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[04:59] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/Yy5E7N
[04:59] <Scummette> scummvm/master 8103f8b dreammaster: M4: RIDDLE: Remainder of global parser
[05:41] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/iwigeM
[05:41] <Scummette> scummvm/master c641689 dreammaster: M4: RIDDLE: Implemented lookAtInventoryItem method
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[08:04] <grogbot> [discord] <bobby122> does anyone know if Resident Evil Games (GOG) Work on ScummVM
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[08:21] <grogbot> [discord] <antoniou79> They do not
[08:31] <Scummette> [scummvm] mgerhardy pushed 4 new commits to master: https://is.gd/s6a9CT
[08:31] <Scummette> scummvm/master ad99065 mgerhardy: TWINE: extended imgui debugger windows
[08:31] <Scummette> scummvm/master 54d2e51 mgerhardy: TWINE: added getter for bodydata
[08:31] <Scummette> scummvm/master 9bb2257 mgerhardy: TWINE: added hqrindex member to the Parser class to improve the error messages
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[10:15] <Scummette> [scummvm] mgerhardy pushed 4 new commits to master: https://is.gd/cSDoOh
[10:15] <Scummette> scummvm/master 4ad6a69 mgerhardy: TWINE: fixed a few collision related issues
[10:15] <Scummette> scummvm/master af35f3f mgerhardy: TWINE: removed hack from issue #13177
[10:15] <Scummette> scummvm/master 5b33f30 mgerhardy: TWINE: use addLife even for hit damage
[11:38] <Scummette> [scummvm] mgerhardy pushed 3 new commits to master: https://is.gd/NjfUqW
[11:38] <Scummette> scummvm/master d13fd5d mgerhardy: TWINE: reduced scene debug rendering info
[11:38] <Scummette> scummvm/master 85403c1 mgerhardy: TWINE: fixed invalid ImGuiID handling for InputBoundingBox calls
[11:38] <Scummette> scummvm/master aeffe19 mgerhardy: TWINE: started scene details debug window
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[12:27] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/d7O1E8
[12:27] <Scummette> scummvm/master e6a99ec mgerhardy: TWINE: show zones, tracks, scene flags and more
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[13:05] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/uD8HIl
[13:05] <Scummette> scummvm/master 6ae9344 mgerhardy: TWINE: allow to give items via zu debugger interface and fixed encoding issues
[13:14] <grogbot> [discord] <invwar> resident evil village NOW! 😉
[13:22] <grogbot> [discord] <bobby122> @.xergan did you read? The trilogy on got not village&..
[13:23] <grogbot> [discord] <bobby122> @.xergan did you read? The trilogy on gog not village&.. (edited)
[13:24] <grogbot> [discord] <invwar> sorry, but scummvm unlikely will ever support any resident evil, i think, it is not the focus of the software
[13:30] <grogbot> [discord] <codengine_de> @.xergan never say never, in the beginning ScummVM was also adventures only and look where we are now 😛
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[13:34] <grogbot> [discord] <invwar> scotia vs tyrant
[13:40] <grogbot> [discord] <bluddy5> Resident Evil is the spiritual successor to Alone in the Dark, and Alone in the Dark is the spiritual predecessor of sorts to Little Big Adventure.
[13:49] <grogbot> [discord] <codengine_de> Good point. Though at the beginning I found it strange that ScummVM lost it's adventure focus to be honest. That being said, I thought if it made sense to have a Spin-off which focuses on other genres (ScummVM RPG, ScummVM Action etc.) and ScummVM itself for adventures only
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[13:59] <grogbot> [discord] <sev____> You could ask
[13:59] <grogbot> [discord] <hortus1556> imagine resident evil 2 in the style of monkey island 2 lmao
[14:00] <grogbot> [discord] <hortus1556> scumm demake
[14:01] <grogbot> [discord] <sev____> guys, you clearly have no technical understanding what ScummVM is
[14:01] <grogbot> [discord] <sev____> it is not an emulator
[14:01] <grogbot> [discord] <sev____> if you speak of a game, that means that somebody has to implement the whole game logic
[14:02] <grogbot> [discord] <sev____> just like the original, but instead of writing it for PlayStation or Windows, you write it for ScummVM OSystem, that is the name of our hardware abstraction layer
[14:05] <grogbot> [discord] <codengine_de> Ok why was it decided to add non-adventure games to ScummVM? 🙂
[14:28] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://is.gd/TQMqZ4
[14:28] <Scummette> scummvm/master 449f2eb sev-: SCUMM: Added missing override keywords
[14:28] <Scummette> scummvm/master 669a5c7 sev-: NEWS: Mention SailfishOS port
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[15:30] <grogbot> [discord] <retrotude> could someone ban the scambot pls
[15:35] <grogbot> [discord] <criezy> done
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[16:31] <grogbot> [discord] <sir.squeezes> @die4ever i am having trouble with the blood and honey puzzle from uncle henry's playhouse any advice or website?
[16:34] <Scummette> [scummvm] larsamannen opened pull request #6182: IOS7: Crash fix + on screen button alignments (master...ls_align_buttons) https://is.gd/y50TmS
[16:40] <Scummette> [scummvm] AndywinXp pushed 1 new commits to master: https://is.gd/UNyWTX
[16:40] <Scummette> scummvm/master a3820a5 AndywinXp: SCUMM: INDY3/LOOM (Mac): Fix saving/loading from Mac menu
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[17:18] <grogbot> [discord] <die4ever> It's the same as in The 11th Hour, I guess you could try to see how other people beat it
[17:37] <grogbot> [discord] <ogarvey> @eientei apologies for the ping, was searching for info on Fable and saw you'd wrote an extraction script. Was just wondering if you got that far, do you have any idea how they did the palette lookups for the .SPR files? I wrote my own extractor for the dat files, and the picture formats are easy enough to decode but I'm missing something with the palette on these. Currently looking at the exe/s in Ghidra but my RE knowledge isn't the
[17:37] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293266054457589780/image.png?ex=6706bf5f&is=67056ddf&hm=f0f3ccb3d21a96640471e4bd282470917da430ea9267a4d02579b2ceaba09aed&
[17:40] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/czEVCs
[17:40] <Scummette> scummvm/master c27405d sev-: BACKENDS: IMGUI: Disable non-portable shell funcitons
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[17:58] <ScummBot> Build [#12223](https://buildbot.scummvm.org/#/builders/46/builds/12223) of `master-ps3` completed successfully.
[18:16] <grogbot> [discord] <eientei> Sadly, I never got further than the extraction script. From your image, I wonder if green is handled specially
[18:20] <grogbot> [discord] <ogarvey> It's odd, the palette data never goes above 0x3f for any of the R,G,B channels for one, so unless you multiply those the colours are dark as hell, if I limit the palette to 240 bytes, which is where the greens start, I get this, which manages to be better and worse lol
[18:20] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293276955189448746/CLOSEUP.png?ex=6706c986&is=67057806&hm=024518566b72e5dab7461da05e1f61c76fcf52b91c6e65673a10b82afadb837b&
[18:22] <grogbot> [discord] <eientei> Have you tried comparing the values to how it's shown in-game? Like taking a screenshot and checking RGB values
[18:22] <grogbot> [discord] <ogarvey> That's probably going to be my next step if Ghidra doesn't shed any light on the matter
[18:29] <grogbot> [discord] <gu3> Is this Fable from 1996, right?
[18:29] <grogbot> [discord] <ogarvey> Yeah, that's the one
[18:31] <grogbot> [discord] <ogarvey> Some coume out better than others
[18:31] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293279558761709761/MCBOAT1_1_animation.gif?ex=6706cbf2&is=67057a72&hm=b30069c0e455ea09bdf551fb6ec1de0c94ef12fefe692422503bf7cec939fd44&
[18:31] <grogbot> [discord] <ogarvey> Some come out better than others (edited)
[18:31] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293279558761709761/MCBOAT1_1_animation.gif?ex=6706cbf2&is=67057a72&hm=b30069c0e455ea09bdf551fb6ec1de0c94ef12fefe692422503bf7cec939fd44&
[18:31] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293279632094920734/MCBRIDGE_animation.gif?ex=6706cc04&is=67057a84&hm=23a9aad155f456d2517097f254d89522b76814bc7242063ac4999a184f1d31af&
[18:38] <grogbot> [discord] <shdon> VGA palette registers had a maximum value of 0x3F, so it's not that surprising.
[18:45] <grogbot> [discord] <ogarvey> That makes more sense then, feel like that's something I should have remembered 🤦 B
[18:58] <grogbot> [discord] <eientei> Nabbed this from Mobygames, definitely seeing some differences in the palette.
[18:58] <grogbot> [discord] <eientei> from mobygames screenshot -> your 2nd image
[18:58] <grogbot> [discord] <eientei> (0, 214, 193) -> (0, 170, 153)
[18:58] <grogbot> [discord] <eientei> (241, 177, 175) -> (113, 94, 93)
[18:58] <grogbot> [discord] <eientei> (247, 210, 190) -> (139, 132, 175)
[18:58] <grogbot> [discord] <eientei> https://cdn.discordapp.com/attachments/581224061091446795/1293286474392797206/image.png?ex=6706d263&is=670580e3&hm=3a3c3e6681bcf8aec86660477f4a2052b7d2251bd2a0740651b89ca342af0552&
[19:05] <grogbot> [discord] <ogarvey> Apart from the obvious colour mismatches, thought it might be because I was only multiplying the RGB by 3 at that point, if I up it to 4 it still doesn't quite match though, not as bright
[19:05] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293288052046823474/CLOSEUP.png?ex=6706d3db&is=6705825b&hm=40d01f42755818f8b0149a73da6894c1b37b7379e0dd47561244e84255caa9ee&
[19:06] <grogbot> [discord] <eientei> and you still have purple
[19:27] <Scummette> [scummvm] mgerhardy pushed 4 new commits to master: https://is.gd/X7DP4j
[19:27] <Scummette> scummvm/master 5e90051 mgerhardy: TWINE: unified code with original source release
[19:27] <Scummette> scummvm/master 0bd98f3 mgerhardy: TWINE: renamed method to match original sources (checkCarrier)
[19:27] <Scummette> scummvm/master 6a66b4b mgerhardy: TWINE: fixed crash in debug window if actor has no entity data (e.g. a sprite)
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[19:46] <grogbot> [discord] <ogarvey> Turns out there was some palette data at the end of the sprite file, as well as the separate palette file... With that palette, the background area at least, seems correct(ish)
[19:46] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293298441752936600/CLOSEUP.png?ex=6706dd88&is=67058c08&hm=4e9adc3f3ffa560de657a3bfe1fa055dba167aab163a90f41d4e8fc3e2a236f7&
[19:46] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/A4gQTn
[19:46] <Scummette> scummvm/master 1c9ef86 mgerhardy: TWINE: added editing of static and work flags to the debugger
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[20:01] <grogbot> [discord] <invwar> i get nightmares, not just from the wrong graphics, but also remembering playing through fable 😄
[20:16] <grogbot> [discord] <sev____> Multiplication was common in those days. Limiting the color space to 0x3f per channel was letting them to save bytes
[20:16] <grogbot> [discord] <sev____> ah, it was answered in regards of VGA
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[20:59] <grogbot> [discord] <shdon> Since it looks like these are complementary, I guess you should compose a palette by taking take the main palette first, then overwrite the sprite-specific entries?
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[21:04] <grogbot> [discord] <ogarvey> 960 colours in the 6 palettes at the end of the file, so it seems a possibility but flailing at the logic rn
[21:04] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293318229179240581/CLOSEUP_palette.png?ex=6706eff6&is=67059e76&hm=bfa3694b0839cb96dbde247e368272c9aac7f727e5894b843a9dcbb2b6e09376&
[21:05] <grogbot> [discord] <sev____> Several reasons
[21:05] <grogbot> [discord] <sev____> First of all, historically, we were OK with adopting ANY game built on an engine that is supported
[21:06] <grogbot> [discord] <sev____> this way, we had arcades and platformers in SCUMM engine, and now strategy (Moonbase Commander)
[21:06] <grogbot> [discord] <sev____> but the first bigger one was Lands of Lore of Kyra engine
[21:06] <grogbot> [discord] <sev____> later it was followed by Eye of Beholder on the same engine
[21:07] <grogbot> [discord] <sev____> so, in time, we happened to already have a substantial set of RPGs
[21:07] <grogbot> [discord] <ogarvey> Offsets to image chunks start at 0x16, offsets to palettes start at 0x1C107 if anyone is interested enough to take a look
[21:07] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293318807687004210/CLOSEUP.SPR?ex=6706f080&is=67059f00&hm=dd4265dbe167838ed0a275e71b4a4f15194357c567cae64e9fd470f95f8c0e12&
[21:07] <grogbot> [discord] <sev____> e.g. the foot was in the door
[21:07] <grogbot> [discord] <sev____> and in time, we just ended up with no low hanging fruits for Adventure engines.
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[21:07] <grogbot> [discord] <sev____> low haging frut = script-based, e.g. not hardcoded and popular
[21:08] <grogbot> [discord] <sev____> this is why we even started to add some bizarre niche titles
[21:08] <grogbot> [discord] <sev____> and finally, the key developers had interest in RPGs, they naturally wanted to switch to those
[21:08] <grogbot> [discord] <sev____> Might & Magic was our first pure RPG engine
[21:09] <grogbot> [discord] <shdon> I'll give it a try
[21:09] <grogbot> [discord] <sev____> then the Ultima collection
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[21:10] <grogbot> [discord] <sev____> then, SAGA2 which I had sources for over a decade, but it was out of scope. SAGA2 = Faery Tale Adventure, and SAGA = Inherit the Earth, I Have no Mouth and yet-unsupported Dinotopia
[21:10] <grogbot> [discord] <sev____> then, SAGA2 which I had sources for over a decade, but it was out of scope. SAGA2 = Faery Tale Adventure, and SAGA = Inherit the Earth, I Have no Mouth and yet-unsupported Dinotopia in SAGA2 (edited)
[21:11] <grogbot> [discord] <sev____> e.g. the engine core is the same as with SAGA, but then enhanced severely with RPG-related entities
[21:13] <grogbot> [discord] <codengine_de> I see, so firstly it was to use synergies for non-adventures that use the same engine, secondly to attract devs/be attractive to devs and lastly (I guess) to use the ScummVM ecosystem (all that boilerplate that nobody wants to do).
[21:13] <grogbot> [discord] <sev____> in the meantime, we also enhanced our Adventures scope
[21:14] <grogbot> [discord] <sev____> text adventures, FMVs
[21:14] <grogbot> [discord] <sev____> and of course, merger of ResidualVM, but that had yet another reason
[21:14] <grogbot> [discord] <sev____> and of course, merger of ResidualVM for 2.5d and 3d adventures, but that had yet another reason (edited)
[21:15] <grogbot> [discord] <sev____> btw
[21:16] <grogbot> [discord] <codengine_de> has there ever been a discussion if a spin-off for example made sense? I can imagine that adventure-, rpg- and other genre-games share some similarities only so far
[21:16] <grogbot> [discord] <sev____> do you know that ScummVM supports Tetris?
[21:16] <grogbot> [discord] <codengine_de> 😮
[21:16] <grogbot> [discord] <codengine_de> that sounds like an easter egg 😄
[21:16] <grogbot> [discord] <sev____> nope
[21:16] <grogbot> [discord] <sev____> Fanmade AGI Tetris
[21:17] <grogbot> [discord] <codengine_de> 😄
[21:17] <grogbot> [discord] <sev____> https://cdn.discordapp.com/attachments/581224061091446795/1293321393873752135/Screenshot_2024-10-08_at_23.17.21.png?ex=6706f2e9&is=6705a169&hm=f49ef3ca6880d22c02bdb3f1bdbfb087b8d786ed4da2bc416d05baf15a742755&
[21:17] <grogbot> [discord] <codengine_de> nice
[21:17] <grogbot> [discord] <codengine_de> Buuuuuuut now comes the real question: Can it run Doom? If the answer is no, why not? 😄
[21:18] <grogbot> [discord] <sev____> Yes, and moreover, we _had_ at least one spin-off
[21:18] <grogbot> [discord] <ogarvey> Reminds me a little of the CD-i version with the background
[21:18] <grogbot> [discord] <sev____> we had a fork called `scummvm-misc`
[21:18] <grogbot> [discord] <sev____> which contained out-of-place engines
[21:18] <grogbot> [discord] <sev____> the problem is not about forking
[21:18] <grogbot> [discord] <sev____> forking is EASY
[21:18] <grogbot> [discord] <sev____> https://cdn.discordapp.com/attachments/581224061091446795/1293321763744387192/Screenshot_2024-10-08_at_23.18.52.png?ex=6706f341&is=6705a1c1&hm=63ed0276a72e778a7646ca580436b9b3f3e3dd243469eb76d8c2105732dcccd7&
[21:19] <grogbot> [discord] <sev____> the releases is tough
[21:19] <grogbot> [discord] <sev____> development is tough
[21:19] <grogbot> [discord] <sev____> each engine is months-years
[21:19] <grogbot> [discord] <sev____> and the synergy of the devteam helps with development _a_lot_
[21:19] <grogbot> [discord] <sev____> if you fork, you have to assemble that from the scratch
[21:20] <grogbot> [discord] <sev____> clone2727 tried 😂
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[21:25] <grogbot> [discord] <sev____> and here we have a Doom modder. Welcome, @kevansevans
[21:25] <grogbot> [discord] <kevansevans> oh no I've been recognized
[21:26] <grogbot> [discord] <kevansevans> Trying to find the right channel to ask a question
[21:27] <grogbot> [discord] <sev____> if it is ScummVM-related, go ahead here. If development, there is #development
[21:27] <grogbot> [discord] <sev____> and then you go into a rabbit hole of some engines/ports
[21:28] <grogbot> [discord] <kevansevans> I'm looking for info on ripping assets from IHNMAIMS. I want to use some sprites from it, but I can't find much documentation on the formats. Wondering if someone here who's knowledgable on ScumVM might be able to help me out
[21:28] <grogbot> [discord] <kevansevans> I'm looking for info on ripping assets from IHNMAIMS. I want to use some sprites from it, but I can't find much documentation on the formats. Wondering if someone here who's knowledgable on ScummVM might be able to help me out (edited)
[21:28] <grogbot> [discord] <sev____> there are no generic rippers, though there were old ones from the reinherit project
[21:28] <grogbot> [discord] <sev____> your best bet is to hack it out from the engine sources
[21:29] <grogbot> [discord] <kevansevans> That's what I just came from, not too great at reading other people'
[21:29] <grogbot> [discord] <kevansevans> That's what I just came from, not too great at reading other people's code (edited)
[21:29] <grogbot> [discord] <sev____> the animations there are in form of delta frames
[21:29] <grogbot> [discord] <kevansevans> ew
[21:29] <grogbot> [discord] <kevansevans> well makes sense for the era
[21:30] <grogbot> [discord] <sev____> this could help to at least some extent: <https://wiki.scummvm.org/index.php?title=SAGA/Datafiles>
[21:31] <grogbot> [discord] <kevansevans> oh where has this been when I was searching the wiki
[21:31] <grogbot> [discord] <kevansevans> thank you! I think I can work at it from here
[21:31] <grogbot> [discord] <sev____> but it is from early, pre-complete engine times, e.g. preliminary research, so there are some things marked as "unknown", while they are well-known one
[21:32] <grogbot> [discord] <sev____> you will be able to find it in the sources. Feel free to ask me or @.bluegr about the guidance
[21:32] <grogbot> [discord] <sev____> also, some translation groups developed their extractors
[21:33] <grogbot> [discord] <sev____> let me see if I have some
[21:33] <grogbot> [discord] <sev____> why do you want to extract those resources?
[21:33] <grogbot> [discord] <kevansevans> I want to use some of the sprites in a current project
[21:33] <grogbot> [discord] <kevansevans> Specifically AM
[21:34] <grogbot> [discord] <bluegr> Do note that game resources are copyrighted. You are not permitted to use resources in your project
[21:34] <grogbot> [discord] <sev____> indeed
[21:35] <grogbot> [discord] <invwar> https://www.youtube.com/watch?v=Ccs7US8HeZI
[21:35] <grogbot> [discord] <invwar> this resi could be a potential contender
[21:39] <grogbot> [discord] <sev____> What do you mean?
[21:40] <grogbot> [discord] <invwar> because it is more rpg as usual resident evils
[21:41] <grogbot> [discord] <sev____> @kevansevans here is the ITE browser: <https://web.archive.org/web/20031204025736/http://sourceforge.net/project/showfiles.php?group_id=28223>
[21:41] <grogbot> [discord] <eientei> I believe they're saying the GBC game Resident Evil: Gaiden might be a good inclusion in ScummVM
[21:41] <grogbot> [discord] <eientei> <https://en.wikipedia.org/wiki/Resident_Evil_Gaiden>
[21:41] <grogbot> [discord] <sev____> I see something that looks like a NES game
[21:41] <grogbot> [discord] <sev____> ah, GBC even
[21:41] <grogbot> [discord] <invwar> fighting like in undertale
[21:41] <grogbot> [discord] <kevansevans> Doesn't look like wayback archived the downloads
[21:41] <grogbot> [discord] <sev____> why not run in an emulator?
[21:42] <grogbot> [discord] <sev____> https://cdn.discordapp.com/attachments/581224061091446795/1293327757035569163/itebrowse-981a.zip?ex=6706f8d6&is=6705a756&hm=6f9be43059c9a97c65d70441c9a18cac31d21e6fb80b79f37a426b3f219baf49&
[21:42] <grogbot> [discord] <sev____> https://cdn.discordapp.com/attachments/581224061091446795/1293327757442551829/itebrowse-991-rite.zip?ex=6706f8d6&is=6705a756&hm=d32ace7668142d27d0498888c0f6467f24d0e42898b552192e01ce5b2594449e&
[21:42] <grogbot> [discord] <sev____> @kevansevans here they are
[21:42] <grogbot> [discord] <kevansevans> ah thanks
[21:43] <grogbot> [discord] <kevansevans> Was hoping not to write my own
[21:43] <grogbot> [discord] <sev____> Freshly downloaded in 2004
[21:43] <grogbot> [discord] <sev____> I have their repo as well
[21:43] <grogbot> [discord] <invwar> just joking
[21:43] <grogbot> [discord] <kevansevans> Nice!
[21:44] <grogbot> [discord] <invwar> i think i emulated it once even, very strange game, but not a big resi fan anyway
[21:45] <grogbot> [discord] <kevansevans> Windows is having none of it and won't let me run the .exe, might need to check out that repo
[21:47] <grogbot> [discord] <sev____> oh, if you were trying to run it on modern Windows, you make me laugh
[21:47] <grogbot> [discord] <sev____> try XP in a VM
[21:47] <grogbot> [discord] <ogarvey> Works fine here lol
[21:48] <grogbot> [discord] <ogarvey> HDR washed the colours out a little
[21:48] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293329206289104936/fG598uX25X.jpg?ex=6706fa2f&is=6705a8af&hm=0a98fec07447dd8d36e46cf2c8d0f1916e92979442f8fa19187d5662accf2766&
[21:48] <grogbot> [discord] <kevansevans> I can't remember if I have a xp vm set up, heck
[21:49] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/g9aoWX
[21:49] <Scummette> scummvm/master 8751b6d mgerhardy: TWINE: added palette menu entries to the debugger
[21:50] <grogbot> [discord] <kevansevans> well gotta yar har me some windows, wish me luck I guess
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[21:55] <grogbot> [discord] <ogarvey> Knocked together a quick C# script if that's any use to you? Hard to verify the output tbh
[21:55] <grogbot> [discord] <kevansevans> oh?
[21:55] <grogbot> [discord] <kevansevans> Much appreciated!
[21:56] <grogbot> [discord] <ogarvey> ```csharp
[21:56] <grogbot> [discord] <ogarvey> var resFile = @"C:\Program Files (x86)\Steam\steamapps\common\IHNMAIMS\SCREAM.RES";
[21:56] <grogbot> [discord] <ogarvey> var resBytes = File.ReadAllBytes(resFile);
[21:56] <grogbot> [discord] <ogarvey> // Last 8 bytes contain start of offset table, and offset entry count - each entry is 8 bytes with 4 bytes for offset, and 4 bytes for length
[21:56] <grogbot> [discord] <ogarvey> var offsetTableStart = BitConverter.ToUInt32(resBytes.Skip(resBytes.Length - 8).Take(4).ToArray(), 0);
[21:56] <grogbot> [discord] <ogarvey> var offsetEntryCount = BitConverter.ToUInt32(resBytes.Skip(resBytes.Length - 4).Take(4).ToArray(), 0);
[21:56] <grogbot> [discord] <ogarvey> Console.WriteLine($"Offset Table Start: {offsetTableStart:X8}");
[21:56] <grogbot> [discord] <ogarvey> Console.WriteLine($"Offset Entry Count: {offsetEntryCount}");
[21:56] <grogbot> [discord] <ogarvey> var offsetTable = new List<(uint, uint)>();
[21:56] <grogbot> [discord] <ogarvey> for (int i = 0; i < offsetEntryCount; i++)
[21:56] <grogbot> [discord] <ogarvey> {
[21:56] <grogbot> [discord] <ogarvey> var offset = BitConverter.ToUInt32(resBytes.Skip((int)offsetTableStart + (i * 8)).Take(4).ToArray(), 0);
[21:57] <grogbot> [discord] <ogarvey> var length = BitConverter.ToUInt32(resBytes.Skip((int)offsetTableStart + (i * 8) + 4).Take(4).ToArray(), 0);
[21:57] <grogbot> [discord] <ogarvey> offsetTable.Add((offset, length));
[21:57] <grogbot> [discord] <ogarvey> }
[21:57] <grogbot> [discord] <ogarvey> var outputFolder = Path.Combine(Path.GetDirectoryName(resFile), "output");
[21:57] <grogbot> [discord] <ogarvey> Directory.CreateDirectory(outputFolder);
[21:57] <grogbot> [discord] <ogarvey> for (int i = 0; i < offsetTable.Count; i++)
[21:57] <grogbot> [discord] <ogarvey> {
[21:57] <grogbot> [discord] <ogarvey> var (offset, length) = offsetTable[i];
[21:57] <grogbot> [discord] <ogarvey> var data = resBytes.Skip((int)offset).Take((int)length).ToArray();
[21:57] <grogbot> [discord] <ogarvey> File.WriteAllBytes(Path.Combine(outputFolder, $"{i}.bin"), data);
[21:57] <grogbot> [discord] <ogarvey> }
[21:57] <grogbot> [discord] <ogarvey> ```
[21:57] <grogbot> [discord] <ogarvey> If you change the path, it should stick everything from SCREAM.RES, or another file if you use that in an "output" folder
[21:57] <grogbot> [discord] <kevansevans> oh it just extracts the raw bytes from it. That's actually as far as I got on my end
[21:57] <grogbot> [discord] <ogarvey> Ah, yeah not looked at the converting bit yet, it was on my list though
[21:57] <grogbot> [discord] <kevansevans> I was already working on one in Haxe, and the conversion bit is where I'm stuck at
[21:58] <grogbot> [discord] <shdon> Have you got that base palette somewhere too?
[21:58] <grogbot> [discord] <ogarvey> Replied to the DM 🙂
[22:01] <grogbot> [discord] <shdon> https://cdn.discordapp.com/attachments/581224061091446795/1293332586785017866/image.png?ex=6706fd55&is=6705abd5&hm=6118cf9f8c9eb997399dbaf9b98eae9a5a6d802900dbd058bb728ba5048ba1eb&
[22:02] <grogbot> [discord] <ogarvey> How lol?
[22:03] <grogbot> [discord] <shdon> First I loaded the base palette, then, as the sprite palettes are 160 RGB-triplets, I tried overwriting the lasst 160 palette entries (96..255) with the (first) sprite palette. That ended up giving this result.
[22:08] <grogbot> [discord] <ogarvey> Brilliant, thnk you very much 🙂
[22:09] <grogbot> [discord] <ogarvey> Brilliant, thank you very much 🙂 (edited)
[22:14] <grogbot> [discord] <ogarvey> Hopefully that RLE info sheds some light on that part, once I've sorted Fable extraction out thanks to shdon's input, I'll probably look at IHNMAIMS again now I've been able to extract the res file
[22:14] <grogbot> [discord] <ogarvey> Unless they use format 3 D:
[22:14] <grogbot> [discord] <kevansevans> RLE isn't too difficult, it's just the trial and error figuring out which chunk of data is which
[22:15] <grogbot> [discord] <ogarvey> It's the lookback ones I struggle with, thanks to messing with CD-i I got my head round the basic sort
[22:16] <grogbot> [discord] <shdon> First I loaded the base palette, then, as the sprite palettes are 160 RGB-triplets, I tried overwriting the last 160 palette entries (96..255) with the (first) sprite palette. That ended up giving this result. (edited)
[22:20] <grogbot> [discord] <sev____> @kevansevans oh, if you want just to extract RES, look no furhter than `scummvm-tools`
[22:20] <grogbot> [discord] <sev____> I thought you need a converter to the conventional formats
[22:21] <grogbot> [discord] <ogarvey> It was conversion, I thought it was just extraction
[22:21] <grogbot> [discord] <kevansevans> well converting them into .png's would be great
[22:21] <grogbot> [discord] <kevansevans> that I can probably figure out myself if I can reliably get the assets out
[22:22] <grogbot> [discord] <kevansevans> and no extract for saga
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