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Messages - OmerMor

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1
SCI Development Tools / Re: SCI01 Template Game
« on: January 18, 2019, 02:21:38 AM »
Thanks!

2
SCI Development Tools / Re: SCI01 Template Game
« on: January 17, 2019, 01:12:20 PM »
To make it easier for others to update, I've placed the template game at Github. I think it's mature enough for that now.

Here it is.

Moving to Github is great.
Would you like to take ownership on the SCI01-VGA template as well? I already uploaded it to Github: https://github.com/OmerMor/SCI01-VGA-Template
The only diff so far is the addition of PALETTE.999 and replacing the interpreter.

3
If I copy-paste GetDirectory from SCI16's SAVE.SC to a test project, compile, and then decompile it works fine.

Have you tried SCI32's SAVE.SC?

4
The basic issue with repeat is that the decompiler can't hack it, gives up, and makes it an asm block instead. This also affects things like save-restore and asking for a new path.

Thanks. Here's the bug report: https://github.com/icefallgames/SCICompanion/issues/20

You might want to add a comment there with an example of a repeat statement, the resulting bytecode, and what the decompiler outputs for it.

5
BTW, here's Sierra's documentation about repeat statements:

Quote
(repeat code)

     Continually execute the code until some condition in the code (a
     break) causes the loop to be exited.  This is equivalent to
          (while TRUE code)
     or
          (for () TRUE () code)
[/tt]

6
It would be a good idea to add support for non-integer defines. Sierra themselves used such defines, as seen in the SCI16 source scripts. These defines include complex equations. The SMOOPER script uses these defines extensively.

Also, the "repeat" statement tends to cause problems with the decompiler. The best example of a function that uses this is "death message" procedures.

I added a feature request for the define statements:
https://github.com/icefallgames/SCICompanion/issues/19

I'd open one about the repeat statements, but I don't understand what the issue is. Can you formalize it a bit?

7
AGI Development Tools / Re: C# AGI Interpreter
« on: January 13, 2019, 04:09:45 PM »
Sierra's original PICTURE editor must have allowed them to draw down to 168, perhaps as a result of a bug maybe? Given this issue is in KQ4, maybe it was one of their later PICTURE editors. This issue doesn't seem to be in any other game that I've noticed so far.

I have 2 versions of Sierra's PICTURE editor: PIC.EXE (1987-02-23) and PE.EXE (1987-05-28).
I did not check them out yet, but you are welcome to do so: I just released my stash of AGI tools in this thread: http://sciprogramming.com/community/index.php?topic=1814.0

8
AGI Development Tools / Sierra's Internal AGI Tools
« on: January 13, 2019, 04:09:28 PM »
As promised a few years ago,
here's my collection of Sierra's internal AGI tools.

Enjoy!  8)

9
SCI Development Tools / Re: SCI32 Source Code
« on: January 12, 2019, 04:17:23 PM »
Thanks so much. Have you sci0, approximately 88-90 years?

Unfortunately - not.  :(

10
SCI Development Tools / SCI32 Source Code
« on: January 11, 2019, 06:17:32 AM »
https://github.com/OmerMor/SCI32

This repository contains snapshots of the SCI interpreter and system scripts between 11/1994 - 10/1995, and you can learn about the evolution of the SCI in this era.
You can see the these snapshots in git's commit history: https://github.com/OmerMor/SCI32/commits/master

11
SCI Development Tools / Re: Reasons to develop 640x480 SCI tools
« on: January 11, 2019, 02:34:48 AM »
Too bad that we don't have the source for the later interpreters.

I'll do something about that later.  :)

Here you go:
http://sciprogramming.com/community/index.php?topic=1812.0

12
SCI Development Tools / Re: Reasons to develop 640x480 SCI tools
« on: January 11, 2019, 12:48:45 AM »
And OmerMor? Did you really just say I'm missing Laura Bow 2? Thanks for the offer, but I'm more interested in sauce ;)

Oops  ::)

When I skimmed through your list I was looking for "Colonel's Bequest 2" / "Laura Bow 2" / "lb2" / etc...

13
SCI Development Tools / Re: Reasons to develop 640x480 SCI tools
« on: January 10, 2019, 02:11:27 PM »
Why would you extract and convert them yourself when I did it all for you? http://helmet.kafuka.org/backgrounds/sci/

Kawa, you're missing a few games:
  • Mixed-up Mother Goose Deluxe
  • Mixed-Up Fairy Tales EGA
  • Conquests of the Longbow EGA
  • Jones in the Fast Lane EGA
  • Jones in the Fast Lane VGA
  • Hoyle 1
  • Hoyle 2
  • Hoyle 3 VGA
  • Hoyle 5 (Classic Games)
  • Laura Bow 2
  • Slater and Charlie
  • Phantasmagoria 2
  • Police Quest: SWAT
  • Rama
  • Lighthouse
  • Shivers 2
  • ImagiNation Network
  • The Realm

If you're missing any, drop me line.

14
SCI Development Tools / Re: Reasons to develop 640x480 SCI tools
« on: January 10, 2019, 12:04:12 PM »
Too bad that we don't have the source for the later interpreters.

I'll do something about that later.  :)

15
AGI Development Tools / Re: C# AGI Interpreter
« on: January 10, 2019, 12:03:17 PM »
So I started wondering how scummvm handles this (since I've already ruled out the extra Loop having been introduced by an editor, due to timestamps on the KQ4 files still being 1988). Turns out that it has a specific workaround coded for KQ4:

https://github.com/scummvm/scummvm/blob/master/engines/agi/view.cpp


Turns out this fix goes all the way back to Sarien (which was imported to ScummVm), some 18 years ago:
https://github.com/cmatsuoka/sarien/commit/2e38cdc

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