WIP: ScummVM-Lite Atari

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Re: WIP: ScummVM-Lite Atari

Post by MiggyMog »

Awesome work! I need to check these out some time. As you have added all the alt hardware for playing sound, have you considered also adding support for sample playback cartridge / replay too? I have playback cart kicking about. The disk images with source are on atarimania. I did also wonder if the higher colour graphics could be downgraded to 2x16 frames with their own palettes as per photochrome 6/AGT. I guess it is heavier on memory but probably not so much on CPU compared to using mid screen palette switching. That chap who wrote to ST format suggesting that MI2 was possible back in the day will be most pleased with this I imagine!
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Re: WIP: ScummVM-Lite Atari

Post by Anima »

Nice work! Thanks. :cheers:

Mind to post the palette you're using for the 16 colours display? The colors look really good.
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

Anima wrote: Thu Jul 02, 2020 7:35 am Nice work! Thanks. :cheers:

Mind to post the palette you're using for the 16 colours display? The colors look really good.
Thanks!

Yep, these are the colors for Indy4:
MAKE_PC_COLOR(8,8,8),
MAKE_PC_COLOR(64,32,0),
MAKE_PC_COLOR(96,64,64),
MAKE_PC_COLOR(160,128,128),
MAKE_PC_COLOR(192,160,128),
MAKE_PC_COLOR(96,0,0),
MAKE_PC_COLOR(224,224,128),
MAKE_PC_COLOR(128,128,128),
MAKE_PC_COLOR(224,224,224),
MAKE_PC_COLOR(32,32,32),
MAKE_PC_COLOR(64,96,64),
MAKE_PC_COLOR(192,192,160),
MAKE_PC_COLOR(32,32,64),
MAKE_PC_COLOR(64,64,96),
MAKE_PC_COLOR(96,96,28),
MAKE_PC_COLOR(192,192,224)

And for Monkey2/Dott:
MAKE_PC_COLOR(20,12,28),
MAKE_PC_COLOR(68,36,52),
MAKE_PC_COLOR(48,52,109),
MAKE_PC_COLOR(78,74,78),
MAKE_PC_COLOR(133,76,48),
MAKE_PC_COLOR(52,101,36),
MAKE_PC_COLOR(208,70,72),
MAKE_PC_COLOR(117,113,97),
MAKE_PC_COLOR(89,125,206),
MAKE_PC_COLOR(210,125,44),
MAKE_PC_COLOR(133,149,161),
MAKE_PC_COLOR(109,170,44),
MAKE_PC_COLOR(210,170,153),
MAKE_PC_COLOR(109,194,202),
MAKE_PC_COLOR(218,212,94),
MAKE_PC_COLOR(222,238,214)

These tables are used for colormatching the original data, and to build the lower resolution ST palette by ignoring the low bits.

I used the same table as Monkey2/Dott for the OpenDune 16color stuff.
It's basically the Dawnbringer 16color palette and it works with almost everything :)
https://lospec.com/palette-list/dawnbringer-16
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Re: WIP: ScummVM-Lite Atari

Post by Anima »

agranlund wrote: Thu Jul 02, 2020 12:00 pmIt's basically the Dawnbringer 16color palette and it works with almost everything :)
https://lospec.com/palette-list/dawnbringer-16
I have to agree: viewtopic.php?p=318643#p318643

:D
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

Anima wrote: Thu Jul 02, 2020 2:18 pm
agranlund wrote: Thu Jul 02, 2020 12:00 pmIt's basically the Dawnbringer 16color palette and it works with almost everything :)
https://lospec.com/palette-list/dawnbringer-16
I have to agree: viewtopic.php?p=318643#p318643

:D
The guy who made it deserves a medal :D
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

Added Monkey Island 1 to latest version.
https://www.youtube.com/watch?v=RF6ZybFUyRo


Only CD-ROM version or data extracted from Special Edition are supported.

In practice, you really only want to play the Ultimate Talkie Edition, generated from Special Edition, since the normal CD-ROM version will be completely silent.
(As well as speech, that Ultimate Talkie Builder patches in midi music which the normal cd-rom version lack)

Floppy versions of this game rely on older scumm interpreters and it's not really worth the effort adding these since all those older games already exist for the Atari. I felt it was worth it for the talkie edition though, especially since it's using the same interpreter version as Monkey2 and Indy4.

This game exhibit some obvious graphical glitches on the title screen. This is actually really good since they exist in the other games as well but now I have a quick way to repro it and get it fixed. Same with the color issue on the verbs after the first intermission.
Perhaps the colors need tweaking to fit the darker setting.
I haven't tested it much so perhaps consider the support for this game a bit experimental.

http://www.happydaze.se/scummvm-lite-atari/

Ultimate Talkie Builder:
http://www.gratissaugen.de/ultimatetalkies/
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Re: WIP: ScummVM-Lite Atari

Post by crashman »

First thing first,
Congrats on your work.
Amazing!

I would ask...
Is Loom “talkie” also possible with your work?
It could be amazing with midi support...
Thanks for all!
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Re: WIP: ScummVM-Lite Atari

Post by Anima »

agranlund wrote: Thu Jul 02, 2020 8:53 pmThe guy who made it deserves a medal :D
For sure.

Have you considered using some kind of dithering for the graphics as the Dawnbringer image already suggest?
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

Anima wrote: Fri Jul 03, 2020 7:49 am
agranlund wrote: Thu Jul 02, 2020 8:53 pmThe guy who made it deserves a medal :D
For sure.

Have you considered using some kind of dithering for the graphics as the Dawnbringer image already suggest?
Yes I really want to get that going for the backgrounds and I am thinking this will be one of the next larger improvements.
I need to leave the sprites alone for performance reasons but it wouldn't introduce any runtime costs for the backgrounds.
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Re: WIP: ScummVM-Lite Atari

Post by Hempsa »

agranlund wrote: Thu Jul 02, 2020 11:06 pm Added Monkey Island 1 to latest version.
https://www.youtube.com/watch?v=RF6ZybFUyRo


Only CD-ROM version or data extracted from Special Edition are supported.

In practice, you really only want to play the Ultimate Talkie Edition, generated from Special Edition, since the normal CD-ROM version will be completely silent.
(As well as speech, that Ultimate Talkie Builder patches in midi music which the normal cd-rom version lack)

Floppy versions of this game rely on older scumm interpreters and it's not really worth the effort adding these since all those older games already exist for the Atari. I felt it was worth it for the talkie edition though, especially since it's using the same interpreter version as Monkey2 and Indy4.

This game exhibit some obvious graphical glitches on the title screen. This is actually really good since they exist in the other games as well but now I have a quick way to repro it and get it fixed. Same with the color issue on the verbs after the first intermission.
Perhaps the colors need tweaking to fit the darker setting.
I haven't tested it much so perhaps consider the support for this game a bit experimental.

http://www.happydaze.se/scummvm-lite-atari/

Ultimate Talkie Builder:
http://www.gratissaugen.de/ultimatetalkies/
Great, internal 1gb harddisk of MegaSTe is getting full :lol:
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

MiggyMog wrote: Wed Jul 01, 2020 10:52 pm Awesome work! I need to check these out some time. As you have added all the alt hardware for playing sound, have you considered also adding support for sample playback cartridge / replay too? I have playback cart kicking about. The disk images with source are on atarimania. I did also wonder if the higher colour graphics could be downgraded to 2x16 frames with their own palettes as per photochrome 6/AGT. I guess it is heavier on memory but probably not so much on CPU compared to using mid screen palette switching. That chap who wrote to ST format suggesting that MI2 was possible back in the day will be most pleased with this I imagine!
Nice, I'll see if I can get hold of that source so I can check how those carts need the data served :)
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

Anima wrote: Fri Jul 03, 2020 7:49 am Have you considered using some kind of dithering for the graphics as the Dawnbringer image already suggest?
Early tests, but I think this can be good with some more work and a bit of tweaking of the dither threshold.
Probably on a per-game basis (DOTT looks better undithered, or at least with a very high threshold for it, while Monkey1 benefits quite a bit from it)
mi2ad2.png
mi2ad0.png
mi2bd2.png
mi2bd0.png
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Re: WIP: ScummVM-Lite Atari

Post by EvilFranky »

Ahh well done mate!

Puts my attempts to shame :mrgreen:
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Re: WIP: ScummVM-Lite Atari

Post by Anima »

Thanks for the tests.

Finding a good dither mix is really hard. I would recommend to mix colors where the luminance difference is low. However, dithering with colors of the same hue might be more accepted than others.

Do you have the original colored images as well, just for testing purposes?
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Re: WIP: ScummVM-Lite Atari

Post by EvilFranky »

Anima, hope these help mate.
marleyman.png
hotel.png
costume.png
cemetery.png
campfire.png
boat.png
bar.png
woodstick.png
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Re: WIP: ScummVM-Lite Atari

Post by Anima »

EvilFranky wrote: Sat Jul 04, 2020 1:45 am Anima, hope these help mate.
Yeah. Thanks. :cheers:
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

Anima wrote: Fri Jul 03, 2020 10:19 pm Thanks for the tests.
Finding a good dither mix is really hard. I would recommend to mix colors where the luminance difference is low. However, dithering with colors of the same hue might be more accepted than others.
Do you have the original colored images as well, just for testing purposes?
I think I've ended up with something I like.
This is incredibly simplistic stuff, and I'm sure there are much more "correct" ways of doing it - there usually is.
I do like fast and simple though, that installer process is quite long as it is :)
m1d1.png
m1d0.png
m2d1.png
m2d0.png
mi3d1.png
mi3d0.png
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Re: WIP: ScummVM-Lite Atari

Post by EvilFranky »

Excellent! Imagine how good it'd look through a CRT with scanlines!
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

EvilFranky wrote: Sat Jul 04, 2020 9:16 pm Excellent! Imagine how good it'd look through a CRT with scanlines!
Yeah everything looks better on a CRT :)

Actually a bit surprised I like the dithering.. I usually just get horrible flashbacks from Sierras over-the-top EGA dithering :lol:
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Re: WIP: ScummVM-Lite Atari

Post by Anima »

Great result. The torchlight reflections on the walls are now smoother and the palm trees also look more detailed.

Well, I think it is correct when you‘re happy with the result. ;)
Last edited by Anima on Sun Jul 05, 2020 7:38 am, edited 1 time in total.
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Re: WIP: ScummVM-Lite Atari

Post by Anima »

agranlund wrote: Sat Jul 04, 2020 9:24 pm
EvilFranky wrote: Sat Jul 04, 2020 9:16 pm Excellent! Imagine how good it'd look through a CRT with scanlines!
Yeah everything looks better on a CRT :)
You may check this emulator then: https://mattiasgustavsson.itch.io/steem-crt
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Re: WIP: ScummVM-Lite Atari

Post by EvilFranky »

Anima wrote: Sat Jul 04, 2020 9:32 pm
agranlund wrote: Sat Jul 04, 2020 9:24 pm
EvilFranky wrote: Sat Jul 04, 2020 9:16 pm Excellent! Imagine how good it'd look through a CRT with scanlines!
Yeah everything looks better on a CRT :)
You may check this emulator then: https://mattiasgustavsson.itch.io/steem-crt
Good shout mate :cheers:
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Re: WIP: ScummVM-Lite Atari

Post by agranlund »

Anima wrote: Sat Jul 04, 2020 9:32 pm
agranlund wrote: Sat Jul 04, 2020 9:24 pm
EvilFranky wrote: Sat Jul 04, 2020 9:16 pm Excellent! Imagine how good it'd look through a CRT with scanlines!
Yeah everything looks better on a CRT :)
You may check this emulator then: https://mattiasgustavsson.itch.io/steem-crt
Thanks! I like it :)
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Re: WIP: ScummVM-Lite Atari

Post by shoggoth »

Wow, dithering improves things even further. Where was Dawnbringer when I needed it 25 years ago!
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