I've got a passing knowledge of SCI (nothing too technical) and I've just got a couple questions for curiosity's sake, and was hoping somebody might be able to fill me in on them.
1) FreeSCI had the amazing ability to let you choose not to dither the SCI0/01 background pics, and instead show them in 256 colours (instead of the pseudo 256 dithered 16 colours that the original sci interpreter used). That was hands-down my favourite feature of FreeSCI. I played around with a recent SVN of ScummVM and couldn't find any config setting to enable that non-dithering mode. Is there one I'm blind to, or is it a planned feature? (Please yes?)
2) Lemme see if I can accurately explain this one... I know it's a ways down the road, dealing with SCI1 and later... I remember in the various windows incarnations of later SCI games like KQ6, and QFG4, (the windows ones where ego would scale as he walked into the distance) when the game was run in a 640×480 resolution the sprite would scale based on that resolution, unlike it's DOS counterpart. I.e. they wouldn't resample the sprite in a 320×200 mode then just double the size to fit a 640×400 (then stretch to 640×480), so the character walking in the distance would have a finer resolution in the windows versions than the dos versions. Is ScummVM built in a way to do it like the windows versions, or is the engine done in a "do all rendering at 320×200 then resize as required" way? I didn't really play around as much with the LucasArts games as I did the Sierra ones in my mispent youth, to know if LucasArts games even *did* sprite resampling (for apearing to be walking into the distance).
I imagine you'd need to be able to support this kind of pattern anyway to support the hi-res portraits from KQ6, eventually. (Like I said, I know KQ6-style SCI is a long way off from here, but I thought there might be road maps.
(3) For that matter, I just thought of a general resampling question. Similar in vein to the HQx series of resamplers, has anybody done anything that intelligently/smoothly resamples the old DOS aspect ratios of 320×200 to the modern windows aspect ratios of 320×240? I figure most aspect ratio corrections done these days are along the lines of double a pixel row once every 10 rows or something like that. I don't really know; I haven't followed this stuff.
Whoa, okay, I wrote way more than I intended to there. Thanks for reading, and [hopefully] answering.
