The Feeble Files
Moderator: ScummVM Team
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- Posts: 98
- Joined: Sun Feb 12, 2006 12:02 pm
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- Posts: 98
- Joined: Sun Feb 12, 2006 12:02 pm
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- Posts: 98
- Joined: Sun Feb 12, 2006 12:02 pm
- eriktorbjorn
- ScummVM Developer
- Posts: 3561
- Joined: Mon Oct 31, 2005 7:39 am
The DXA encode tries a couple of different methods for compressing each frame, runs the result through zlib's general-purpose compression, and picks the one that produces the smallest amount of data.FeebleFiles1 wrote:i have again an question to the new dxa encoder, could it be possible to make the compression better? i mean is it possible to make the files again smaller, or do you use the maximum of compression?
In other words, there is no way that adding further types of compressions would ever yield a larger file. Whether or not the difference would be worthwhile... that, I do not know.
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- Joined: Fri Feb 10, 2006 6:45 am
- Location: Portugal
I have a problem here that I hope you guys can help me with. I've recompressed the smk files to dxa without any issues, as instructed in the SVM 9.0 readme. The problem is that when playing the game the cutscenes play without sound. The sound was encoded into MP3 with lame 3.96.1, same encoder I used for the voices.wav files, and those play back fine. I have checked that the individual mp3 files used to make the dxa files are ok. What could be wrong?
EDIT: Ok nevermind, my mistake. I assumed that the mp3 files outputted via encode_dxa were only transitional files embedded into the dxa files, so I did not copy them to the game folder. I just tried doing that and the sound came back fine. Cheers.
EDIT: Ok nevermind, my mistake. I assumed that the mp3 files outputted via encode_dxa were only transitional files embedded into the dxa files, so I did not copy them to the game folder. I just tried doing that and the sound came back fine. Cheers.
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- Posts: 2
- Joined: Mon Sep 11, 2006 1:32 pm
Hi I was trying to get the feeble files up and running on the latest ScummVM. I have a 2CD PC version, but it dosn't have all the files on the CD that are mentioned in the data files list. I think its quite a new 'budget' rerelease that is XP compatible (ok so I could probably install it without ScummVM on my PC, but I wanted to play it on my PSP). I am missing the files:
GAME22
save.999
TABLES*
TBLLIST
Does anyone else have this problem?
GAME22
save.999
TABLES*
TBLLIST
Does anyone else have this problem?
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- Posts: 2
- Joined: Mon Sep 11, 2006 1:32 pm
yeah, because video files are needed for the gameRoyal Biscuit wrote: ERROR: Failed to load video file winasoft.dxa or winaso~1.dxa
the original .smk files can't be used due to copyright issues, you will have to manually convert the .smk movies to .dxa - the forum has posts about that, the README should also give info
clem
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- Posts: 98
- Joined: Sun Feb 12, 2006 12:02 pm
Hello,
can someone explain me the Structur of an VGA File used in the feeble files? some files are really big and some are only very small, how is that in the game working? the sourcecode is very hard to read.
Which vga file is the game start file?
Can someone of the developers please explain me that a little bit better?
I mean the sourcecode is not so good Commented and there inst any developing help content, i mean an help file which explain how scummvm is working, that could be really useful
Regards and Thank u in advance
Sebastian
can someone explain me the Structur of an VGA File used in the feeble files? some files are really big and some are only very small, how is that in the game working? the sourcecode is very hard to read.
Which vga file is the game start file?
Can someone of the developers please explain me that a little bit better?
I mean the sourcecode is not so good Commented and there inst any developing help content, i mean an help file which explain how scummvm is working, that could be really useful
Regards and Thank u in advance
Sebastian
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- Posts: 98
- Joined: Sun Feb 12, 2006 12:02 pm
The game engine uses scripts and variables, with tables scripts and video scripts. The table scripts use a sentence system, to check which script segments to execute.
See runScript() and it's opcodes for more detail on the tables scripting code.
The tables scripts are stored in the TABLESxx files, and TBLLIST provides an index of the script numbers for each TABLESXX file. See the loadTable* and readSubrounte* functions in subrountine.cpp for more details.
See runScript() and it's opcodes for more detail on the tables scripting code.
The tables scripts are stored in the TABLESxx files, and TBLLIST provides an index of the script numbers for each TABLESXX file. See the loadTable* and readSubrounte* functions in subrountine.cpp for more details.