King's Quest VI intro movie

Pikachu14 How the hell did they do that in SCI? The answer seems to lurk in those SEQ files. What are they, aside from obviously "sequences"?
Brian_Provinciano Later SCI games had the ability to show normal FMV videos from within the game. There's not too much magic to the newer SCI games. They're still pretty much the same as the older ones with higer resolution and more multimedia ability. As technology trends happened, Sierra just threw more stuff in there.
Pikachu14 Roit. I'll just do it the old-fashioned way then.

...unless your plug-in system could add FMV...
Pikachu14 Okay, next question.

In Larry 1 (VGA), in Lefty's Bar, you can get severely drunk (in my case by buying two whiskeys, holding one, drinking the other). The music started warping! Just try and explain that one, master! ;)
Brian_Provinciano I haven't inspected that in detail, will in a week when I'm working on SSVGA, but they most likely just used multiple sound resources.
Lars Skovlund
Pikachu14 wrote:

Okay, next question.

In Larry 1 (VGA), in Lefty's Bar, you can get severely drunk (in my case by buying two whiskeys, holding one, drinking the other). The music started warping! Just try and explain that one, master! ;)


SCI1 allows you to inject MIDI commands into the playing channels. I can't test it right now, but this is quite likely what it does (sending a vibrato controller command, or something like that). LSL5 uses it more obviously, in the sequence where Patti plays the synth in a studio.

Lars
Pikachu14
Lars Skovlund wrote:

SCI1 allows you to inject MIDI commands into the playing channels. I can't test it right now, but this is quite likely what it does (sending a vibrato controller command, or something like that). LSL5 uses it more obviously, in the sequence where Patti plays the synth in a studio.

Lars

And "Midi Command Injection" is (probably) the correct answer, especially with the Studio reference! It's so obvious I'm almost ashamed of myself!
Brian_Provinciano LSL1 VGA is the game I reverse engineered to create the VGA template, so when SSVGA goes into full fledge in a couple weeks, I'll make some code clips.
Pikachu14 Wait...doesn't that imply that there'll be only four directional loops? ;)
Brian_Provinciano I wrote in 9 directions (9th is not moving) for it. As I stated before, the amount of direction loops is designed in the scripts, not the interpreter. You could make 360 directions in SCI0 if you want, just modify the class scripts. Just involves some creative coding.

LSL1VGA originally had a very neat custom direction thing for still directions. If the direction is not moving, then larry looks around and stuff every so often. Just some creative coding ;)

Unline AGI, SCI isn't exactly an adventure game interpreter. It's a script interpreter, a virtual machine with graphic and sound capabilities. The entire adventure game engine is in the scripts. If you want to do a game that looks like AGI, you just need to adjust the scripts. A game that looks like SCUMM games, just adjust the scripts.

SCI is versatile, SCI is great :)
Pikachu14 Half of that looks like it's copy-pasted from older posts :D

I meant to say that since you used LSL1 as a base for the template game, Ego would have only four directions (and the neat lookin' [s]for love[/s] around thing) instead of the longly-awaited eight. In code all the time!
Brian_Provinciano The VGA template, though based off lsl1 VGA does alow eight directions just to clarify things.