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Topics - OmerMor

Pages: [1] 2 3
1
Robert Lindsley talks about Sierra, programming and SCI:

2
Everything-Else / That melody at the start sounds familiar...
« on: May 07, 2017, 03:29:49 PM »

 ;)

3
Everything-Else / Beautiful SCI0-like game inspired by Colonel's Bequest
« on: November 09, 2016, 04:54:11 PM »
Check out this beautiful WIP game by Julia Minamata:
http://juliaminamata.blogspot.co.il/search?q=label:%22video+game+art%22%7Clabel:digital

She's using AGS though. Wish she'd port it to SCI. Maybe someone here would like to introduce her to that option (and this community)?

4
The Games and other Sierra Adventure stuff / The Realm Online
« on: October 28, 2016, 05:12:38 PM »
So there's this MMORPG game Sierra made back in 1996, and was later bought by some other companies: The Realm Online.
I recently found out it's actually written using (modified?) SCI 2.1 (!).

We used a modified version of SCI (Sierra's Creative Interpreter) to create The Realm. It was the same engine used to make all of the existing adventure games, so we made The Realm in a similar style. We picked the cartoony art direction for two reasons: The artwork was highly compressible, and our artists could make it rapidly. Remember, this was the day of 28k modems. Download sizes were a huge deal! We didn't get into the store for several years, so our only method of distribution was digital download. Every kilobyte counted!

SV.EXE is even able to open the game and view most of its resources!

In all the lists of SCI games I never noticed The Realm Online. Weird.

Here are some nice articles about this game:
The Game Archaeologist: Steve Nichols' The Realm Online debriefing, part 1
The Game Archaeologist: Steve Nichols' The Realm Online debriefing, part 2
It's a Mystery Who's Running One of the Oldest Multi-Player Online Fantasy Games

5
Thanks to the generous help of Michael Cronsten (who's hosting a catalog of old floppies), I managed to get hold of an intact version of Police Quest 2 demo:
https://drive.google.com/open?id=0B5j-_ZMS8_UoWWVJUldRTzJJRmM

This version is already recognized by ScummVM (same md5's as the corrupt version) and working flawlessly.

For the unaware - the only version available so far on the internet had a corrupt RESOURCE.001.
6 years ago I managed to construct a "fixed" demo using views extracted from the full game. However, one view (VIEW.010, shown in the final scene) was unique to the demo, which made my fix incomplete. You can read about it in this old ScummVM bug ticket.

6
Another fine piece by Jimmy Maher:
http://www.filfre.net/2016/08/sierra-gets-creative/

This time it even covers our beloved SCI engine, as well as the introduction of the MT-32 to Sierra's games.
Long, but very interesting.

7
Everything-Else / SCUMM University
« on: July 08, 2016, 04:19:51 PM »


Just found this hilarious video!

Every year, all of Lucasfilm would have a company meeting and each division would give the company an update on what they've been up to for the past year.
I guess this video is from their 1990 or 1991 meeting.

All of the video is great, but the following "ad" for SCUMM University is simply amazing:
https://youtu.be/Tk3XpvDs0Kc?t=278

8
Everything-Else / Habitat is now Open Source!
« on: July 07, 2016, 02:24:31 AM »
https://themade.org/posts/1701

Lucas Art's Habitat was a very early attempt at online community/rpg, a bit like Sierra's ImagiNation Network.

Now, the Museum of Art and Digital Entertainment has managed to collect the source code for Habitat and released it on GitHub. Hopefully they'll be able to make the server operational again and we'll be able to enjoy this piece of computer history.



9
I just found a SCI demo that I never knew existed for the ImagiNation Network (INN).
Unlike INN itself which used a modified version of SCI (called LSCI or Large Model SCI), this demo used the original SCI interpreter (version 1.001.097).

The demo works fine both in DosBox and ScummVM.

I discovered this demo inside an ISO from archive.org:
CD-ROM Today - The Disc #5 (November 1994)
It's under IMAGINE\INNDEMO.

If you don't want to download the entire ISO, I'm hosting a standalone ZIP archive:
INNDEMO.ZIP

10
The Games and other Sierra Adventure stuff / Interesting Cursors
« on: July 01, 2016, 03:34:24 AM »
What do you think about these?

11
Yay, finally I got this pull request committed: https://github.com/scummvm/scummvm/pull/770
This is not my first contribution to ScummVM, but it's the first that contains real code...

* OmerMor is feeling proud

12
SCI Syntax Help / VOCABASE.VC
« on: June 20, 2016, 05:27:10 PM »


;  VOCABASE.TXT:  Basic word dictionary file
;  -----------------------------------------
;
;  for   Sierra On-line, 12/16/88
;        source file Vocabase.vc converted to new syntax 1/3/89
;
;  by    Pablo Ghenis, Parsemaster extraordinaire.
;
;
;  Special mention goes to Robert Fischbach for blazing the trail with the 
;  first sanely organized (!?) vocabulary file in Sierra On-line's history
;
;
;  Parts of speech recognized are:
;
;     ARTicle
;     CONJunction
;     PRONoun
;     ASSociative preposition
;     POSitional preposition
;     ADVerb
;     AUXVerb
;
;     ADJective
;     VERB
;     NOUN
;
;  Word numbers 1 to 999 are reserved for "system level" words, namely those
;  of the first seven classes above. Please do not modify this area, if a
;  word or part of speech is missing for any of these words let ME know and
;  I will add it ASAP; that way others may also benefit from the update.

;  Word numbers 4000 to 4095 are reserved for system hooks and kludges, If
;  you dare to use these your actors will forever stutter and your
;  lexical karma will never be the same.

;  This leaves word numbers 500 to 3999 for ADJectives, VERBS and NOUNS, which
;  is all you should HAVE to define for your game. My recommendation is to
;  allocate those numbers as follows:
;
;   500- 999   ADJectives
;  1000-1999   VERBs
;  2000-3999   NOUNs
;
;
;  Formatting suggestion if not already using the vocab preprocessor:
;  newlines are cheap, leave a blank line between distinct words,
;  cluster only synonyms


;***************************************************************************
;
;  DIRECTORY:
;
;     ART            1+
;     CONJ           50+
;     PRON           100+
;     ASS            150+
;     POS            200+
;     ADV            300+
;     AUXV           400+
;
;     system         4000+
;     end of world   4095
;
;  recommended for user file:
;
;     ADJ            500+
;     VERBS          1000+
;     NOUNS          2000+
;
;***************************************************************************
;***************************************************************************
;
;  ART(icles)
;  **********

(#art #NUMBER 1
   
   the
   a
   an
   
   ;some spanish articles for Leisure Suit Larry
   ;--------------------------------------------
   
   el
   la
   los
   
);#art

;***************************************************************************
;
;  CONJ(unctions)
;  **************

(#conj   #NUMBER 50
   
   and
   or
   nor
   ++    ;of
   if
   but
   
);#conj
;***************************************************************************
;
;  proNOUNs:   any of these will get translated to the root of the last
;  ********    previous sentence's direct object



(#pron   #NUMBER 100

   it   
   this 
   these
   that 
   those
   them 
   themselves
   him   
   himself
   her
   herself
   
);#pron

   ;;we really use the following pronouns as nouns sooo...
   
(#noun
   
   (#synonyms  I  me    myself)
   he   
   she   
   they 
   (#synonyms  you   ya)   
   yourself
   we   
   us   
   ourselves
   
);#noun

;***************************************************************************
;
;  ASS(ociative prepositions)
;  **************************

(#ass #NUMBER 150

   until
   while
   with
   without
   for
   about
   
);#ass

;***************************************************************************
;
;  POS(itional prepositions)
;  **************************

(#pos #NUMBER 200

   to       ;changed from #ass by Pablo 9/4/89
   from
   
   at
   (on upon)
   onto
   off
   (in   into  inside)
   (out  outer outside)
   (under   underneath  below beneath)
   between
   across
   (over above)
   through
   (#noun behind)
   ahead
   (#noun #verb   back)
   front
   around
   here
   there
   everywhere
   nowhere
   somewhere
   forward
   backward
   toward
   by
   near
   far
   
   of
   
);#pos

;***************************************************************************
;
;  ADV(erbs)
;  *********

(#adv #NUMBER 300

   how
   where
   when
   why
   what
   who
   soon
   sooner
   soonest
   now
   late
   later
   latest
   (#synonyms  fast  quickly  quick speedy)
   (#synonyms  slow  slowly   sluggishly)
   normal
   (#synonyms  abnormal strange)
   so
   again
   always
   never
   then
   up
   down
   together
   please
   away
   along
   overboard
   not
   almost
   (#synonyms  yes   y  ok affirmative (#noun roger)  sure certainly aye yep)
   (#synonyms  no n negative nay nope)
   (#synonyms  maybe dunno possibly probably)
   
);#adv

;***************************************************************************
;
;  AUXV(erbs)
;  **********

(#auxv   #NUMBER 400

   ;to do or not to do much ado about nothing...)
   do
   did
   (#noun   does)
   ;----------------------
   
   ;to be or not to be...
   be
   (is are youre wheres)
   (am Im)  ;Im=I'm
   ++             ; Removed "are" to make it a synonym for "is"
   was
   ;----------------------
   (#noun   can)
   (#noun   will)
   would
   go
   (stop cease)
   (start   begin)
   
   ;say what!??
   say
   says
   said
   ;----------------------
   
   ;let em have it
   have
   has
   had
   ;----------------------
   
   tell     ;tell man to break window     -> break<tell<man<to/window
   use      ;USE wire to CONNECT circuit  -> connect<use<wire<to/circuit
   
   (shout yell scream holler)
   
);#auxv


;***************************************************************************
;
;  System-level   hacks
;  ******************

;These numbers MUST be present to work around an obscure bug in findWord:
;

(#NUMBER 4000  #noun

   (#synonyms  0  zero  o)
   (#synonyms  1  one)
   (#synonyms  2  two)
   (#synonyms  3  three)
   (#synonyms  4  four)
   (#synonyms  5  five)
   (#synonyms  6  six)
   (#synonyms  7  seven)
   (#synonyms  8  eight)
   (#synonyms  9  nine)
   
   (#synonyms  10 ten)
   
   (#synonyms  11 eleven)
   (#synonyms  12 twelve)
   (#synonyms  13 thirteen)
   (#synonyms  14 forteen fourteen)
   (#synonyms  15 fifteen)
   (#synonyms  16 sixteen)
   (#synonyms  17 seventeen)
   (#synonyms  18 eighteen)
   (#synonyms  19 nineteen ninteen)
   
   (#synonyms  20 twenty)
   (#synonyms  30 thirty)
   (#synonyms  40 forty)
   (#synonyms  50 fifty)
   (#synonyms  60 sixty)
   (#synonyms  70 seventy)
   (#synonyms  80 eighty)
   (#synonyms  90 ninety)
   
   (#synonyms  100   hundred)
   (#synonyms  1000  thousand)
   (#synonyms  1000000  million)
   
   
);#NUMBER 4000

;Here come the hacks from the deep!

(#NUMBER 4093

   ;4093    Any number not explicitly in the vocabulary:
   ;        hard-coded into interpreter)
   ;
   (#noun unknownNumber)
   
   ;4094    Nothing a user would type could match this word:
   ;        hard-coded into interpreter)
   ;
   (#synonyms  !* NOWORD)
   
   ;4095    Anything will match this word:
   ;        hard-coded into interpreter)
   ;
   (#synonyms
      #noun #verb #adj  #pos  #conj #art  #adv  #auxv #pron
      *  ANY   ANYWORD
   )
)
;************************ END OF BASE VOCABULARY ***************************

13
SCI Development Tools / Sierra's Internal SCI Tools
« on: June 17, 2016, 07:41:20 PM »
Hi,
here's my collection of Sierra's internal SCI tools (I have some AGI tools as well - stay tuned).
It's far from complete, but it spans from as early as 1987 to as late as 1996.
Some of the tools are available in several versions. For these, I suffixed their name with an underscore (_) and their version or their date (in case no version was available), e.g. SC_4.100.EXE.
Some of the tools had a protection that only allowed them to be run from a specific network share. I removed that protection.

Here're the descriptions for the tools that have it:
AMIGAPAL.EXE -
ATOS.EXE     - AGI to SCI source code translator
AUDADD.EXE   - Add audio header
AUDAIFF.EXE  -
AUDBITS.EXE  -
AUDCHANS.EXE - AUDCHANS converts stereo audio files to mono or visa-versa or reports the number of channels that audio files currently have.
AUDCHECK.EXE -
AUDCOMP.EXE  - Audio compress
AUDDCOMP.EXE - AUDDCOMP is used to decompress audio volumes during install.
AUDDISK.EXE  - Flag AUD files for disk-resident playback
AUDMAP.EXE   -
AUDMEM.EXE   - Flag AUD files for memory-resident playback
AUDPCM.EXE   - Decompress AUD to SOL files
AUDPLAY.EXE  - Audio player
AUDRATE.EXE  - Change or report rate of AUD files
AUDSCRAM.EXE - Audio scrambler
AUDSOL.EXE   -
AUDSTRIP.EXE - Strip audio header
AUDSYNC.EXE  - Remove sync editor info
AUDUCOMP.EXE - Audio decompress
AUDUSCRM.EXE - Audio unscrambler
AUDWAVE.EXE  - Rewrite AUD files in Microsoft's WAVE format
BASE36.EXE   - BASE36 converts message components into base-36 filenames or vice-versa.
BASENAME.EXE -
BETAW.EXE    -
BIT2CEL.EXE  - Convert 16 color bitmap to 16 color cel
BIT2LBM.EXE  -
BLAST.EXE    - Sound Blaster Record/Playback Utility
BUILDADL.EXE - Builds 3.PAT for use with Sierra's ADL (128 patch) driver.
BUILDGEN.EXE - Builds 4.PAT for use with Sierra's GSMIDI driver.
BUILDTDY.EXE - TANDY PATCH EDITOR
CE.EXE       - Cursor Editor
CEL2BIT.EXE  -
CEL2LBM.EXE  - Converts 256 Color Cel to LBM file
CEL2NEW.EXE  -
CEL2PCX.EXE  - Converts Cel to PCX file
CEL2RE.EXE   - Converts 256 Color Cel to Targa 16 file (.T16) for RE
CEL2TGA.EXE  - Converts 256 Color Cel to Targa 16 file (.T16)
CHKVIEW.EXE  - Checks integrity of view files
CVTPAL.EXE   -
CVTSCI.EXE   - Converts SC scripts to new syntax
DC.EXE       - Word derivative Compiler
DIMWIT.EXE   -
DIMWITSX.EXE -
DROPTGA.EXE  -
FE.EXE       - Font Editor
FIXCEL.EXE   - Correct 256 color cel file(s)
FIXVIEW.EXE  - Correct 256 color view file(s)
FIXVIEWS.EXE - Correct all 256 color view files
FORCEPAL.EXE -
GETTGA.EXE   -
GETTGA16.EXE -
INC_IT.EXE   - Increments the ASCII version number in 'version_file'.
INCVER.EXE   - Increment version number
LBM2BIT.EXE  -
LBM2CEL.EXE  - Converts LBM file to Cel file
LBM2PAL.EXE  - Creates new palette file from LBM file
LBM2VIEW.EXE - Converts LBM file back to 256 color view file
MACPIC.EXE   -
MACVIEW.EXE  -
MAKCDVOL.EXE -
MAKECEL.EXE  -
MAKEMAPS.EXE - MAKEMAPS reads individual audio and sync files creating RESOURCE.AUD and room-specific *.MAP resource files.
MAKEP16.EXE  - Converts 256 Color Pic to 16 color pic (controls & priority)
MAKEPIC.EXE  - Makes an SCI32 P56 file from 2 pcx files
MAKEV.EXE    - Converts any view to use colors in new.pal
MAKEV16.EXE  - Converts 256 Color View to 16 color view
MAKEV256.EXE -
MAKEV64.EXE  - Converts 256 Color View to standard 64 color view
MAKEV72.EXE  - Converts 256 Color View to standard 72 color view
MAKEVAUD.EXE -
MAKEVOLS.EXE -
MAKEVSEQ.EXE -
MATCHV.EXE   -
MC.EXE       - Message Compiler
ME.EXE       - SCI Message Editor
ME_ALT.EXE   - (Music Editor? Original name was ME)
MEAUDFIL.EXE - Message Audio File Utility
MECNV3_4.EXE - Message Editor Conversion v.3 to v.4
MEDUMP.EXE   - Message File Dumper
MESCRIPT.EXE -
MESSAGES.EXE -
MEXLTDIF.EXE - Message File Translation Differencer
MOVIE.EXE    -
MOVIE256.EXE -
MSCIV.EXE    -
MTEST.EXE    - Music Test
NEWPAL.EXE   - Creates new palette file from LBM file
NIGHTPAL.EXE - Creates nighttime palette from file
NO255.EXE    -
NORM.EXE     - This program normalizes audio files.
ONELINE.EXE  -
PAL.EXE      - Allows you to redefine the standard palette in pic file(s)
PAL2NEW.EXE  -
PAL2OLD.EXE  - Conversion of New Pallete to Old
PALPIC.EXE   - Allows you to redefine the standard palette in pic file(s)
PALVIEW.EXE  - Allows you to redefine the standard palette in view file(s)
PCX2CEL.EXE  - Converts PCX to Cel file
PCX2VIEW.EXE - Converts PCX file back to 256 color view file
PE.EXE       - Picture Editor (16 colors)
PE256.EXE    - Picture Editor (256 colors)
PIC2CEL.EXE  - Program converts 256 color PICTOR files to 256 color cels
PIC2NEW.EXE  -
PIC2PCX.EXE  - Converts Pic to PCX file
PICTEST.EXE  -
PMAKEVOL.EXE -
PSCIDH.EXE   -
PSCIDHV.EXE  -
PUTTGA.EXE   -
RAW2MST.EXE  -
RE.EXE       -
READPAL.EXE  -
REDOPIC.EXE  -
RENRESRC.EXE - Resource File Renamer
RESBUILD.EXE -
RESBUST.EXE  -
RESDIR.EXE   -
RESMIX.EXE   -
RMESSAGE.EXE - SCI message translator
SC.EXE       - Script Compiler
SCI.EXE      - Script Interpreter (debug)
SCID.EXE     -
SCIDH.EXE    -
SCIH.EXE     -
SCIP.EXE     -
SCITESTR.EXE - Script Interpreter (debug, menu bars enabled)
SCIUB.EXE    -
SCIV.EXE     -
SCIWH.EXE    -
SCPP.BAT     - front-end batch file for SCPPRINT.EXE
SCPPRINT.EXE - a pretty printer for SCRIPT code
SE.EXE       - Sound Editor
SIERRA.EXE   - Script Interpreter (no debug)
SIERRAH.EXE  -
SIERRAM.EXE  - Script Interpreter (no debug, menu bars enabled)
SIERRAWH.EXE -
SMF.EXE      -
SMIDI.EXE    -
SND_EDIT.EXE - SMF SOUND FILE EDITOR
STAMPVER.EXE -
STAMPVOL.EXE -
SYNCONLY.EXE -
TC.EXE       -
TESTPAL.EXE  -
TGA2MST.EXE  -
TGAPIC.EXE   -
V16LBM.EXE   - Converts 16 color views to Lbm files
V16TO72.EXE  - Converts 16 Color View to standard 72 color view
V256LBM.EXE  - Converts 'Full Color' views to Lbm files
VC.EXE       - Vocabulary Compiler
VCPP.EXE     -
VE.EXE       - View Editor (16 colors)
VE256.EXE    - View Editor (256 colors)
VIEW2LBM.EXE - Converts 256 color views to Lbm files
VIEW2NEW.EXE -
VIEW2OLD.EXE - Conversion of New View Format to Old View Format
VIEW2PCX.EXE - Converts 256 color view to PCX file
VIEWCHK.EXE  - View File Comparison Utility
VIEWMARK.EXE -
VIEWPAL.EXE  - Allows you to redefine the standard palette in view file(s)
VOLCHECK.EXE -
WE.EXE       -
WHATSON.EXE  -
XE.EXE       -
XE_RAVE.EXE  -
XEBATCH.EXE  -
XMESSAGE.EXE - SCI message extractor


I hope there'll be a community effort to document the tools more thoroughly.

Enjoy!  8)

14

      Subject: Recommended Procedures for SCI Game Programming Coordinators
     
      Date:    Monday January 30, 1989
     
      From:    Pablo Ghenis for SCI Development Group
     
      To:      Scott Murphy
               Corey Cole
               Chris Iden
               Warren Schwader
               All Game Programming Coordinators
               
      cc:      Ken Williams
               Rick Cavin
               Dale Carlson
               All SCI programmers
     
     
      As we approach the release date for some products currently under
      development, we can expect a greater potential for conflict among
      the following equally worthy goals:
     
      - To fix system bugs or shortcomings and provide enhancements in 
        order to facilitate further game development.
       
      - To isolate game developers from system instabilities while the
        above goal is being met by the system developers.
       
     
     
      The Programming Coordinators for each game can avoid disruptions
      in their projects by taking the following steps:
     
      1. Create an isolated system directory for each project and load
         a stable copy of the system into it. Also create a backup for
         it and a directory for executables.
         
         Example:
                     >md \games\ice\system
                     >md \games\ice\system\old
                     >md \games\ice\tools
                     
      2. Make sure that all "where" files are written in terms of s:
         instead of \games\sci\system. Everyone's autoexec.bat file
         should contain the line "set sinclude=s:"
         
      3. To save a version of tools such as the compilers and
         interpreter, just copy them to your project's tool directory.
         
      4. To give your project's tools precedence over the main version,
         type in a line like the following one, which should be
         appended to all project members' autoexec.bat files:
         
         pushpath g:\games\ice\tools
     
     
     
     
      5. To freeze a version of the system for your project, type in a
         line like the following one:
         
         pushsys \games\sci\system \games\ice\system \games\ice\system\old
         
         This action might require the game to be rebuilt.
         
         Everyone working on the project should have s: mapped to the
         project's system directory. This can be done by editing the
         user login file using SYSCON on the net, or by appending to
         autoexec.bat a line like the following one:
         
         map s:=g:\games\ice\system
         
      6. If the above step is determined to be premature, it can be
         undone by typing a line like the following one:
         
         savesys \games\ice\system\old \games\ice\system
     
         This action might require the game to be rebuilt.
         
      7. Software updates should be performed and tested by the project
         coordinator at times that will not hurt the team's
         productivity, with enough time to rebuild, test and even revert
         and rebuild again if needed.
         
     
      While the SCI development team will carefully test all system
      changes to avoid introducing problems, its very flexibility makes
      it impossible to test all cases. It will be the responsibility of
      each project's coordinator to follow the above (or equivalent)
      procedures.
     
      I have  provided the push*.bat and save*.bat files mentioned
      above to  facilitate this task; they are available in
      x:\public\tools. We  strongly recommend that all projects update
      to the current system version as quickly as possible, since the
      purpose of system  changes is to correct bugs and provide
      significant enhancements.
     

15
SCI Syntax Help / (More) Official SCI Documentation
« on: May 15, 2016, 03:36:11 PM »
I just got permission to publish a few more SCI documents. I hope you'll enjoy this batch!

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