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Messages - Kawa

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SCI Syntax Help / Re: Parser Syntax Problem
« on: April 04, 2020, 04:47:57 AM »
Yes but what are these words, class-wise?

SCI Syntax Help / Re: Parser Syntax Problem
« on: April 01, 2020, 12:35:33 PM »
Congratulations. Your nose is now open.

SCI Syntax Help / Re: Parser Syntax Problem
« on: March 31, 2020, 05:46:46 AM »
NLPDOC.PRN has the following example phrases:
Code: [Select]
"hit the small tree"       'hit/tree<small'

"hit the small green tree with the ax"

"burn it" = "burn tree" after last sentence

That's a very interesting implementation. My hat's off to you.

AGI Syntax Help / Re: DOSBox fails to find smiley faces?
« on: March 02, 2020, 05:24:21 AM »
Having file extensions hidden by default was a bad choice back in Windows 95 and it's still bad now, and that's one hill I'm certainly gonna die on.

SCI Development Tools / Re: SCI01 Template Game
« on: February 28, 2020, 03:15:45 AM »
Insert gif of a happy cheering audience here. I dunno, Colbert's maybe?

(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.

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