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Messages - Collector

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1
As mentioned on Twitter and related to the above post, my SCI Companion now has special handling for the File class. Assuming script 996 is always File.sc and Class_996_0 is File, it'll notice if it's that or gamefile_sh and call it File after all.

Astro Chicken names script 993 as File.sc with you build. the only error is "Error: (Main.sc) Unknown class 'gamefile_sh' .  Line: 759, col: 9"

2
SCI Development Tools / Re: Decompilation Archive
« on: October 16, 2018, 08:48:39 PM »
Must be.

3
SCI Development Tools / Re: Decompilation Archive
« on: October 16, 2018, 06:44:42 PM »
that was the next one I was thinking about.

4
I got what I assumed is your latest build and it stopped doing this, so it must have been from an earlier build. It seems to be OK now.

5
One minor thing. Ticking the "Select All" box in the decompiler dialog does not select all of the scripts. When tou
hit the decompile button it says that no scripts have been selected and then ask if you want to decompile all.

6
SCI Development Tools / Re: Decompilation Archive
« on: October 14, 2018, 08:03:55 PM »
Added.

7
SCI Development Tools / Decompilation Archive
« on: October 13, 2018, 09:39:47 PM »
Rather than continuing to hijack the QfG1 EGA source thread I thought we could have a separate thread for the decompilation and archiving of the SCI game scripts.

Here is Iceman version 1.023, interpreter 0.000.668. It has two compile errors that I have yet to track down.

8
This build can't call the game properties dialog.

9
I wish you could get past your differences with GIT. It would make tracking your additions it easier.

10
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: October 11, 2018, 07:34:47 PM »
That's it. Now I remember about the simulator at the beginning of the game came up. I wonder if he has the source intact before it was modified for the template or if we would need to decompile it again.

11
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: October 11, 2018, 02:44:10 PM »
I have added your SQ3 source to the Wiki. Didn't troflip successfully decompile SQ4 CD for the SCI1.1 template?

12
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: October 10, 2018, 10:01:29 AM »
I assume that S.old.114 has support for fonts with diacritics.

13
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: October 10, 2018, 12:30:46 AM »
I have 2 or 3 different versions of the game. It would probably be best to keep version info with the source.

Fun fact: I thought it a bug in the recompile but it seems the intro allows typing?
Never tried it.


14
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: October 09, 2018, 06:45:56 PM »
There was no VERSION file? The interpreter version can be extracted for the string in the EXE. If you don't feel like bothering you can upload it and I can check.

15
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: October 09, 2018, 01:18:38 PM »
That room is Lolotte's throne room. I was able to get through it with no trouble after compiling with the duplicate case commented out.

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