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Messages - Kawa

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(Can someone give few examples of improvements?)
It copies a few things from Phil's own unreleased work, from bugfixes to certain extra features, and then adds some of my own. To quote the readme:
  • "Shrinkwrap cel" command
  • Effectively remove the SCI Studio dialect as an option, as a discouragement.
  • &exists, as in (if (&exists theX) ...) instead of (if (>= argc 1) ...).
  • foreach, as in (foreach val array ...) or (foreach val collection ...) where the collection is anything using the Node kernel and has an elements property.
  • verbs, see below.
  • No nagging when you paste something with the transparency color in it.
  • Better massaging of the Display kernel call in decompilation.
  • &getpoly, so instead of the SCI Companion template game's way to load polygons you can easily get bytecode more like Sierra's, without sacrificing easy editings. See below!
  • Support for a pair of opcodes that replace the Memory peek/poke kernel call. Phil came up with it for his own games, and I stole it for SCI11+.

Unlisted in the readme:
  • Control-click to sample colors in the image editors, instead of constantly swapping.
  • Warning during compilation if an instance seems unused.
  • Built-in true and false keywords instead of defining them in a header.

Verbs and getpoly example:
Code: [Select]
(instance aPuddle of cdFeature
doNotFace true

(method (init)
(super init:)
(self setOnMeCheck: omcPOLYGON (&getpoly "Puddle"))
; (&getpoly "") would be the default one, as in (gRoom addObstacle: (&getpoly "")).

(gMessager say: N_PUDDLE V_LOOK (if (Btest fDayOnePuddleChecked) C_CHECKEDPUDDLE else 0) 1 0 scriptNumber)
(Bset fDayOneHinted)
(if (Btest fDayOnePuddleChecked)
(gMessager say: N_PUDDLE V_LOOK C_CHECKEDPUDDLE 1 0 scriptNumber)
(Bset fDayOnePuddleChecked)
(gRoom setScript: InspectPuddleScript)

Oh, that's a hard "unlikely" from me, friend. The very idea of such a change gives me chills.

It's in the SFX directory as a plain ol' WAV file.

SCI Development Tools / Re: SCI01 Template Game
« on: January 28, 2020, 06:23:43 AM »
I have been using Kawa's SCICompanion build.
*feels validated*

SCI Development Tools / Re: Decompilation Archive
« on: January 22, 2020, 04:05:51 AM »

for real though, nice work!

SCI Syntax Help / Re: Setting a Cursor's location
« on: January 13, 2020, 09:05:30 AM »
I was hoping there'd be something about the part in Larry 5 where when you click during the intro, it offers to show you how to fast forward. Looking there I find that it sets the Fast Forward icon as current and fakes a "pressed Escape" event:
Code: [Select]
(gIconBar curIcon: (gIconBar at: 5) handleEvent: (pEvent type: evKEYBOARD message: KEY_ESC yourself:))Undeterred, I drill down to IconBar::handleEvent:
Code: [Select]
(gGame setCursor:
(+ (curIcon nsLeft?) (/ (- (curIcon nsRight?) (curIcon nsLeft?)) 2))
(- (curIcon nsBottom?) 3))

That basically matches the QFG1 snippet.

Importantly, the "show me" button is roughly dead center on the screen, so that's where the cursor goes. If this were to only change the visuals, moving the cursor should snap it back to where the "show me" button was, right? But it doesn't.

The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: November 13, 2019, 02:48:17 AM »
I'm composing the soundtrack for the Coles' next game Summer Daze at Hero-U.
Any relation to your current profile pic?

The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: November 12, 2019, 07:46:20 AM »
I've been mostly working on a fantasy computer emulator, while waiting for some difficulties in the lives of both me and my writer to pass so we might pick up The Dating Pool again. So the only thing I've done on that recently is replacing the simple railing on the space station screens with a hexagonal design which involved a lot of vector tracing, drawing another cameo or two, and updating another.

SCI Syntax Help / Re: Police Quest 1 VGA
« on: November 08, 2019, 08:32:05 AM »
You might be unable to find "GetFartText" because it's "GetFarText". Far as in distance, not fart as in buttsmell.

In fact, I don't really know how to do that at all, as the options when creating a game with Companion is SCI0 or SCI1.1.
You put the SCI01 template in the TemplateGame folder and it'll be there in the New Game dialog.

The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: September 09, 2019, 06:27:00 AM »
Just for fun, I've been looking into adding long filename support to SCI1+. So that if you run it in Windows 9X or some other environment with Int 21h AX 7100 installed, you can use those.

R&D on Twitter:

Actual code:

Go ahead and say it folks. Say "Kawa, your ASM is atrocious."

Now I noticed the scripts are in LUA.
I'm just going to pretend those capitals are for emphasis :)

I don't know what Shivers 2 ran on but I know SCI32 is C++.

Meanwhile I've being working on an SCI-inspired game engine of my own, in C++ with SDL2. I never write proper C++ code (rather, I write C with nice things like auto) but here it is anyway. I originally wanted to use actual SCI as its script system but eventually woke the hell up and switched to Lua, so that's a thing.

This, of course, is inevitable.

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