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Quest for Glory

QFG1 VGA Classic Mod

QFG1 VGA Classic Mod

Postby richardbrucebaxter » Thu Jul 06, 2017 7:33 am

I have started creating a QFG1 VGA classic mod which emulates the original EGA version.

Presently I have just changed the following artwork;

Hero cape: red -> black
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Mantaray: multicoloured/brown -> cyan
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Saurus: green -> purple
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Saurus Rex: yellow -> red
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Troll: aqua -> grey
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Spirea Seed Flowers: red -> magenta
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Ingame videos of the purple saurus and mantaray;
qfg1vgaClassicMod-demo1a.mp4
qfg1vgaClassicMod-demo1b.mp4

I am using the SCI Companion tool (2016) from scicompanion.com.

Here are some other issues which would be nice to modify (but may be more difficult);
- add the troll treasure cave.
- zero stamina during close combat does not result in instant death.
- throwing daggers can be be picked up after killing monster (but not before entering combat or after escaping).
- remove Yorick puzzle post discussion harassment (lower priority).
- enable Baron/Barnard questioning? (lower priority).

I have uploaded the modified game resources here (v0.1).
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Re: QFG1 VGA Classic Mod

Postby Ambaryerno » Thu Jul 06, 2017 2:29 pm

Cool stuff! Would be cool to see the sprites for the Saurus and Saurus Rex revised to look more gracile like the EGA versions.
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Re: QFG1 VGA Classic Mod

Postby richardbrucebaxter » Fri Jul 07, 2017 11:05 pm

Yeah I think the EGA saurus' best match the HQ1 cover art, and they are somewhat of an insignia from the introduction. QFG2 appears to adopt both types of sauri, so it is understandable why the design might have changed for QFG1 vga. I am not sure if it was thoroughly discussed however (perhaps Lori and Corey know), because the "purple saurus" is mentioned in both the forest ("Don't worry, its just a little purple Saurus. Watch out for those teeth though") and the adventurer's guild ("You never saw a purple Saurus before you came to Spielburg, but it looks like a really stupid monster. The plaque reads: Saurus slain by Hans Halfwitten"); drawn turquoise/aqua in both cases.

Note I couldn't find any discrepancies with the questioning of the Baron/Barnard in the castle, only that it is not obvious how to exit the scene.
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Re: QFG1 VGA Classic Mod

Postby richardbrucebaxter » Thu Jan 04, 2018 8:51 am

I liked the cyan goblins too; so I have restored them in the VGA Classic Mod.

"Jimmy signalled understanding, his sword at the ready, then suddenly a goblin appeared before him. He slashed out, and the blue skinned creature fell, only to be replaced by another."
--A darkness at Sethanon, p477

(I am pretty sure there is a reference to a troll's blue cloth also...)

I have uploaded the modified game resources here (v0.11).

Goblin: green -> cyan
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What concerns me also is that the QFG2 VGA remake took the purple saurus out of Spielburg when it is implied they are local.

[HURTR alpha B16 is awesome BTW]
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Re: QFG1 VGA Classic Mod

Postby Ambaryerno » Thu Jan 04, 2018 9:55 am

Nice work, there! Shame that fixing the Sauruses (Saurii?) and Saurus Rex would require entirely new sprites, not just a palette swap.
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Re: QFG1 VGA Classic Mod

Postby unleasher » Fri Jan 05, 2018 9:47 am

Amazing work! thanks for sharing this!

So is this mod integrated with the game now and is it fully playable?
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Re: QFG1 VGA Classic Mod

Postby richardbrucebaxter » Thu Jan 11, 2018 6:39 am

Yeah to install it just backup and replace the resource files;
1. Backup the official versions of resource.map and resource.000 (i.e. copy them from your QFG1 game folder to a new folder)
2. Download and unzip qfg1vgaClassicMod-X.zip
3. Copy the modified versions of resource.map and resource.000 to your QFG1 game folder
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Re: QFG1 VGA Classic Mod

Postby unleasher » Thu Jan 11, 2018 11:29 am

Thank you! I'll have to test this out sometime!!
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