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Thanks ;) The "next several months" was probably even being optimistic. Most likely I won't do more on it ever. Might release the source sometime, though (although it won't be for the next month, since I'm leaving), if Ben or someone else w... [Read More]
Ssssh, don't tell anyone, but there's also a SCUMM Revisited 5 pre-release build 130 here: http://scummrev.mixnmojo.com/SCUMMRev5_Build130.zip Since I'm not going to be able to work on it for the next several months, might as well release what's do... [Read More]
Reading the file supplied with scummvm, which tells you to read it - it tends to help ;) Anyway, while some of the older games when played by themselves use F1, SCUMMVM always uses F5 - Serge... [Read More]
Yes, it's a background image codec, as I mentioned: Originally posted by Serge I'm not at all sure about this, since I haven't actually added (or looked into) codec layer 16 to the probably-never-to-be-released SCUMMRev 5, but I do know this, from... [Read More]
Yeah, that's still the wrong order - don't know if I misinterpreted you in the previous post or not... You need to read the bits right to left (which is also simpler), so (I'm not C-literate, there may be errors inhere): BYTE readBits(int count) {... [Read More]
Well, did my length posts help anything? Since I'll gladly help more, if needed. May not be the best explanation in the world, I gave. - Serge... [Read More]
In more simple terms, you just read the bitstream byte by byte, and fetch the bits with the least significant bit first, so in the above example you should get the bits in the following order: 1110 1010 0101 0101 (1 2 3 4 5 6 7 8 9 10 11 12 13 14 1... [Read More]
Originally posted by checkmate <snip> The implementation I wrote (which doesn't work) reads bits in this order ("1" is the least-significant bit): Byte 1: 8 7 6 5 4 3 2 1 Byte 2: 16 15 14 13 12 11 10 9 ...etc... Yes, that would be... [Read More]
I'm not at all sure about this, since I haven't actually added (or looked into) codec layer 16 to the probably-never-to-be-released SCUMMRev 5, but I do know this, from looking at your code: Layer 16 is similar to MMucus layer 0x40-0x44. Looking qui... [Read More]
Also, SCUMMRev 2 actually used to crash the IDE whenever you compiled it. Oh yes, those were the days. The last 10 or so versions of it were compiled in the command line compiler. The source is the worst I've ever - not only written - but also seen.... [Read More]
Ender: as bg said, you already are. :) The next thingy was SCUMMRev 5, which may come out or not. Far from done, though, and probably never will be. At least, while it's christmas and exam time, it's sleeping. - Serge... [Read More]
Damn. Didn't really hope that someone would agree with me on the helpfile issue. Oh well ;) I guess a helpfile (more normal user oriented) for the next thingy would be quite necessary judging from this forum. - Serge... [Read More]
That helpfile sucks. It's misguiding, poorly written, and outdated even for the outdated program it accompanies. :) But be grateful. Next time it won't even be there, hopefully - Serge... [Read More]
Oh, the format used for EMI voices is quite the same (the WVC files, not the AIFF ones ;)), although it's just a compressed RIFF WAVE file, rather than a compressed iMUSE digital file. So, could add support for EMI output too. Next year. - Serge... [Read More]
No reply? Good then, I take that to mean noone's downloaded it. The version I posted yesterday had a bug, which meant that though the output files would play fine in SCUMMRev, Grim Fandango would ignore them. So, putting up a new version now, which c... [Read More]
More on that issue... IF we're talking GF .IMC, it's NOT 12 bit, as Ben suggested, but rather a variable bit rate compression scheme. More on that in the readme.txt also. Tomas, please add it to LucasHacks! if you feel like it, don't intend to keep... [Read More]
Or maybe it would... I hope you DO mean .IMC (as used in Grim Fandango - I don't have XWA) and not .IMX (as used in CMI) Actually, wrote a compressor for .IMC over the past two days. It takes any amount of 16 bit wave files and converts them to .IM... [Read More]
I would do it for free if I had the time, obviously. Right now, lots of exams, and a different SCUMM-related project, so... Not much time. Won't be before christmas, at the very least. - Serge... [Read More]
If we get to talk sometime, bg, I can give you the properly written code - non-assembly. :) And in "THE NEW WW CODING STANDARD" - without nasty user interface mixed completely into the non-platform-specific code :) But then... I guess by n... [Read More]
No need to rush... Just need some input on "The Final Confrontation". I can't be online on weekends (university net access), but might get access from home sooner or later... - Jimmi... [Read More]
Well, I guess you aren't, but I need you to check out the progress on the new project - preferably at a time when we're both online - so email me. Soon. Or I'll have you caught and executed. :mad: :) - Jimmi... [Read More]
That too, yes, khalek... Which would be better than the specs I made 2 years ago. And which also reminds me to bow down in awe of the fantastic dedication of the ScummVM team :) Too bad that it's already NECESSARY to do a GrimE engine port. Not just... [Read More]