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Messages - troflip

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1
SCI Development Tools / Re: Decompilation Archive
« on: May 16, 2020, 07:57:40 PM »
It should work if you compile over and over (unless two scripts have cross dependencies). It probably wouldn't be difficult to modify SCI Companion to just automatically generate the .sco file if none exists (e.g. it doesn't need a successful compilation, just syntax pass).

2
SCI Development Tools / Re: Decompilation Archive
« on: May 15, 2020, 02:01:01 PM »
I believe I could have gotten rid of them for SCI Companion (along with the 'use' statements), but I just made it have "compatibility" with SCI Studio as a first step, so they got left in.

If there are any scripts with cross dependencies (script A calls procedure in script B, and script B calls procedure in script A), then they are kind of needed with the current setup. Otherwise you'd need to remove the dependencies temporarily to get one of the scripts to build and produce a .sco.


3
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: May 13, 2020, 08:16:11 PM »
Where is digPile defined? Are you sure it's at a higher index than any other global flag?

4
SCI Syntax Help / Re: Problem recreating QFG2 source
« on: May 08, 2020, 12:13:54 PM »
You can with Game -> Version Detection. It'll let you reload the game with overridden behavior, including "LOFSA Absolute". But you have to do it each time you load the game - it was only meant to debug version detection issues, and I never got around to persisting the version settings in a file somewhere.

But if the problem was lofsa absolute/relative, the game would crash almost instantly, so i kind of doubt that's the issue...

5
SCI Syntax Help / Re: Problem recreating QFG2 source
« on: May 07, 2020, 11:16:22 PM »
Does the SCI interpreter debugger have a "break on write" type of breakpoint? I forget. That would narrow it down pretty quickly.

(also doesn't ScummVM keep code and heap separate, and warn if someone tries to write to script memory?)

6
SCI Syntax Help / Re: Problem recreating QFG2 source
« on: May 05, 2020, 10:15:37 PM »
Does the QFG2 interpreter include the debugger in it? I know it started being removed around that time. If it does, then you could use that (-d on the command line I think, or.... ctrl-shift-D while playing?). If you can set a breakpoint on that function, it will show you each instruction its processing as you step through it.

7
SCI Syntax Help / Re: Problem recreating QFG2 source
« on: May 04, 2020, 12:33:45 PM »
Looks fine... I would suggest running it in ScummVM if you haven't already, it might give some good debug messages. My only thought is there were some differences in the byte code in various different versions of the interpreter, maybe that's getting mixed up, and the disassembly as shown (and compiled by) by SCI Companion is not actually correct for that interpreter version.

8
SCI Syntax Help / Re: Problem recreating QFG2 source
« on: May 03, 2020, 02:08:26 PM »
What does the disassembly say? Script -> Disassemble

9
SCI Development Tools / Re: SCI32 Source Code
« on: April 23, 2020, 05:01:08 PM »

10
SCI Development Tools / Re: SCI32 Source Code
« on: April 23, 2020, 05:00:32 PM »
There are two tricky parts:
- coming up with the graph of edges
- dealing with all the floating point issues

On my blog, for the first one I talk about:

Quote
Another possibility is to use the concave vertices of a polygon. David Gouveia has a good article on this. Basically, by determining the interior line-of-sight connections between the concave vertices, you have all you need for pathfinding. Your start and end points (as long as they are within bounds) are guaranteed to connect to one of the concave vertices.

But it looks like that link is now broken lol...

11
SCI Syntax Help / Re: Parser Syntax Problem
« on: April 04, 2020, 03:54:27 PM »
Something like this?

Quote
(Said 'open[/grave]/[shovel<with]')

Seems weird that the [ needs to be in front of the /, but this seems to work.

What are your word types for pry and open? I can't get pry<open to work at all.

12
SCI Syntax Help / Re: Parser Syntax Problem
« on: April 02, 2020, 05:49:07 PM »
Can't you use something like this? e.g. leave the middle term blank. 
Code: [Select]
'pry<open//shovel'
(just guessing, it's been a while)

13
Everything-Else / Re: Superliminal
« on: November 23, 2019, 02:40:07 PM »
Thank you for playing, glad you enjoyed it!

I wonder when I'll be able to get back to Cascadia Quest haha...

14
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: July 13, 2019, 01:08:59 PM »
This was fixed years ago, but the build up there is still old :-(

If someone has the repro cloned (kawa?), can they make a build?

15
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: July 11, 2019, 01:08:57 AM »
Bset looks fine to me, but just doing some simple testing like Charles suggested should narrow down if that is the case, or you have something else going on.

Of note, setting flag 69 should result in a 0400 in the 4th gameFlags array spot instead in the 0th. Kind of suspicious that it's setting the same bit just in the wrong array index.

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