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Messages - Kawa

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One of us. One of us. One of us. One of us. One of us. One of us.

Unfortunately, the longer hair matches the 3D model better.

The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: June 21, 2017, 05:19:04 PM »
Thanks. Anyone else?

The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: June 21, 2017, 04:41:18 PM »
Considering adjusting the character sprites a bit -- all the main character sprites are already done and ready for import, but I'm not doing the rest of the cast until this is judged.

If nothing else, the hair better matches the 3D model.

Been working on the manual for The Dating Pool, and found this in my research:

...something's fucky.

Today's project: adding previews to the font archive.

SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 01:25:56 PM »
I had the same thought of basing the code on Inv instead. The dialog editor, unfortunately, is SCI1.1 only.
Not to mention its output is for SCI1x-style Print the object, not Print the method.  :(

SCI Syntax Help / Re: Vertically aligned Buttons
« on: June 16, 2017, 05:58:41 AM »
= btnY (+ 4 (send hButtons[paramCnt]:nsRight)) should really be nsBottom at the end there I think ;)

True, but at least .fon for font files makes some sense, even if you can't tell Windows and SCI fonts apart. Genesis .bin files have no excuse.

(similar issue: .grp files, Program Manager and the Build engine)

Because obviously a .fon file is always a Windows bitmap font, like the old MS Sans Serif. No way it could be the very format the game it's from uses.</sarcasm>

I'm reminded of Sega Genesis/Mega Drive roms usually being .bin files. So helpful and handy.

What direction was that?

Really? I just downloaded that specific file, opened SCI Companion, File > Open Patch File... and there it is.

Of course, installing it as a font on Windows or Linux or whathaveyou would be doomed to fail since this is an SCI font resource ;)

And in my stash, in the fonts folder, is a version that's reordered to match Win-1252 that I just whipped up, but doesn't have all the characters yet.

I attached Wilco Serif.fon back on page 1.

SCI Development Tools / Re: Custom-building your own SSCI
« on: June 13, 2017, 03:42:09 PM »
So with a little help from IDA and a few liters of diet coke, I found out that startasm.s was being assembled wrong. This broke restore/restart, which works by longjmp, and saving if it were to fail. And woah boy how it broke.

Turns out that MASM was generating extra code around the setjmp and longjmp procedures, because they have parameters. The originally released code did not specify any, but MASM wouldn't take it because the proto definitions did have parameters. To quote the MASM 6.11 manual:
When you use the PROC directive with its extended syntax and argument list, the assembler automatically generates the prologue and epilogue code in your procedure.
If a procedure does not have any parameters or local variables, the prologue and epilogue code that sets up and restores a stack pointer is omitted, unless FORCEFRAME is included in the prologuearg list.
We want to do the opposite here, though...
If you want to revert to the standard prologue or epilogue code, use PROLOGUEDEF or EPILOGUEDEF as the macroname in the OPTION statement.
Code: [Select]
OPTION EPILOGUE:EPILOGUEDEFYou can completely suppress prologue or epilogue generation with
Code: [Select]

This has of course been tested and confirmed. The file in my stash has been updated accordingly.

Toucan play that game.
Code: [Select]
Game LSL6 KQ6 FPFP CQ-6/10 CatDate
Pics (KB): 1164 2722 1613 398 1029
Pic count: 75 97 56 99 29
Views (KB): 3481 4293 2655 1040 310
Messages (KB): 202 253 238 132 23
Scripts (KB): 224 342 167 312 84

: text here, obv.

Yeah, I'm mostly just making myself look stupid with low numbers :)

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