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Messages - lskovlun

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AGI Syntax Help / Re: AGI Random Number Generator
« on: November 19, 2017, 01:36:24 PM »
Lance Ewing HWM and NewRisingSun dug up some authentic source code a while ago and posted it in another thread:

It's not all there, but happily, the Random function seems to be among the scraps.

SCI Syntax Help / Re: Memory Fragmentation in QFG2
« on: November 19, 2017, 12:43:55 PM »
I'm a bit confused here. I was expecting QfG2 to show the same two-button dialog as the later SCI1 games (Memory fragmented  [Who cares] [Debug]). The one in QfG2 actually has only one button, but it should still bring up the debugger as shown (from which the procedure in my first post was supposed to work). It also seems that, for QfG2 to check for fragmentation at all, it must be in the 'suck blue frog' mode? I wanted a snapshot as close to the crash as possible, so this would be preferable to opening the debugger manually, but if there's no other way...

Also, you did finish your playthrough, didn't you?

SCI Syntax Help / Re: SCI 1.1 - DrawPic & dpOPEN_INSTANTLY
« on: November 04, 2017, 10:15:10 AM »
I suspect this constant should be removed from the SCI1.1 template game entirely. Its value is -1, which means that all the modifier flags (there are four of them, some seem to be mutually exclusive) are set.

SCI Syntax Help / Re: Memory Fragmentation in QFG2
« on: November 02, 2017, 02:19:50 PM »
That's actually how to start it.  "suck blue frog" and then <ALT+F> to give the memory information.
Actually, I meant this:

SCI Syntax Help / Re: Memory Fragmentation in QFG2
« on: November 02, 2017, 01:23:37 PM »
But you did get it to work. Was that by luck, or did you do something?

SCI Syntax Help / Re: Memory Fragmentation in QFG2
« on: October 27, 2017, 11:35:05 AM »
Well, two things:
  • From the "memory fragmented" dialog, enter the debugger, then press f to get the free heap display.
    This will tell us the size and location of the fragments. I'm not too experienced with the interpretation, though. Inspecting the given memory addresses might help as well. (if the object header 34 12 shows up close to the base address, it's a freed object for example). There is a file in the - now public - SCI distribution which shows some others.
  • A savegame, as close as possible to the crash. If it is possible to recreate the situation "by hand" starting from that savegame, so much the better.

SCI Syntax Help / Re: color names
« on: October 20, 2017, 04:37:41 PM »
Ah, the old IBM PC manuals. My school used to have the one with the BIOS listing and commentary in it. I'm kind of bummed I didn't snatch it while I could; they absolutely did not have expertise to use it. It probably went in the trash, unfortunately. They also had the original PC, which was fun as a plaything, but not much else. It was locked in a little-used room.

SCI Syntax Help / Re: color names
« on: October 20, 2017, 09:57:39 AM »
For what it's worth, the Delphi type is similar, even though Delphi has a strong forerunner in DOS text UI, Turbo Vision:

SCI Syntax Help / Re: String pain
« on: October 14, 2017, 03:31:31 PM »
GetFarText and Format both require the address of a buffer workspace. In your first two snippets, no address is given, causing unpredictable behavior. Note that the address pointer is given as the first argument to Format, but as the last argument to GetFarText. The effects of omitting a parameter are subtly different.

SCI Syntax Help / Re: Background scrolling
« on: September 07, 2017, 08:07:02 AM »
Do you need actual real-time scrolling, or can you fake it with some arrow icons and the scrolling DrawPic styles?

Code: [Select]
void exit(char code)
/* ... */
for (i = exitIndex - 1; i >= 0; i--)

 /* Lots of endscreen code */
/**/ if ((hB800 = ResLoad(RES_VOCAB, 184)))
 /* Lots of endscreen code */
I'm a bit surprised this works at all. It runs after the resource manager has been shut down, right?
So you're operating on deallocated resource manager data and loading resources, just hoping it works - could end badly, depending on the situation.

Implemented a wordwrapper. It's nice. Basically all that's left is that null pointer when copying game files and more capability detection.
Eeeek, hyphenation is a can of worms. One of the reasons \TeX{} became so popular is that it did it right. But that is a big task.

Kawa, does this mean there's a game coming out soon?  ;) ;D

SCI Syntax Help / Re: Interface overhaul/stripdown (like Myst)
« on: August 16, 2017, 11:22:12 PM »
Like the actual DoVerbCode of Feature itself not an override from an object based on Feature? This could work as I'd have basically the same actions across every room. I'll probably replace polygons with colours in this case because that's easier to check for rather than polygons which are specific to each room, yes? This would also solve my "click on nothing" problem.
There should be a global variable - the version of the template game I'm looking at calls it gDoVerbCode - that you can set to point to an instance of Code (so it's a little different from the usual doVerb handling). It gets called if a) you remember to call the superclass in the doVerbs that you do have and b) there is no message associated with the feature's noun/verb/case. Sierra usually set it somewhere in the game initialization, but I bet you could change it around if you wanted to.

Another interesting tidbit that I found is the concept of "actions", notably used in Conquests of the Longbow. If the actions property is set to an instance, then its doVerb method completely overrides that of the feature - so you could have day1Actions, day2Actions, etc. - or in the case of reused actor instances, select which set of responses the user would get.

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