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Messages - Kawa

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SCI Syntax Help / Re: SCI0 Importing a MIDI
« on: October 18, 2018, 05:04:31 PM »
I don't think anyone did. But WD-40 did specify SCI11, which the christmas card isn't, so... yeah.

SCI Syntax Help / Re: SCI0 Importing a MIDI
« on: October 18, 2018, 04:37:05 PM »
Nah man, he wrote his own SCI0-with-bits-added for Unity. There's no SCI11 here.

If you want the feel of SCI0 in SCI11, just make a 999.pal that's entirely the CGA palette, maybe with the rest of it black, maybe repeated 16 times, and basically don't use the palette fade transition. You won't have the parser though.

Right, forget that feature then. Between that and the endless redeco loop I encountered it might be better to just not enable those hacks.

SCI Development Tools / Re: Decompilation Archive
« on: October 16, 2018, 07:27:26 PM »
Strange minds think alike.

SCI Development Tools / Re: Decompilation Archive
« on: October 15, 2018, 05:35:23 PM »
When I recompile KQ1, the remake of course, everything seems to work... until the portcullis is closed and I get handsOn.

Suddenly, Graham turns invisible (cyan outline) and the goat's there, trying to pathfind its way around the portcullis.

It's not one of my hacks that did it either -- I have an unaltered SCI Companion in the archives that ended up with the same thing. And a freshly-unzipped KQ1 doesn't do it either. So that's something to investigate before I bother to upload a copy of

Heads up, when I said "several times" I apparently meant "until I unchecked that option in the middle of a run because of a weird interaction with my global vars name thing".

Can't reproduce.

I open the SCICompanion.exe specifically from the site, load a random game (Castle of Dr. Brain), open the decompiler. I observe no scripts are selected. I click "Select All" and observe that all of the items in the list get a gray background (not blue, because the focus is on the checkbox). I click "Decompile", and it decompiles all the scripts. Several times because that option was also enabled.

SCI Development Tools / Re: Decompilation Archive
« on: October 14, 2018, 01:40:20 PM »
Here's my take on Iceman, with those two fixes and a bunch of renamed globals and procedures in Main and Print.

SCI Development Tools / Re: Decompilation Archive
« on: October 14, 2018, 08:16:04 AM »
This is a script bug, not a decompilation bug.
Considering the PMachine code literally pushes those two values and a parameter count of two, I think I'd agree. Did I say it was a decompilation bug, though?

Code: [Select]
; KAWA -- There was an extra push here making a mess of this case:
; (asm
; pushi #active
; push1
; push1
; pushi #value
; push2
; push1
; push0
; lofsa checkThrottle
; send 14
; )
; correctly decompiles to the uncompilable
; (checkThrottle active: 1 value: 1 0)
(checkThrottle active: 1 value: 1)

(Edit to correct asm annotation, had the lofsa and send switched around)

So it can't. I'm on it.

Found the problem. Mild compiles aren't supposed to define KAWA_NOSTUDIO in the resource file, so the dialog template and the code didn't agree, trying to set up the items for a dropdown that didn't exist. Uploaded a fixed and tested version to the same place, in place.

Also, I can't quite figure out the ini thing, so I'm keeping the global variable names as I originally implemented them... for now.

SCI Development Tools / Re: Decompilation Archive
« on: October 14, 2018, 03:47:40 AM »
In my own fresh Iceman decompile, I see an --UNKNOWN-PROP-NAME-- in Act::canBeHere. Comparing this against SQ3, that should be ignAct.

The other error is in secondCoordsScript::changeState: (13 (checkThrottle active: 1 value: 1 0))
From what I can tell, this should just be value: 1.

I've set up three build targets -- Release, which is as I described earlier; Kawa, with all of my hacks defined in; and Mild, with only a few, namely taking forced script names from decompiler.ini, massaging the Display command's parameters, the hardcoded globals (yet to be listed in decompiler.ini), and renaming script 993 class 0 to "File". It does not include hex numbers in the font editor, fonts with more than 256 characters, the lack of Studio support, or the lack of transparency paste nagging.

This'll make it pretty easy for me to keep my own copy and the public release in the stash separate. In fact, have a new Mild build right now!

To use the new script name override feature, put this in decompile.ini:
Code: [Select]
0 = "Main"
993 = "File"

Yeah, even Main's no longer hardcoded.

I'd love to document those changes myself, and since I am unbelievably bored and gifted with an immense amount of free time to waste, I probably wouldn't even automate it. Last time I did automate something, it was extracting and analyzing all the fonts to see how many of them had how many characters in them (128 for American, 226 for European because is #225 in Codepage , very very few 256).

SCI Syntax Help / Re: SCI0 Importing a MIDI
« on: October 12, 2018, 03:41:35 PM »
You'll probably need to change the instruments in the MIDI then. Perhaps clone the tracks you want in the AdLib version, set those to instruments that do work/sound well instead of the GM/MT32 tracks, and maybe consider having a track with a single voice for PC Speaker if you're doing that anyway?

But I think by default when you import a MIDI, it just enables all tracks for every driver? I forget.
It does.

SCI Syntax Help / Re: SCI0 Importing a MIDI
« on: October 12, 2018, 02:20:06 PM »
Since no SCI0 game has a clue what General MIDI is... I just imported a random midi into a new game, set up a room's script to play it, and it plays fine sounds like perfectly audible shit because I forgot to switch to a better driver. I didn't even touch any patches.

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