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Messages - Kawa

Pages: [1] 2 3 ... 86
1
SCI Development Tools / Re: SCI01 Template Game
« on: January 28, 2020, 06:23:43 AM »
I have been using Kawa's SCICompanion build.
*feels validated*

2
SCI Development Tools / Re: Decompilation Archive
« on: January 22, 2020, 04:05:51 AM »
COMBO BREAKER!

for real though, nice work!

3
SCI Syntax Help / Re: Setting a Cursor's location
« on: January 13, 2020, 09:05:30 AM »
I was hoping there'd be something about the part in Larry 5 where when you click during the intro, it offers to show you how to fast forward. Looking there I find that it sets the Fast Forward icon as current and fakes a "pressed Escape" event:
Code: [Select]
(gIconBar curIcon: (gIconBar at: 5) handleEvent: (pEvent type: evKEYBOARD message: KEY_ESC yourself:))Undeterred, I drill down to IconBar::handleEvent:
Code: [Select]
(gGame setCursor:
gCursorNumber
true
(+ (curIcon nsLeft?) (/ (- (curIcon nsRight?) (curIcon nsLeft?)) 2))
(- (curIcon nsBottom?) 3))
)

That basically matches the QFG1 snippet.

Importantly, the "show me" button is roughly dead center on the screen, so that's where the cursor goes. If this were to only change the visuals, moving the cursor should snap it back to where the "show me" button was, right? But it doesn't.

4
The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: November 13, 2019, 02:48:17 AM »
I'm composing the soundtrack for the Coles' next game Summer Daze at Hero-U.
Any relation to your current profile pic?

5
The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: November 12, 2019, 07:46:20 AM »
I've been mostly working on a fantasy computer emulator, while waiting for some difficulties in the lives of both me and my writer to pass so we might pick up The Dating Pool again. So the only thing I've done on that recently is replacing the simple railing on the space station screens with a hexagonal design which involved a lot of vector tracing, drawing another cameo or two, and updating another.

6
SCI Syntax Help / Re: Police Quest 1 VGA
« on: November 08, 2019, 08:32:05 AM »
You might be unable to find "GetFartText" because it's "GetFarText". Far as in distance, not fart as in buttsmell.

7
In fact, I don't really know how to do that at all, as the options when creating a game with Companion is SCI0 or SCI1.1.
You put the SCI01 template in the TemplateGame folder and it'll be there in the New Game dialog.

8
The Games and other Sierra Adventure stuff / Re: What are we working on?
« on: September 09, 2019, 06:27:00 AM »
Just for fun, I've been looking into adding long filename support to SCI1+. So that if you run it in Windows 9X or some other environment with Int 21h AX 7100 installed, you can use those.

R&D on Twitter:
https://twitter.com/NoxicoDev/status/1170696375228620800
https://twitter.com/NoxicoDev/status/1170741800870584320
https://twitter.com/NoxicoDev/status/1170948893854580737

Actual code:
https://github.com/Kawa-oneechan/SCI11-Plus/blob/lfn/EXT/FILEIO.S

Go ahead and say it folks. Say "Kawa, your ASM is atrocious."

9
Now I noticed the scripts are in LUA.
I'm just going to pretend those capitals are for emphasis :)

10
I don't know what Shivers 2 ran on but I know SCI32 is C++.

11
Meanwhile I've being working on an SCI-inspired game engine of my own, in C++ with SDL2. I never write proper C++ code (rather, I write C with nice things like auto) but here it is anyway. I originally wanted to use actual SCI as its script system but eventually woke the hell up and switched to Lua, so that's a thing.

https://github.com/Kawa-oneechan/newsci

12
This, of course, is inevitable.

13
But we can't (de)compile every SCI version 😸

14
SCI Syntax Help / Re: Menu Bar Issues
« on: July 20, 2019, 04:11:59 AM »
Okay so what (Graph grGET_COLOURS) (or rather GDetect) does is ask the video driver how many colors it has, so that playing on CGA or worse disables the item. At least that seems to be the idea but the CGA drivers don't seem to give the correct values, or the SetMenu call is doing it wrong because Larry 3's color-changing feature just keeps trucking.

I did some quick testing in a new game, and it reports 16 colors for EGA320 and MCGA320, -1 for CGA320C and CGA320BW so that implies it's the former, but the SetMenu call is also wrong it seems. What you really want to do is this:
Code: [Select]
(if (!= (Graph grGET_COLOURS) 16)
  (SetMenu MENU_COLOURS smMENU_ENABLE FALSE)
else
  (SetMenu MENU_COLOURS smMENU_SAID '/color')
)
That's 112 instead of 32. The interpreter source doesn't check for 32 smMENU_NOSAID at all, but it does check 112 smMENU_ENABLE.

Personally I'd suggest just getting rid of the whole item. It's a Larry smell, like the SQ5 status bar and font in the SCI11 template.

15
Might I suggest making it look a bit less like Space Quest 5, with the font and status bar being as they are in the template? It can be as simple as replacing some font resources and swapping most of statusLineCode::doit for a DrawStatus call.

You know, it's not unlike the SCI0 template having Larry 3's color menu item, but somewhat more in your face.

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