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Showing content with the highest reputation on 07/30/23 in all areas

  1. Hi folks. A few weeks ago I started working on a spare time project: a complete collection of all the background art from every LucasArts adventure game (Maniac thru EMI), in palettized PNG format and in its original resolution and aspect ratio. My ultimate goal is to upload this to archive.org, but since they don't seem to support editing the actual data contents of collections once you've uploaded them, I want to make sure I get things right before I do so. So I thought I'd present my work so far to some adventure game experts. Here's a dump of the data on my personal website - as the page says, please do not link this page anywhere; I do not intend to host these files indefinitely and intend to take them down once the collection is completed and uploaded: [link redacted for now] The presentation on that page is also temp, it's just the quickest easiest way I found to provide access to all the data. I'll let the draft readme on that page speak for itself - see the sections on "presentation of the work". To be very clear, these aren't raw dumps from a ripping program, though ripped data was the starting point for most of the images, I've edited these images (some quite extensively, eg the runtime-generated maze rooms in some games) to get them as close to how they look in-game as possible, minus most of the characters, obviously - the idea is to foreground and celebrate the art, and the artists who created it. Stuff I'm looking for feedback on: Any artist credits I missed or got wrong in the draft readme. Any glitches in the images, ie places where I didn't patch in an object correctly, something is missing, etc. Anything I missed? ie entire rooms I forgot, etc. In the interests of not flooding the collection hundreds of very similar images, I didn't include every maze room as those are cobbled together from pieces, but I tried to represent most or all of said pieces in a smaller number of "iconic" room images. Filenames - my naming convention was arbitrary and probably inconsistent in several places. Also I may have simply gotten the name or purpose of a room wrong. I didn't replay all these games while working on this, but I did jump in and out of ScummVM a ton to check my work. I will probably rename all the files to move from snake_case to regular human filenames with capitalization and spaces. Any quality improvement suggestions, eg better versions of the existing images. Stuff I can't figure out: How to get accurate palette shifts for the rooms in Zak FM Towns that use them, eg the jungle mazes, the Blue Crystal / Yellow Crystal / Mars Ankh / Mars Teleporter room, and the Egypt / Mars sarcophagus rooms. These rooms were all authored in one palette each, with SCUMM code (RoomColor?) setting the palette shift appropriately for each variation. But I can't figure out how to get those shifted palettes and map the images to them. It was easy to do this with Zak C64 and EGA because it's only 16 colors and it was trivial to just eyeball em... not so much with several different arbitrary 256 color palettes.
    3 points
  2. 👕 I beat #MojoleXtreme #495 and all I got was this stupid t-shirt. 1/6 💚💚💚💚💚💚 https://funzone.mixnmojo.com/Mojole/
    1 point
  3. ... and that she still had his picture on the wall.
    1 point
  4. This scene in MI2 makes more sense now.
    1 point
  5. I should add these for Mega Monkey mode...
    1 point
  6. DREAMM 2.1b10 is now up: https://aarongiles.com/dreamm/beta New in 2.1b10 ============= * Upgraders now work from the command line as well * Added status messages to upgradeable games with links to the updaters * Fixed extra scrollbar in Yoda Stories/Indy Desktop dialogs * Fixed broken Load Game configuration option in GOG Infernal Machine * Fixed width of overlay and protection helper messages * Fixed missing icon in some Infernal Machine dialogs * x87 emulator now honors single-precision configuration
    1 point
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