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Messages - Collector

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I also updated the sciAudio with the latest version. It has better termination behavior.

No, I won't stop calling it that >:3
As opposed to SCI32?

The Games and other Sierra Adventure stuff / Re: Void Quest
« on: May 21, 2017, 07:26:31 PM »
The beginning of it inside of the cabin reminded me of Farm Nightmare. I have not had a lot of time to play more than just a few minutes, but looking good.

AGI Development Tools / Re: WinAGI 1.1 BETA available for download
« on: May 21, 2017, 07:15:50 PM »
Those errors look more like compatibility errors. The second from how much more Win 10 is locked down than earlier versions of Windows. Trouble registering an OCX on modern Windows is not unexpected and the Registry is far more restricted to programs than it used to be. I do not know what may be broken from the OCX not getting registered without knowing what uses it. The 2nd could be solved by moving stored settings from the Registry to an XML. I understand how much more involved this would be outside of dotNET.

Doan, You can look through some of the threads here where the actual syntax Sierra used was determined and Phil incorporated it into Companion 3. While it will still support the syntax that Brian devised for Studio, Companion 3 can convert the Studio scripting to Sierra's and that is what is being encouraged for consistency.

Who did the Krya engine for ScummVM? He may be able to shed some light.

I know nothing about it, but take a look at this.

Which still leaves the lack of palette information and having to actually play the entire game to collect all the screens.
And playing the game without the sprites. You could look at it as a challenge.

Don't forget that there are more versions of KQ4 than just AGI and SCI. Different versions of the SCI had notable differences in some of the backgrounds.

Even things like having a toolset (WinAGI) that didn't have a limit on PIC resource sizes, with an interpreter that didn't either, would be amazing. Nothing I'd be banking on, but is there a potential discussion to be had there?

The talk about heap limits in the Cascade Quest thread was making me think of the problem that many fan AGI devs encountered with a blown stack that NAGI was able to deal with, too. I am a bit torn between accuracy of the new interpreter and the ability to work around the original limitations of the stack, but it might be worth while to at least think about addressing the blown stack problem with the C# interpreter.

MI, have you considered using SEQs?

AGI Development Tools / Re: agi.js
« on: April 30, 2017, 11:27:54 AM »
I had intended to make it public after it had reached some point of usability.

Everything-Else / Humor Thread
« on: April 24, 2017, 10:59:06 PM »


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