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Messages - EricOakford

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1
SCI Syntax Help / Re: Converting sciAudio to Sierra Script
« on: June 24, 2020, 06:26:13 PM »
@Eric: My main concern with that would be not finding the root cause (in the compiler) and therefore still risking problems with local variables elsewhere. The manifestation of such problems would be highly variable (hah) and difficult to diagnose. Also, if everything is in temporary vars (on the stack), there's the risk of stack overflows.

Okay, I admit it's not a perfect fix, but it's only temporary, since this is a compiler issue. I could also reduce the ,msgBuf array to 100. There's no need for it to be any higher.

I've been working on a new version of LockerGnome Quest Redux in Sierra Script, with the music and sound intact, and replacing MouseLookObj with Sierra's original RFeature and a mouseDown event handler, as was done in QFG1EGA. It seems to be going along well.

6/25/2020 UPDATE: Here it is. The game plays to completion (with voice and music!), but the game crashes with an opcode error at the very end.

2
SCI Syntax Help / Re: Converting sciAudio to Sierra Script
« on: June 24, 2020, 11:34:27 AM »
Both versions now work correctly. The problem was related to msgBuf being a local variable. By changing it to a temp variable, this is no longer an issue.
Basically, from what I can tell, the script just writes out a file, and the sciAudio daemon then reads that file and plays the sound given. So it seems only the script needed modification.

3
SCI Syntax Help / Converting sciAudio to Sierra Script
« on: June 22, 2020, 06:55:11 PM »
I have taken the liberty of converting the sciAudio script to Sierra Script. Here is a basic game that serves one purpose only: test a sound then quit.

It's in both SCI0 and SCI01 form.

And no changes to the actual sciAudio program were needed.

6/24/2020 EDIT: Both AudTests work correctly now! I changed msgBuf from a local variable into a temp variable. Also, sciAudio is now an instance of Object (if no superclass is given, it's an instance of RootObj)

4
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 22, 2020, 09:58:57 AM »
I know that the Macintosh version plays the end music just fine.

Also, I seem to recall that in the DOS version, the music plays okay if set to Adlib or PC Speaker (and possibly MT-32). My best guess is that this particular track was not updated for the newer General MIDI driver, hence silence.

5
SCI Development Tools / Re: Decompilation Archive
« on: June 04, 2020, 10:35:17 AM »
Yes, it seems to work properly now. There's a similar instance of this in the Monolith Burger menu in SQ3.

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If we could convert all of the fan games to Sierra Script then we could dump all of the backwards compatibility stuff and leave Studio and its script in the past.

I have actually been doing this, like I did with LockerGnome Quest and Betrayed Alliance Book I. With my templates and decompilations, I've done away with the Studio defines, using the original Sierra defines instead. With backtic sequences now being case-sensitive, I can finally dump key.sh.

6
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: June 02, 2020, 06:38:34 PM »
I've put up a significantly updated decompilation of QFG1VGA here. It hasn't been tested yet.

7
SCI Syntax Help / Re: Adding a room to Quest for Glory 1 (VGA)
« on: May 14, 2020, 12:12:13 AM »
I defined it in script 000.

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Are you sure it's at a higher index than any other global flag?

I don't know what that means so, no i'm not sure.

That is, it's the last global in the list. But since this is a bit flag, you should probably have it be "SEARCHED_FRED_TREASURE" (the name I gave it in game.sh. If it's not there, make sure it's the last flag in the list!)

8
SCI Development Tools / Re: Decompilation Archive
« on: May 13, 2020, 06:43:42 PM »
It is indeed a lengthy process. But now I have decompilations of LSL2 and SQ3 ready! SQ3 has been tested to completion with no known issues, and LSL2 is currently being tested.

9
SCI Development Tools / Re: Decompilation Archive
« on: May 08, 2020, 05:49:52 PM »
Gave each game its own readme file with version info and known issues.

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I just noticed that you have the LSL2Demo under funseek.

You must be referring to this commit.
No, I think you might have been confused by the fact that I touched up a few scripts for the Fun Seeker's Guide at the same time as the LSL2 demo.

10
SCI Development Tools / Re: Decompilation Archive
« on: May 08, 2020, 04:03:19 PM »
Just added a readme file containing the interpreter and game versions (where available). For the most part, though, it's only really important for the full games.

11
SCI Development Tools / Re: Decompilation Archive
« on: May 07, 2020, 08:41:53 AM »
Here you go, the first wave of decompilations is up.

12
To quote the ScummVM wiki:

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There are no real SCI0 translations. This is because this interpreter does not cover special characters like accent grave, accent egu, umlaut, etc. The SCI0 games that are translated are converted to the hybrid SCI01.

Strangely, I did notice references to foreign language support in the newest version of SQ3 (1.018), as well as the SCI0 version of Mixed-Up Mother Goose, and the Iceman and HQ1 demos. They all use interpreter version 0.000.685.

On the subject of using vocab.900 from QFG2: that's an SCI01 game, while SQ3 is SCI0. So compatibility issues would be expected in that case.

13
A number of Macintosh games have a Mac-specific icon bar system. Full support for them would be nontrivial.

Oh, right, I overlooked that. They also use the Mac OS save/restore dialog instead of the SCI one. I don't think ScummVM uses those anyway.

The only reason I liked the idea was so I could extract the resources from the Mac version of QFG1VGA and compare them to the DOS version. That's because I plan to make a patch that, among other things, includes the Mac version's bug fixes.

14
What, no RESSCI.000? You need to rename that too (to RESOURCE.000).

OK. I did not rename the actual resource volume as without knowing about the workings of the map file I assumed that it would be looking for RESSCI.000. Even though Companion was not intended for these later games, this is one change that would be nice to have; to allow Companion accept the different naming conventions.

Yeah, being able to accept other naming conventions would be a good idea. There's also the Macintosh SCI1.1 and SCI32 games, which use yet another naming convention - the resource files are labeled "Data1", "Data2", etc. From what I can tell by looking at them in ResEdit, they store all of the resources in their resource fork, and they have no data fork.
While neither Companion nor SCI Resource Viewer can open these resource files, ScummVM can, so it can play those games.

15
And I couldn't figure out how to add that, I'm afraid.
Saving changes to an SCI32 game might be a bit more difficult, because there's a third file, resmdt.xxx - and to my knowledge nobody has quite figured out what to do with it. ScummVM works without it, as does Companion if you rename the other two files. Since it's the same size as the resmap file, it's probably going to have the same data sorted by a different key, perhaps, but the map entry format looks different as well. It's been a while since I looked at it.

That could explain why, after making changes to the SQ6 demo to make my SCI32 template, Companion would later erroneously detect the resource.map format as SCI1, rather than SCI2. I'd have to manually change this to the correct SCI2 every time I wanted to make changes.

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