Full render of Room Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.

4,516 bytes (6.7∶1)

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Full render of Room Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.

3,229 bytes (9.4∶1)

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Full render of Room Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.

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Full render of Room Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.

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Full render of Room Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.

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Full renders of Room Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.

3,185 bytes (9.5∶1)

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Full renders of Room Codename: ICEMAN (1989) original artwork credited to Cheryl Loyd and Jim Larsen.

10,798 bytes (2.8∶1)

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Construction of Room Space Quest 3: The Pirates of Pestulon (1989) original artwork by and

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SCI Companion's import feature to turn bitmaps into SCI0 vector backgrounds is... not the most efficient. As bad as this looks, it's actually even worse. No offense to Phil.

I'm not gonna be the one to do so, but I feel like there must be a better way to do this.

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Construction of Room Space Quest 3: The Pirates of Pestulon (1989) original artwork by and

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Construction of Room Space Quest 3: The Pirates of Pestulon (1989) original artwork by and

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Construction of Room Space Quest 3: The Pirates of Pestulon (1989) original artwork by and

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…however! I just realized that I could actually introduce *more( dithering, by manually creating new dithering pairs for "solid" color. Solids in Sci0 are actually dithers of the same-color: blue-blue… But, you don't need to respect that! I've only used it for palette swaps:

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Construction of Room Space Quest 3: The Pirates of Pestulon (1989) original artwork by and

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It does too! SCI0 has the Control screen, where barriers are painted in white, and trigger zones in various other colors. SCI1 still supports it, but prefers to use Polygon objects, and SCI2 removes the Control screen entirely.

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Construction of Room Conquests of Camelot (1990) original artwork by Peter Ledger.

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More experiments in rendering with sub-pixel textures; the 1990 King's Quest EGA remake is *notorious* for some serious dithering. Here is a comparison between a scaled image and a sub-pixel rendering. Let me know what you think!

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Tangent: I finally got to the point where I could start experimenting with different "sub-pixel" texture techniques for a 5:6 scaler for Here are some examples of just a few ideas:

TL: Just Scale
TR: 1x1 Fine Dither
BL: Noise Dither
BR: Randomized Sub-Pixel Textures

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Construction of Room Sierra Christmas Card 1988: A Computer Christmas.

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Construction of Room Sierra Christmas Card 1988: A Computer Christmas.

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