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Tales of Monkey Island General Discussion Talk about Guybrush's adventures in here!

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Old 07/29/2010, 02:01 pm   #41
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Edited previous posts:

- Fixed the zoomed out LCR Purcell LeChuck icon (the bird's mouth was messed up a bit)
- Fixed the Pyrite Parrot icon (original image was only 128x128, which was not big enough to get icon converters to put all possible icon sizes in the converted file.)
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Old 07/29/2010, 02:07 pm   #42
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Someone should make a version of the VGA-sprite Guybrush from SMI from the actual EGA version.
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Old 07/29/2010, 10:32 pm   #43
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Guybrush on the left is taken straight from the PC EGA version of SoMI.

Guybrush on the right was touched up a bit in the face and drawstrings to create a cleaner look that in some ways better matched the screenshot I got of VGA Guybrush (which has not been touched up.)


Also, both the EGA and VGA screenshots were taken from in front of Melee Town square, but while VGA Guybrush's head is in front of the shadows from the buildings, EGA Guybrush is standing more to the left, outside of the shadows (nearer to the MoLMF) because there is much less ground detail in the shadows there in EGA.

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Old 07/30/2010, 01:35 am   #44
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Heres my attempt at Spiffy:

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Old 07/30/2010, 05:25 am   #45
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How did you adjust the opacity of the edges of his bone like that?
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Old 07/30/2010, 05:41 am   #46
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Heres my attempt at Spiffy:

I unjaggeddyfied the edges here

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Old 07/30/2010, 06:15 am   #47
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I dont know why the edges always go jagged when I make them.
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Old 07/30/2010, 07:44 am   #48
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I dont know why the edges always go jagged when I make them.
The image format, by any chance?
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Old 07/30/2010, 07:59 am   #49
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The image format, by any chance?
Im not sure coz everyone else has been uploading pngs that seem to be fine.
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Old 07/30/2010, 05:41 pm   #50
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maybe it's your image editor?
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Old 07/31/2010, 12:18 am   #51
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maybe it's your image editor?
I think it may be caused from when I remove the white background.
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Old 07/31/2010, 04:29 am   #52
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I think it may be caused from when I remove the white background.
that never happens to me
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Old 07/31/2010, 04:57 am   #53
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that never happens to me
Well I have no idea then, I just take it into photoshop, add whatever I want in the icon to the layer below the flag icon, I then remove the white with the magic wand.
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Old 07/31/2010, 05:11 am   #54
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Well I have no idea then, I just take it into photoshop, add whatever I want in the icon to the layer below the flag icon, I then remove the white with the magic wand.
hmmmm... that's exactly what i do...
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Old 08/04/2010, 03:14 am   #55
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As I haven't used Photoshop in ages I don't remember where or how, but I do know that the Magic Wand has a Feather option somewhere, and that it's used to soften up the jagged edges that it normally makes if there is no Feather on.
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Old 08/04/2010, 06:57 am   #56
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I've discovered something interesting, frustrating and disturbing.

The original versions of SoMI were made in a 640x400 resolution. Not 640x480.

What this means is that the "Aspect Ratio Correction" option in ScummVM, when checked, stretches the image to fit a 480 pixel high resolution, but that also means that the images ingame are 20% taller than originally designed. I have confirmed this by also running EGA SoMI in DOSBox without specifying any resolution settings.


ScummVM: SoMI EGA without ratio correction ------ ScummVM: SoMI EGA with ratio correction


It also means that SoMI:SE's Classic Mode also stretches the original image to fit the screen. It just goes about it a bit differently than ScummVM does (similar to how it affects images differently in Photoshop when you resize using a different resample method.)




ScummVM: SoMI VGA without ratio correction ------- SoMI:SE Classic Mode



It also means... *sigh*... that I'm going to have to redo my sprite icons on here.

Indicentally, the VGA sprite icon I made came from SE classic mode.
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Old 08/04/2010, 07:14 am   #57
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Quote:
Originally Posted by Chyron8472 View Post
I've discovered something interesting, frustrating and disturbing.

The original versions of SoMI were made in a 640x400 resolution. Not 640x480.

What this means is that the "Aspect Ratio Correction" option in ScummVM, when checked, stretches the image to fit a 480 pixel high resolution, but that also means that the images ingame are 20% taller than originally designed. I have confirmed this by also running EGA SoMI in DOSBox without specifying any resolution settings.





It also means that SoMI:SE's Classic Mode also stretches the original image to fit the screen. It just goes about it a bit differently than ScummVM does (similar to how it affects images differently in Photoshop when you resize using a different resample method.)



It also means... *sigh*... that I'm going to have to redo my sprite icons on here.

Indicentally, the VGA sprite icon I made came from SE classic mode.
I actually think a stretched guybrush looks better, taller, you know?
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Old 08/04/2010, 07:39 am   #58
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Quote:
Originally Posted by The Highway View Post
I actually think a stretched guybrush looks better, taller, you know?
Well, decide here:


Stretched (in SE) ------------------------------ Original Ratio



and here:


Stretched (in ScummVM) ---------------------- Original Ratio
(not cleaned up)

Remember how I said before that I had to clean up that image a bit? This is why.




EDIT: Apparently this also applies to LeChuck's Revenge (it was developed in 640x400 res.)

So, while you're at it, decide here:


Stretched (in ScummVM) ------------------------ Original Ratio


and here:

Stretched (in ScummVM) ------------------------ Original Ratio
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Old 08/04/2010, 11:37 am   #59
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I was wondering why some of the pixels looked a little off. It looks like they did a good job of correcting for it in the SE, but all the other sprites were noticeably a bit off. I'll take the original ratio. Thanks for updating them.
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Old 08/05/2010, 01:37 am   #60
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Quote:
Originally Posted by Chyron8472 View Post
Well, decide here:


Stretched (in SE) ------------------------------ Original Ratio



and here:


Stretched (in ScummVM) ---------------------- Original Ratio
(not cleaned up)

Remember how I said before that I had to clean up that image a bit? This is why.




EDIT: Apparently this also applies to LeChuck's Revenge (it was developed in 640x400 res.)

So, while you're at it, decide here:


Stretched (in ScummVM) ------------------------ Original Ratio


and here:

Stretched (in ScummVM) ------------------------ Original Ratio
I'd say the SoMI ones look better stretched, while the MI2 ones look better in the original ratio.
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