agipal on ScummVm

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Robin_Gravel
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agipal on ScummVm

Post by Robin_Gravel »

Hi

I got this error:

Warning: agipal palette (over 6 bits per color component) in 'pal.101'. Not changing palette.

It happened in Serguei's destiny 1.


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clone2727
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Post by clone2727 »

I believe Buddha added that. The VGA palette uses only 64 values per color. See here.

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Robin_Gravel
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Post by Robin_Gravel »

Thanks for the link but...

I don't know if I should compiling ScummVm or modifying my games.

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clone2727
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Post by clone2727 »

You can ignore the warning. It shouldn't harm gameplay.

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Robin_Gravel
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Post by Robin_Gravel »

Thanks for the tip.

Naturette 2, Abrah, Serguei's destiny and Naturette 3 have the same problem.

Naturette 3 crashes (back to windows) on scummvm at the end of the intro.


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Last edited by Robin_Gravel on Sun Jan 27, 2008 1:24 am, edited 1 time in total.

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Post by clone2727 »

Robin_Gravel wrote:Naturette 3 crashes (back to windows) on scummvm at the end of intro.
That's probably a different issue. What does ScummVM report when you run it through a console?

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Post by Robin_Gravel »

insertion failed. v->numLoops>- n, file: ...
adnormal program termination.

(i can't read the rest. The console closes too fast.)


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Post by clone2727 »

I meant, open up a console window and start ScummVM from it. That should show the whole message.

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Robin_Gravel
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Post by Robin_Gravel »

insertion failed. v->numLoops>- n, file engines/agi/view.cpp line 287

adnormal program termination.


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clone2727
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Post by clone2727 »

Please, file a bug report on this.

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Re: agipal on ScummVm

Post by sev »

Robin_Gravel wrote:Warning: agipal palette (over 6 bits per color component) in 'pal.101'. Not changing palette.

It happened in Serguei's destiny 1.
This and other errors mentioned here all have to be addressed. The main reason why you see them is that we did not get much feedback when we announced AGI games testing.

So, please, file separate bugreport for each bug and we will fix them ASAP.


Eugene

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Post by Robin_Gravel »

Robin_Gravel wrote:insertion failed. v->numLoops>- n, file engines/agi/view.cpp line 287

adnormal program termination.
Oops. Because I could not use the mouse (ScummVm didn't see this game was using agimouse), I activated debug mode by pressing Alt+D and TP 227.

I tried with Nagi. It crashed.

Sorry for that.


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Post by Buddha »

clone2727 wrote:You can ignore the warning. It shouldn't harm gameplay.
Well, not necessarily always true but very probably so.
Palette changing could make a difference with gameplay too.
But yeah, I'm just being nitpicky here (Must be my
math-oriented side of the brain wanting to take on control :)).

On the whole the whole issue seems a bit weird.

Robin,

please could you tell what software you used to create
the AGIPAL-palette files that use more than 6 bits per color
component (i.e. some values that are over 63 in decimal or
over 0x3F in hexadecimal).

Also what did you use to test your games as I don't know of
any AGI-interpreter that supports AGIPAL-files with more
than 6 bits per color component? I mean whatever you were
trying to do with those files, it most likely couldn't have
worked as you meant it to.

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Post by clone2727 »

Buddha wrote:
clone2727 wrote:You can ignore the warning. It shouldn't harm gameplay.
Well, not necessarily always true but very probably so.
Well, you could still play the game, just the images would be weird ;)

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Robin_Gravel
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Post by Robin_Gravel »

Hi Budda
Buddha wrote: please could you tell what software you used to create
the AGIPAL-palette files that use more than 6 bits per color
component (i.e. some values that are over 63 in decimal or
over 0x3F in hexadecimal).
I used pcx2pal to make agi palettes. Here the link.

http://www.agigames.com/index.php?action=utilities

You also need a paint program using pcx format.
Also what did you use to test your games as I don't know of
any AGI-interpreter that supports AGIPAL-files with more
than 6 bits per color component? I mean whatever you were
trying to do with those files, it most likely couldn't have
worked as you meant it to.
I used a hack agi made by Brian Provinciano let you to use palette things and support mouse as well.

Like Sierra agi, hack agi is a DOS program.

Some people reported the cursor does not appear if using with win XP. You need dosbox to check this hack agi.

I use Pentium Celeron with win98se to make agi games and I use 486sx for checking compatibility.

Sometimes, pcx2pal gives you 8 bits per color and 6 bits. I don't know why.

Anyway. Here the link from the author Brian Provinciano:

http://www.bripro.com/


Robin Gravel

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