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Messages - troflip

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1
SCI Syntax Help / Re: Out Of Heap - DosBox vs ScummVM
« on: January 02, 2021, 01:58:39 PM »
And actually it looks like ScummVM just returns a hardcoded number:
https://github.com/scummvm/scummvm/blob/4a7248627906ca34a45118d65bd0e51656f6421c/engines/sci/engine/kmisc.cpp

0x7fea (or decimal 32746)

2
SCI Syntax Help / Re: Out Of Heap - DosBox vs ScummVM
« on: January 02, 2021, 01:54:15 PM »
If I recall correctly, in ScummVM each script has its own 64KB segment on the heap, and any new objects you create are put on a separate 64KB segment too. So I don't think you can tell too much from asking how much free heap there is in ScummVM.

3
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 17, 2020, 11:21:35 AM »
You made quick work of that!

4
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 03:22:54 PM »
Real support for this would include sub-command frames. For instance a large fill operation could take up several frames. So it draws slowly just like AGI did on computers back in the day. (Or was that just on the Apple II?)

5
I can't think of any reason it would not work in the main script. But it seems like this would belong more in a Rgn (region).

I don't exactly understand your original problem:

Quote
This works fine except it will only run the case which I call from the said statement without going to the next case after =cycles x or =seconds x.

... but it sounds like you might be calling changeState on a script that already has cycles or seconds set on it. You probably want to zero those out before calling changeState.

6
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 12, 2020, 05:29:54 PM »
That sounds incredibly tedious. Maybe a hundred or more drawing “frames” and cropping et al.

I've done this many times before for making twitter gifs, I don't find it hard at all. It takes about as long as it takes to hold down the down arrow key in the cmd window, or slide the horizontal slider across the screen. Then bam, save gif and you're done.

Not sure what cropping you'd need to do. Just position gifcam over the portion of the pic window that has the pic?


7
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 11, 2020, 01:27:16 PM »
There's no way to animate the steps, no. That would be neat though.

You can just use a gif capture tool (like GifCam) and either manually move the pic slider, or put focus at the top of the piccommand cmd window and arrow down.

8
SCI Syntax Help / Re: editing PICs
« on: October 10, 2020, 09:51:37 PM »
Unfortunately there's no way to do that  :-\

And yes, there are still some crashing bugs in the pic editor when cutting/pasting/transforming coords. Still haven't been able to track it down.

9
SCI Syntax Help / Re: editing PICs
« on: October 10, 2020, 12:40:13 PM »
There's a "transform coords" button in the toolbar, to the right of the Toggle Priority Lines button.

If this is checked, then when you hover over the image, the "control points" of whatever drawing tool is selected (pen, line, fill) will light up and you can drag them.

That only works for individual points though.

To move groups of things, select the cmds in the cmd window on the left, then cut (ctrl-x) and paste back (ctrl-v). Then you should be able to drag them as a group in the image area (there are also hotkeys, on the numpad I think, to stretch/shrink them).

10
I was going to switch to SCI Companion, but that has an even dumber problem. The MIDI playback tool has a very silly bug in it. It plays at the right speed, but it only plays notes AFTER the loop point, and not the ones ON the loop point like it should. This results in a lot of sound cutting out.

Looking at the code, it seems this is quite explicit, I even added a comment to that effect:

Code: [Select]
void MidiPlayer::_OnStreamDone()
{
    if (!_fStoppingStream)
    {
        // There is more to this stream... keep going.
        if (_cRemainingStreamEvents)
        {
            _CuePosition(_cTotalStreamEvents - _cRemainingStreamEvents);
        }
        else
        {
            if (_dwLoopPoint != SoundComponent::LoopPointNone)
            {
                // Cue the loop point. We start playing events *after* the loop point, not at the loop point.
                CueTickPosition(_dwLoopPoint + 1);
            }
            else
            {
                Stop();
            }
        }
    }
}

I'm not sure why I thought that though. Maybe it's true for some SCI versions and not others? I wonder what ScummVM does.

11
1 - In certain rooms up and down arrow will result in diagonal movement. Codename: Iceman has this in one or two of the beach rooms at the beginning. it's subtle, but saves a lot of up-left-up-left movement to get through a narrow 45 degree angle path.

In the Rm properties, assign values to vanishingX and vanishingY. They indicate where the vanishing point (https://en.wikipedia.org/wiki/Vanishing_point) of the room is. Pressing up will make the player walk towards the vanishing point, pressing down will make them walk away from it. (Assuming it's all hooked up properly in the SCI0 template - not sure it is because it was based off LSL3, which maybe didn't use this feature.)

Typical values might be
Code: [Select]
vanishingX 160 ; right in the middle
vanishingY -200 ; 200 pixels above the top of the screen

You could probably make the player walk at close to 45 degrees if you placed it way off to the side, like I dunno, (-1000, 1160) or something.

12
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 18, 2020, 04:45:24 PM »
Wow! You should feel good about finding that one!  :)

13
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 17, 2020, 12:15:39 AM »
I think the thread took a turn and stopped being about the save bug  :P

14
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 14, 2020, 12:14:18 AM »
Troflip, do you think it might be possible to hack around it with some custom post-processing that would (re)create the .dir file with the correct values?

I think you could hack around it by limiting the save game count to 19 instead of 20.

I haven't tried it, but if you change this to a 19, it should limit the save game count to 19, and then I think the bug doesn't repro:

Code: [Select]
(procedure (CheckForFreeSpace)
(if (< local2 20) (CheckFreeSpace gSaveDirPtr))
)

15
SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 13, 2020, 02:58:22 PM »
It looks like the values returned by the GetSaveFiles kernel are wrong (or at least don't match the files). It always has 0 in the first slot. These are the contents of strPtrs just after the GetSaveFiles call in SRDialog:init.


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