Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kawa

Pages: [1] 2 3 ... 86
1
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?

2
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.

3
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.

4
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.

5
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:
https://twitter.com/NoxicoDev/status/1170696375228620800
https://twitter.com/NoxicoDev/status/1170741800870584320
https://twitter.com/NoxicoDev/status/1170948893854580737

Actual code:
https://github.com/Kawa-oneechan/SCI11-Plus/blob/lfn/EXT/FILEIO.S

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

6
Now I noticed the scripts are in LUA.
I'm just going to pretend those capitals are for emphasis :)

7
I don't know what Shivers 2 ran on but I know SCI32 is C++.

8
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.

https://github.com/Kawa-oneechan/newsci

9
This, of course, is inevitable.

10
But we can't (de)compile every SCI version 😸

11
SCI Syntax Help / Re: Menu Bar Issues
« on: July 20, 2019, 04:11:59 AM »
Okay so what (Graph grGET_COLOURS) (or rather GDetect) does is ask the video driver how many colors it has, so that playing on CGA or worse disables the item. At least that seems to be the idea but the CGA drivers don't seem to give the correct values, or the SetMenu call is doing it wrong because Larry 3's color-changing feature just keeps trucking.

I did some quick testing in a new game, and it reports 16 colors for EGA320 and MCGA320, -1 for CGA320C and CGA320BW so that implies it's the former, but the SetMenu call is also wrong it seems. What you really want to do is this:
Code: [Select]
(if (!= (Graph grGET_COLOURS) 16)
  (SetMenu MENU_COLOURS smMENU_ENABLE FALSE)
else
  (SetMenu MENU_COLOURS smMENU_SAID '/color')
)
That's 112 instead of 32. The interpreter source doesn't check for 32 smMENU_NOSAID at all, but it does check 112 smMENU_ENABLE.

Personally I'd suggest just getting rid of the whole item. It's a Larry smell, like the SQ5 status bar and font in the SCI11 template.

12
Might I suggest making it look a bit less like Space Quest 5, with the font and status bar being as they are in the template? It can be as simple as replacing some font resources and swapping most of statusLineCode::doit for a DrawStatus call.

You know, it's not unlike the SCI0 template having Larry 3's color menu item, but somewhat more in your face.

13
AGI Development Tools / Re: WinAGI Version 1.2.3 Is Available!!!
« on: July 17, 2019, 06:18:27 PM »
"May start"? I run Windows 7 and as a former VB Classic user I can confirm OCX already are problematic.

14
SCI Development Tools / Re: Decompilation Archive
« on: July 14, 2019, 05:47:38 PM »
To be fair, the PQ4 demo is merely a slideshow with some music and a short SEQ. You don't really need the full power of SCI2 for that. I find QFG4's RemapColors differences more interesting to be honest.

I have no excuse in mind for GK1.

15
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: July 13, 2019, 05:25:43 PM »
Spun up a fresh SCI0 game (since we're using Said and all that) in my March '19 copy of SCI Companion, and added the flag procedures from page 3, the ones with the return statements.

For Bset, the original code is
Code: [Select]
(procedure (Bset flagEnum  &tmp oldState)
(= oldState (Btst flagEnum))
(|= [gameFlags (/ flagEnum 16)] (>> $8000 (mod flagEnum 16)))
(return oldState)
)

This disassembles to
Code: [Select]
// EXPORTED procedure #18 (Bset)
(procedure proc_0044
  0044:3f 01             link 1 // (var $1)
  0046:78               push1
  0047:8f 01              lsp param1
  0049:41 e6 02          call proc_0032 2

  004c:a5 00              sat temp0
  004e:8f 01              lsp param1
  0050:35 10              ldi 10
  0052:08                 div
  0053:36                push
  0054:9b 35             lsli local53
  0056:38 8000          pushi 8000 // $8000 sel_32768
  0059:8f 01              lsp param1
  005b:35 10              ldi 10
  005d:0a                 mod
  005e:0c                 shr
  005f:14                  or
  0060:76               push0
  0061:1a                 eq?
  0062:35 00              ldi 0
  0064:14                  or
  0065:60               pprev
  0066:bb 35             ssli local53
  0068:85 00              lat temp0
  006a:48                 ret
)

and decompiles to
Code: [Select]
(procedure (Bset param1 &tmp temp0)
(= temp0 (Btst param1))
(= [gameFlags (|
(/ param1 16)
(== 0 (| [gameFlags temp0] (>> $8000 (mod param1 16))))
)]
(| [gameFlags temp0] (>> $8000 (mod param1 16)))
)
(return temp0)
)

However, if I copy in the SCI11 versions...
Code: [Select]
(procedure (Bset flag &tmp theWord)
(= theWord (Btest flag))
(= [gFlags  (/ flag 16)]
(| [gFlags (/ flag 16)] (>> $8000 (mod flag 16)))
)
(return theWord)
)
Code: [Select]
// EXPORTED procedure #18 (Bset)
(procedure proc_0044
  0044:3f 01             link 1 // (var $1)
  0046:78               push1
  0047:8f 01              lsp param1
  0049:41 e6 02          call proc_0032 2

  004c:a5 00              sat temp0
  004e:8f 01              lsp param1
  0050:35 10              ldi 10
  0052:08                 div
  0053:9b 35             lsli local53
  0055:38 8000          pushi 8000 // $8000 sel_32768
  0058:8f 01              lsp param1
  005a:35 10              ldi 10
  005c:0a                 mod
  005d:0c                 shr
  005e:14                  or
  005f:36                push
  0060:8f 01              lsp param1
  0062:35 10              ldi 10
  0064:08                 div
  0065:b3 35             sali local53
  0067:85 00              lat temp0
  0069:48                 ret
)
Code: [Select]
(procedure (Bset param1 &tmp temp0)
(= temp0 (Btest param1))
(= [gameFlags (/ param1 16)]
(| [gameFlags (/ param1 16)] (>> $8000 (mod param1 16)))
)
(return temp0)
)

Interesting how the decompile looks just like the original 🤔

Pages: [1] 2 3 ... 86

SMF 2.0.14 | SMF © 2017, Simple Machines
Simple Audio Video Embedder

Page created in 0.113 seconds with 20 queries.