com/decompiler/vanEmmerik_ssa.pdf
- http://espace.library.uq.edu.au/view/UQ:158682
by monsieurouxx
Sat Dec 07, 2013 3:06 pm
Forum: Help and Support
Topic: [adding an engine] splitting my engine into several DLLs
Replies: 8
Views: 3681

Nope. Nothing to do with AGS. I'm actually recollecting memories from the previous attempt at reverse-engineering the Cryo engines: at the time I painfully discovered that there are really two completely different approaches to managing old technology (I'm talking about unpacking algorithms and stuf...
by monsieurouxx
Sat Dec 07, 2013 2:59 pm
Forum: Help and Support
Topic: [Compiling ScummVM] Compiling with FreeType
Replies: 5
Views: 2577

Re: [Compiling ScummVM] Compiling with FreeType

Simply keeping them in one place (like the SCUMMVM_LIBS path) should work fine. Yeah, it was rather straightforward. The two things that were worrying me were: 1) the fact that both "regular" freetype libraries and debug libraries must be unpacked, and I was wondering if there would be some collisi...
by monsieurouxx
Fri Dec 06, 2013 7:22 pm
Forum: Help and Support
Topic: [adding an engine] splitting my engine into several DLLs
Replies: 8
Views: 3681

That's for our internal development process. It's usually not the same people working on the game engine and on the file format/decoding. The people working on the game engine don't care about the file formats. And vice versa: the "nerds" working on the file formats and decoding algorithms don't car...