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Messages - OmerMor

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The Games and other Sierra Adventure stuff / Re: SCI Tetris
« on: September 20, 2020, 02:20:57 PM »

The Games and other Sierra Adventure stuff / Re: King's Quest IV VGA-ish
« on: September 10, 2020, 04:25:44 PM »
I love it! Well done Andrea!

I have looked into it, and I think it's related to the new Feature class introduced in SCI01. This class was moved out of script 998 (Actor), and into its own script, 950.
There, it was greatly expanded to include support for doVerb code. Script 996 (User) added the VerbMessager class which converted said specs into verbs. I know that KQ1SCI and QFG2 used this.
I think this was meant to help the programmers transition from the parser to an icon-based interface.

You can get a glimpse of the SCI change history and rationale in these documents:
SCI Changes & Updates.1993-08-23.txt
Run Time System Changes.1993-08-23.txt

SCI Syntax Help / Re: Where to get SCI0 documentation in 2020?
« on: September 01, 2020, 02:29:23 AM »
You're right. This part was removed from SCI Companion's documenatation.

You can view its latest snapshot here:

However, this is just SCI Studio's documentation which can be also found here:

SCI Syntax Help / Re: Where to get SCI0 documentation in 2020?
« on: August 31, 2020, 04:46:57 AM »
SCI Companion has very good documentation:

SCI Development Tools / Re: Strings: {} vs "", and underscores
« on: July 20, 2020, 04:01:54 PM »
In SCICompanion, is there any difference between {} and "" as strings delimiter?
Will they be compiled to the same thing?

What do underscores mean?
For example, after dying, the possibilities are:
Code: [Select]
{Restore}, {Restart} and {____Quit____}

See here:

Currently brace and double-quote strings can be used interchangeably.
All whitespace between words in a string will be converted into a single space character. If you need to have multiple spaces between words, you can use the underscore character.

SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 16, 2020, 11:59:11 AM »
Are there any other disassembly blocks left in the templates?

SCI0, SCI01, and SCI11 have no disassembly blocks at all.

SCI10 only has three - in Logger, PolyEdit, and Talker. I can resolve Talker and thus allow for talking portraits. PolyEdit and Logger? Probably not needed.

Attached are all my Logger/PolyEdit/Talker scripts.

SCI Syntax Help / Re: Old SCI0 Template Save Bug
« on: July 14, 2020, 02:12:39 AM »
Specifically, SRDialog:doit. It can't be decompiled and thus falls back to disassembly. Somewhere in there, something didn't disasemble correctly, resulting in the duplicate saves bug.

Wonder if Omer might have the original SCI0/SCI01 source scripts for this?

I published my SCI0 scripts here:
Unfortunately I don't have any SCI01 scripts.
I do have some SCI1 versions of SAVE.SC which I haven't published yet.
I'll attach all my versions here.

I did just mirror a random pic from Larry 2 using Sierra's own picture editor though. It was pretty easy, just a few clicks. Would you like a copy?
Sure! I didn't even know we had access to something like that!

Omer Mor posted quite a few of Sierra's internal tools here. Just search his attachments

There you go:
Sierra's Internal SCI Tools
Sierra's Internal AGI Tools

That's beautiful! Thanks for your hard work!

I noticed a few small issues:
 - At, when you start the battle with the troll, the background music of the cave and the battle music are both playing at the same time.
 - At, after the defeated troll falls to the ground and you use your hand icon on it, the palette changes right when the response message appears ("The dead troll's huge club is much too heavy for you to lift."). You can see the troll's outline become darker.
 - The end credits message boxes are not as nice as the ones in the EGA version which time-out automatically.

Overall - this a great mod! Congratulations!

SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 22, 2020, 03:47:22 AM »
I didn't have time to check for differences, but you can find all the versions of qfg1ega that I have (including for different systems) in this Google Drive folder:

Maybe they have a better version of the sound 99 resource.

SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 07, 2020, 08:39:11 AM »
What do you think would be better for that last part, a dragon like the original EGA release or the genie from QfG2 VGA?

I'd say the genie would be more appropriate, but it's all good...  :)

SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 06, 2020, 02:45:39 PM »
Well, the "razzle dazzle root beer" debug menu is only present in the EGA version. Since there is no parser, you can think of some other mouse-based mechanism to access a debug menu.
I can't think of any other missing content. I didn't even know about the troll's cave until you came here.  ::)

Regarding the ending scene - you can borrow missing graphic assets from AGDI's QFG2VGA fan remake. You could either try some AGS resource extractor s(I have never tried to do so, but I guess it's doable), or try to contact the developers and ask for it.

SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 05, 2020, 02:17:14 PM »
Looking great! Thanks for uploading the video.
I really look forward to seeing this with music and credits.... as well as the troll's cave you're adding.
Keep up the great work!

SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 05, 2020, 03:02:13 AM »
Can you upload a video to youtube? I'd love to see this.

Take a look at Ravi's research on SCI drivers:
You can also try contacting NewRisingSun who I believe have experience reverse engineering the drivers.

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