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QfG2 Pic:340
All four palette variants. I'm not actually sure if Pal:4 is actually used, but does look pretty neat!
I'm still working on adding full support for SCI01/QfG2 but here is another example of a scene using all four alternative palettes.
Shapeir:
Pal 0: Day
Pal 1: Night
Raseir:
Pal 2: Day
Pal 3: Night
It's an amazing use of EGA palette swapping and is used extensively in QfG2.
So, next, let's look at what I think dedithering algorithm in ScummVM these days; mixing the two colors of the EGA tuple into a new color and filling that. Then upscaling the entire buffer:
left: de-dithered NN
top-right: de-dithered epx 3x
bottom-right: de-dithered xbr3
@MobyGamer got some spare time to work through some rendering ideas. And while this renderer is still not "feature complete", here are some experiments and examples of what I'm trying to explore
left: direct render
top-right: dithered epx 3x
bottom-right: dithered xbr3
Full render of Room #044. Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.
2,369 bytes (12.8∶1)
#CodenameICEMAN #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming #EGA
Full render of Room #042. Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.
2,002 bytes (15.2∶1)
#CodenameICEMAN #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming #EGA
Full render of Room #041. Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.
2,975 bytes (10.2∶1)
#CodenameICEMAN #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming #EGA
Full render of Room #038. Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.
4,718 bytes (6.4∶1)
#CodenameICEMAN #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming #EGA
Full render of Room #036. Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.
6,611 bytes (4.6∶1)
#CodenameICEMAN #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming #EGA