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Messages - Kawa

Pages: [1] 2 3 ... 77
1
SCI Community How To's & Tutorials / Re: Inventory problem
« on: Yesterday at 09:05:25 PM »
I wasn't running out of memory. It was being Really Weird about language codes.

2
SCI Syntax Help / Re: Importing a Character (a la Quest for Glory)
« on: Yesterday at 01:19:30 PM »
True enough on being a custom format.

3
SCI Community How To's & Tutorials / Re: Inventory problem
« on: December 10, 2018, 05:30:36 PM »
unless you guys have any idea as to how to solve the issue otherwise?
Memory limits because all these items are loaded at all times?

Like I said, check out Codename Iceman:

Code: [Select]
;;; tahitiInv.sc, #371
;;; --------------------

(instance tahitiInv of Code
(properties)

(method (init)
(gInv add: Black_Book Change Key Earring)
)

(method (dispose)
(gInv delete: Black_Book Change Key Earring)
(DisposeScript 371)
)
)

(instance Black_Book of InvI
(properties
said '/book[<black,address,call]'
view {tahitiInv}
loop 1
value 1
name "Black Book"
)
)

(instance Change of InvI
(properties
said '/change,coin'
view {Black Book}
loop 2
value 1
)
)

(instance Key of InvI
(properties
said '/key'
view {Black Book}
loop 1
value 1
)
)

(instance Earring of InvI
(properties
said '/earring'
view 313
value 1
)
)

That's all the items you can use in Tahiti. Then there's #372 subInv.sc that defines another 15 items that you can only use while in the submarine and related areas. #819 preloadCode.sc shows that you gotta load the new and dispose the old, lest you get all 18 items for Tahiti and the submarine loaded at the same time.

4
SCI Community How To's & Tutorials / Re: Inventory problem
« on: December 10, 2018, 04:01:03 PM »
Huh. I did not expect that. As I begin writing this, I'm officially stumped. That does not look like a selector name... more like some weird-ass script error ends up trying to invoke a selector with that absurdly-high number.

Seriously? 31890? The highest selectors are #4096 through #4103, and even they stand alone! The highest regular non-system selector in Gabriel Knight 2 is #918. So that's pretty out there.

But wait, it gets better! In the source code for the interpreter, if GetSelectorName fails to load a selector name, it just returns the buffer it was given untouched, so "7c92" isn't even the selector number -- it's just whatever happened to be in the memory area that the routine showing this error (or the "oops" one in a regular build) happens to contain! So this is next to useless after all that effort to teach you the basics of retrocomputing, except to show that it's a (doubly?) invalid selector.


What's nice is that the second screenshot can theoretically be used to find out where the issue happens exactly. Given a copy of the script file containing templateInventory and a copy of its disassembly, one might be able to deduce more about the problem's cause and possibly a solution.

But I may have an easier solution for your problem regardless. Or a workaround at any rate. Codename Iceman has several separate inventory sets throughout the game, spanning 34 items in totalケ. so you might want to consider not adding all 40-something items in one go.

Perhaps the most sturdy solution would be to bite the bullet and do what the oops error said: rethink your strategy and try taking a different approach to the situation. Do you really need that many items? After all, that error is addressed to the developer, not the player.



ケ: what's particularly interesting is that LSL6 has 42 items in total and KQ6 a whopping 52.

5
SCI Community How To's & Tutorials / Re: Inventory problem
« on: December 10, 2018, 03:30:24 PM »
It's a DOS program, like SIERRA.EXE is. You can't run those as-is. Rename SIERRA.EXE to anything else, then rename SCI.EXE to SIERRA.EXE and hit that run or debug button in SCI Companion.

Edit: looking at your screenshots again, also don't forget to put it in the same folder as your game.

6
SCI Community How To's & Tutorials / Re: Inventory problem
« on: December 10, 2018, 03:15:09 PM »
I'd really appreciate if you could tell me more besides "can't run for some reason". I can't help you without such information.

Just to be sure, I dropped SCI.EXE into the folders for King's Quest 6, Larry 6, and Freddy Pharkas. Only Larry 6 refused to run outright because it uses the menu system. So that just makes me real curious as to what possible reasons we could be missing here.

7
SCI Community How To's & Tutorials / Re: Inventory problem
« on: December 10, 2018, 02:42:07 PM »
E_BAD_SELECTOR. Try running the game on a debug build (attached) so you can see the full error: "'%s' is not a selector for %s.".

Also, how many items is many?

8
In the "bought by a hoarder" sense or in the "bitrotted away" sense?

9
SCI Development Tools / Re: SCI01 Template Game
« on: December 04, 2018, 10:05:30 AM »
You're gonna have at least one problem: Where to place the said strings. Remember, the script format was redesigned in SCI1.1; you could place them with the strings and hope that nothing else breaks, but I'm not sure about that.
... fffffffuuuu-


I ain't even mad.

10
SCI Development Tools / Re: SCI01 Template Game
« on: December 03, 2018, 06:39:05 PM »
Y'know what? I think the one thing better than a VGA SCI01 template to make parser-based VGA games in is one that's based on SCI11, considering the different levels of support in SCI Companion and certain runtime stability issues I've noticed when I first hacked The Seasoned Professional.

There's a folder in SCI16-master named NL. It is clearly parser code, but I have little to no clue how to integrate it into SCI11. I could study it a whole bunch and give it my best shot, of course.

The other option depends on the availability of SCI01 source code. After all, if it's already integrated into the one engine, it'd be almost trivial to get it in the other. Okay, maybe not that trivial, but certainly compared to figuring out the NL folder, I'd bet.


11
I wonder if the source to the SCI interpreter itself is included somehow somewhere with what he has. Doubtful, I guess...
I figure someone on the systems team would be more likely to have those.

☐ SCI0
☐ SCI1
☑ SCI11
☑ Some version of SCI3?

12
Plot twist: the top bidder is the current owner of the IP.

13
The Dating Pool is not Larry 4, lol. Though there is some Larry influence in there.

I still have an old AGS project that was supposed to become Larry 4 after we gave up on the new SCI Studio ever coming out. Who knows, it might become the second SCI11+ game... probably not, though. I'd like to make it at least pass for SCI1 ;D

14
It's not that strange. Back when SCI Studio was still relevant, I contacted Mr. Lowe via email about permission to develop a Larry 4. Shared a concept and everything, and he gave me basically the same spiel -- I had his blessing to make Larry 4 - The Missing Floppies, but I was to absolutely not name it Leisure Suit Larry 4 - The Missing Floppies. He could only permit me to use the Larry Laffer character, not the LSL name. Which was about what Kon-Tiki and I'd expected.

15
SCI Development Tools / Re: SCI01 Template Game
« on: November 28, 2018, 09:24:03 PM »
...Maybe I'll try another game...

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