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Messages - EricOakford

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1
SCI Development Tools / Re: Decompilation Archive
« on: April 07, 2019, 07:57:35 PM »
Okay, here are some new decompiles for the QFG2 demo and Seasoned Professional. I have managed to put together a list of DoSound defines in the KERNEL.SH file that correspond to those games specifically. I'll have to implement those in the SCI01 template soon.

Also, Seasoned Professional has no VOCAB.900 file, making Companion crash when it attempts to decompile the User script. The required file is included in the archive, taken from the QFG2 demo.

4/9/2019 UPDATE: And here are new decompiles for Ms. Astro Chicken and the PQ3 demo! The DoSound defines closely match that of SCI1.1, so the only thing I really need to do is change them to Sierra's original names in the SCI1.0 template.

2
While trying to decompile the '90 EGA Christmas card it crashes on script 996 (User). It handles all of the other scripts. If I pull the user.sc and user.sco from the VGA '90 card the compiler crashes on the same script.

I figured out the cause of that problem - The Seasoned Professional has no VOCAB.900 resource. Taking the VOCAB.900 from another game, like the QFG2 demo, allows the script to decompile.

3
SCI Development Tools / Re: Decompilation Archive
« on: March 28, 2019, 08:33:59 PM »
Can't seem to stop... here are decompiles of both the demo and full game of the other SCI01 game, KQ1SCI!

Both compile without errors, and have been tested to completion.

4
SCI Development Tools / Re: Decompilation Archive
« on: March 22, 2019, 08:45:32 PM »
And here we go again! A decompile of the Freddy Pharkas floppy demo! Everything compiles without error, and the game has been tested to completion  without any problems that I could see.

5
SCI Development Tools / QFG2 Decompilation
« on: March 14, 2019, 08:27:59 PM »
Here is my decompile of QFG2, version 1.105!
Everything compiles without error, and the debug mode is activated at startup -- this is made simple by changing the suckBlueFrog global to TRUE in script 2's SetGraphicsSoundInit procedure. The SetGameInit procedure actually has code for a preset Hero in this case, obviously intended to be used by QA. That also explains why the teleport function has Intro, New Hero, and Import buttons as well as the ability to set the day and time.

Now, while everything compiles without error, bugs abound throughout the game, especially after restoring a saved game. That's why the archive also has the interpreter from The Seasoned Professional, and a batch file that starts the interpreter with the -d parameter. Also, after compiling, it's a good idea to rebuild the resources to ensure that the newly-compiled scripts are used.

Two of the scripts I know to be buggy are 2 (QG2Events) and 23 (Talker). Maybe it's a decompilation error.

6
SCI Development Tools / Early doVerb functionality in SCI01
« on: March 10, 2019, 09:50:29 PM »
So I discovered something interesting in QFG2, KQ1SCI, and the Seasoned Professional. It's some evidence of an early point-and-click interface.
The following verbs are featured in script 950 (FEATURE.SC):
Look
Open
Close
Smell
Move
Eat
Get
Climb
Talk

Was Sierra originally going to use a LucasArts-style GUI? Many of them were merged into a single "Do" verb.
I know QFG2 regularly uses this early doVerb method, possibly forwarding parser commands to this.

7
SCI Development Tools / Re: SCI01 Template Game
« on: February 27, 2019, 10:23:37 PM »
Okay, I've fixed part of the issue with saving games. Based on what I did for the QFG1VGA decompile, I managed to replace the SRDialog doit with that from SCI16, adapting it for SCI01. Now, the interpreter no longer creates duplicate saves with the same name. But the graphical issue with the menu after restoring a game remains, though. It's probably some kind of buffer overflow.

UPDATE 3/5/2019: And now I've managed to address the graphical issue! What I did was put a space before each menu item in the AddMenus. This was done in KQ1SCI and Codename Iceman.

8
SCI Development Tools / Re: QFG1 VGA
« on: February 22, 2019, 11:52:07 AM »
And here is a new and improved decompile of QFG1VGA! It uses more original Sierra names for procedures and defines, and one new major addition -- message defines!
Of course, I did come across a bug in SCICompanion: saving message files corrupts them. That's because the messages in this game are stored in RESOURCE.000, rather then in RESOURCE.MSG.

2/24/2019 UPDATE: I now have a debug script ready for QFG1VGA! It seems to work quite well with the game at first. It just needs to be tested thoroughly. The zip file also has the modified scripts to accommodate the new debug mode. Just plop the 298.* patch files into the game directory, and start playing!

2/25/2019 UPDATE: Updated decompile and debug script. Fixed a few bugs, and implemented most of the speed bug fixes.
The debug script now has options for inventory quantity, setting time and date, and learning spells.

9
Hey, this looks a lot like what I've been doing for QFG1VGA! Speaking of which, I'll upload a new and improved decompile of that soon.

10
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: February 16, 2019, 11:22:53 AM »
Here we go again! An updated decompile of QFG1EGA, using more original define and procedure names. Also, the SYSTEM, GAME, and KERNEL headers have been converted to Sierra Script, allowing for enum support. I've added in a DEBUG.BAT that automatically starts the game with the -d parameter making it easier to debug.

Now to just playtest this and work on the QFG1VGA decompile...

11
AGI Development Tools / Re: Need Testers for WinAGI
« on: February 10, 2019, 11:19:20 PM »
Okay, here is a preliminary AGI2 template. It includes the 2.917 interpreter files from one of the demo packs. What I did, basically, was change the global defines to that of Sierra's original names. Also, I renamed the actual resources to match the naming convention found in the AGI source files.

The template compiled without any errors, though I did find a bug in WinAGI relating to the editing of reserved defines. WinAGI won't let me change them and the cancel and save buttons have their functionality reversed. Maybe it's just my configuration. In any case, here is my work on the project. I may work on an AGI3 version of the template soon.

12
AGI Development Tools / Re: Need Testers for WinAGI
« on: February 08, 2019, 08:20:22 PM »
I think I can help with the templates. I've already created basic SCI01 and SCI10 templates. And since we have bits of original AGi source now...

13
SCI Syntax Help / Re: Unlocking Locales and Regions
« on: January 30, 2019, 08:24:00 PM »
The -d parameter! So THAT could be useful in debugging the SCI01 template. You can make a batch file that automatically starts the interpreter with that parameter.

14
SCI Development Tools / SCI1.0 Template Game
« on: January 28, 2019, 08:53:59 PM »
Here is my prototype of a SCI1.0 template game. It was built on top of Ms. Astro Chicken, believe it or not. That's because that game is really just a stripped down version of SQ4. With that, it was fairly simple to fully re-enable the icon bar and control panel.

Feel free to make additions, changes, and bug fixes. After all, that's why it's on Github in the first place.

15
SCI Development Tools / Re: Decompilation Archive
« on: January 27, 2019, 05:42:20 PM »
Here are decompiles of the demos for SQ1VGA, PQ3, Conquests of the Longbow, and Ms. Astro Chicken. They seem to be good stock for a possible SCI1.0 template. Ms. Astro Chicken's main script even seems to have been largely taken from the full floppy version of SQ4!

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