ScummVM vs. NAGI

General chat related to ScummVM, adventure gaming, and so on.

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The_cranky_hermit
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ScummVM vs. NAGI

Post by The_cranky_hermit »

When playing Sierra's AGI games, does using ScummVM have any advantages (or disadvantages) compared to using NAGI? If so, what are they? Thanks in advance.

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PsYcO
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Re: ScummVM vs. NAGI

Post by PsYcO »

The_cranky_hermit wrote:When playing Sierra's AGI games, does using ScummVM have any advantages (or disadvantages) compared to using NAGI? If so, what are they? Thanks in advance.
nagi has joystick support, iirc we don't...

but scummvm supports far more games than nagi

you decide witch is best:)

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Post by Collector »

You can switch from windowed mode to full screen on the fly, have aspect correction and get the different render modes offered by ScummVM. You can also close the game's window by simply clicking the close button. This cannot be done with NAGI.

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sev
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Re: ScummVM vs. NAGI

Post by sev »

PsYcO wrote:nagi has joystick support, iirc we don't...
Sigh. Again. PsYcO, care to read ScummVM documentation? See --joystick=NUM command line switch.

PsYcO, I see that you are trying to be helpful, post comments in almost every thread on these forums. But please, take in account, that without ScummVM knowledge and checking with documentation before you're giving advice, your posts are considered as misleading trolling.


Eugene

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JohnnyWalker2001
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Re: ScummVM vs. NAGI

Post by JohnnyWalker2001 »

PsYcO wrote:nagi has joystick support, iirc we don't...
Just wondering; are you a member of the development team?

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DrMcCoy
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Re: ScummVM vs. NAGI

Post by DrMcCoy »

JohnnyWalker2001 wrote:Just wondering; are you [PsYcO] a member of the development team?
No, he isn't.

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PsYcO
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Re: ScummVM vs. NAGI

Post by PsYcO »

JohnnyWalker2001 wrote:
PsYcO wrote:nagi has joystick support, iirc we don't...
Just wondering; are you a member of the development team?
was that genuine? or something else?

@sev - if it makes any difference, i did say iirc...

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exofreeze
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Re: ScummVM vs. NAGI

Post by exofreeze »

JohnnyWalker2001 wrote:
PsYcO wrote:nagi has joystick support, iirc we don't...
Just wondering; are you a member of the development team?
You sure would think he was the way he throws around collective terms like "we", as though he is a representative of all things scummvm.

Hell, Ive been reading the forums for over a year now and I still get confused wondering if he is part of the team by the way he identifies himself and rushes around trying to provide every answer under the sun.

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Re: ScummVM vs. NAGI

Post by DrMcCoy »

exofreeze wrote:Hell, Ive been reading the forums for over a year now and I still get confused wondering if he is part of the team by the way he identifies himself and rushes around trying to provide every answer under the sun.
Sadly, it's more often than not a totally wrong answer.

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df
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Post by df »

from memory;
nagi cant read original sierra save files
nagi doesnt have 256 colour support
nagi doesnt have palette support

nagi development is dead, scummvm isn't

nagi and scummvm have different sets of bugs :)

i think right now, scummvm has better compatability.
portability is also vastly better.

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Post by The_cranky_hermit »

nagi doesnt have 256 colour support
nagi doesnt have palette support
Are there actually any Sierra AGI games where these are useful? I thought that all of Sierra's AGI games used the same 16-color palette.

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Post by PsYcO »

i don't claim to be a 8-bit palette expert, but it would stand to reason that you couldn't really get much from something like this, from a gaming standpoint

Image

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Post by DrMcCoy »

The_cranky_hermit wrote:Are there actually any Sierra AGI games where these are useful? I thought that all of Sierra's AGI games used the same 16-color palette.
Not sure about Sierra's official games, but AFAIK a few fan-made AGI games used 256 colors.
PsYcO wrote:i don't claim to be a 8-bit palette expert
Or put differently: You don't have any clue. At all. Like always.

Or any reading capabilities, for that matter:

[quote="Wikipedia article on "8-bit color""]There are two forms of 8-bit color graphics. The most common uses a separate palette of 256 colors, where each of the 256 entries in the palette map to given red, green, and blue values. In most color maps, each color is usually chosen from a palette of 16,777,216 colors (24 bits: 8 red, 8 green, 8 blue).
[...]
Most 8-bit image formats store a local image palette of 256 colors in addition to the raw image data. If such an image is to be displayed on 8-bit graphics hardware, the graphics hardware's global palette will be overwritten with the local image palette.[/quote]

Which means you can have 256 simultaneous colors out of 16,777,216 colors. Like all games supported by ScummVM.
And even if it's only the fixed 256 colors palette, it's still a vast improvement over 16 colors AGI normally uses.

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