![]() The door on said wall is always closed in the early render, whereas the final uses a sprite overlay (hence why there appears to be no door in the registered version's image).Ī different angle from the same room. The bluish-green mural is missing from the wall leading into the theater. This forward shot of the ground level foyer has a noticeably different seal on the marble floor and the rug underneath the grand piano has been changed between versions. Most noticeable is the maximum brightness caused by a lack of (or disabled) lighting entities when the scene was saved. ![]() The first in a series of renderings which were left over in the final product. These exist in the engine's enormous resource archives and are never displayed in-game. They can be viewed by deliberately underclocking DOSBox and running the MS-DOS version of Phantasmagoria, but are not any different content-wise.Īll of these are in the Picture format described above. While there are no unused VMDs, running the game on modern hardware may never play the lower-framerate FMVs which exist on the discs for computers which didn't meet the system requirements in 1995. These are usually higher-resolution (not to exceed 640×480 pixels) and can last up to a minute. Robots - Similar to Views, but also contain sound.More than two-thirds of the files depict Adrienne (the player character). ![]() ![]() Views - Animated sprites (and sometimes foreground masks).Pictures - Basic bitmaps, usually reserved for pre-rendered backgrounds for the player character to walk around on.Sierra's SCI engine (Sierra Creative Interpreter) uses at least four different graphical formats in Phantasmagoria: ![]()
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