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Messages - lance.ewing

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1
AGI Development Tools / Re: C# AGI Interpreter
« on: Yesterday at 02:36:40 PM »
AGKorson is helping me with an issue in KQ4 to do with effective Y calculation of fixed priority objects that I will hopefully have resolved later today. Thanks Andrew for identifying the issue.
...
Next game I want to try playing through to the end is KQ4.

Andrew's suggestion on how to fix the effective Y issue did indeed fix the problem I was having with one of the dwarves in the mine.

I've started playing through KQ4 and I'm now up to about a third of the way through I'd say. I discovered another bug in the room with the pool and cupid. It wouldn't understand it when I said "get bow". Turns out that I hadn't properly implemented the "AND" part of "if" statements, in that I hadn't put in the shortcut break out when it encounters the first condition that is false. So what it was doing was evaluating everything in the AND. Normally that wouldn't have mattered, but some test conditions have side effects, "said" being the one in this case. There were multiple "get bow" said tests in the room script, and it believed it had already matched the input with an earlier test, but actually it should never have tested that particular "said". All I was missing was a "break" in one of my for loops. That fixed the issue and I was able to progress.

2
AGI Development Tools / Re: C# AGI Interpreter
« on: Yesterday at 02:17:56 AM »
I doubt that I would extend the Interpreter to support other platforms. At the moment I see it as covering all of the DOS AGI V2 and V3 games. Not sure if I'll extend it to AGI V1. There seems little point. One of the main goals was to integrate it with Visual AGI, i.e. run a game created within Visual AGI. That requirement doesn't need to support many different versions of platforms I don't think.

Regarding fan made games and memory issues, in theory my Interpreter should be able to play all of the fan made games without any such issues, because it doesn't have the same memory limitations. So it is a bit like NAGI in that regard. It would certainly allow you to run a game that would not work in the original Interpreter. Not sure if that is a good or bad thing. It would probably be quite difficult to exactly match the original AGI Interpreter's memory management and restrictions.

3
AGI Development Tools / Re: C# AGI Interpreter
« on: January 20, 2019, 07:47:26 AM »
I just tried downloading the DDP version on Al Lower's web site and that doesn't currently work with my Interpreter straight off. It doesn't like the OBJECT file, so I replaced it with the OBJECT file from the version I have. That allowed the game to start up properly, but after I viewed the game version within the game, it fell over with an error that I haven't investigated yet.

The AGI Interpreter used by the version on Al's site is 2.272. I think my Interpreter is not compatible with early versions of the original Interpreter at this stage, so that is probably a good test case. I know that various things changed between the versions that I am not yet accounting for.

4
AGI Development Tools / Re: C# AGI Interpreter
« on: January 20, 2019, 04:50:14 AM »
The booter version of DDP? The "DOS" version floating around on the internet is actually a hacked version of the booter that crashes at points when you press certain keys like escape.
There is a DOS version according to NewRisingSun here.

No, not the original booter version, although I know the booter version is available on the Wayback Machine. According to that information from NewRisingSun, it appears that I have the rare DOS 1.50 version of DDP, since that is the version that comes up in the game. I can't remember now where I got it from, but the file timestamps indicate that I've had it for at least 8 years, which isn't long after I joined sciprogramming.com. I just tried downloading the DDP version on Al Lower's web site and that doesn't currently work with my Interpreter straight off. It doesn't like the OBJECT file, so I replaced it with the OBJECT file from the version I have. That allowed the game to start up properly, but after I viewed the game version within the game, it fell over with an error that I haven't investigated yet. So still a bit of work to do then for that version of DDP. NewRisingSun says that one is the Amiga data files running on a DOS Interpreter. Is there also a hacked version of the booter available? It wouldn't surprise me.

5
AGI Development Tools / Re: C# AGI Interpreter
« on: January 19, 2019, 01:25:13 PM »
Okay, that parsing issue is now fixed.

The text in one of the text windows was wrapped differently. I thought I had that working properly, but I'll need to take another look and see why this particular one isn't right.

And I've found the cause of this text window issue as well. When Roger searches the dead body of Vohaul, the message that is displayed has two spaces between two of the words (as stored in the LOGIC resource), but when it renders it to screen, it removes one of the spaces so that only one space is rendered between these two words.

6
AGI Development Tools / Re: C# AGI Interpreter
« on: January 19, 2019, 12:41:15 PM »
And there was one sentence that it didn't understand that the original appears to understand, which has made me realise I have't implemented ignored words yet. Not sure how I've got so far without that.

So turns out I have implemented ignored words already. The bit that isn't working is recognising the longest "word" when it is trying to match the input line with recognised word numbers. This recognition is breaking down when an ignored word is involved. So in the sentence "cut glass with cutter", it is ignoring "with" as expected, but is then matching "glass cutter" as a whole word, because that has a word number, which is probably a synonym of "cutter", and having ignored "with", it now thinks "glass" and "cutter" are next to each other. I can think of a quick way of fixing this already. Will try that now.

7
AGI Development Tools / Re: C# AGI Interpreter
« on: January 19, 2019, 12:32:55 PM »
It's a mixture actually. All the early issues I found in KQ1, because that was the first game I was trying to play through. Then above I've recently mentioned seven issues I found while playing SQ2, which is AGI v2. But I have found a lot of issues in the AGI v3 games as well. There are a lot of AGI v2 games I haven't played through much of, so there could be other issues in there. I did spend quite a bit of time looking at DDP and MUMG because they do some unusual things, unusual when compared with the core set of AGI v2 games. There were quite a few issues I worked through with those two games.

8
AGI Development Tools / Re: C# AGI Interpreter
« on: January 19, 2019, 05:18:54 AM »
Actually there were five issues I had spotted in SQ2 at the nearly halfway through mark. All now fixed, so I'll continue playing through to the end now.

I've finished playing SQ2 through to the end. I did notice a couple of minor issues that I need to take a look at. The text in one of the text windows was wrapped differently. I thought I had that working properly, but I'll need to take another look and see why this particular one isn't right. And there was one sentence that it didn't understand that the original appears to understand, which has made me realise I have't implemented ignored words yet. Not sure how I've got so far without that.

AGKorson is helping me with an issue in KQ4 to do with effective Y calculation of fixed priority objects that I will hopefully have resolved later today. Thanks Andrew for identifying the issue.

Assuming I fix the above issues over the next day, then the main outstanding issue I have at the moment is in MH2. For some reason it hangs on the WAIT icon after leaving the passage way that leads to Tad Timov's office to return outside. The scripts seem to be stuck in some kind of loop, which means whatever it is waiting for the Interpreter to do, it obviously isn't doing.

Next game I want to try playing through to the end is KQ4.

9
AGI Development Tools / Re: C# AGI Interpreter
« on: January 14, 2019, 05:12:01 PM »
I was playing through SQ2 last night (nearly half way through I think) and spotted another four issues I need to take a look at.

Actually there were five issues I had spotted in SQ2 at the nearly halfway through mark. All now fixed, so I'll continue playing through to the end now.

10
AGI Development Tools / Re: C# AGI Interpreter
« on: January 13, 2019, 01:40:07 PM »
For example, when I loaded KQ4 yesterday, I found there are four resources (picture 150, 151 and view 198, 199) that point to non-existent VOL files. And there are five pictures (2, 10, 15, 102, 115) that have bad data for pixels (using a Y value of 168 occurs a bunch of times in all those pictures). Sierra's interpreter will happily overflow the picture buffer without complaining (the stuff that gets overwritten is whatever is beyond the picture buffer in memory, which is not even allocated to the program!). So they display with no visible effects, but if you want to draw them in a new interpreter or editor, you have to account for that.

Yes, I've come across both of those issues in KQ4 already. For resources that point to non-existent VOL files, I think we can just ignore that. Clearly they're unused resources, and logic scripts must not be referring to them. Some of the other games have that issue as well.

For those pictures where the 0xF7 relative draw tool is drawing down to Y = 168, I'm not 100% sure what to do. If I remove the validation check, then they load fine and render fine in my Interpreter, but then that means we're allowing an original Sierra game to violate rules that our own editors enforce. Sierra's original PICTURE editor must have allowed them to draw down to 168, perhaps as a result of a bug maybe? Given this issue is in KQ4, maybe it was one of their later PICTURE editors. This issue doesn't seem to be in any other game that I've noticed so far.

I guess what I need to do is put some sort of option for disabling that validation into the Picture part of the AGI Library. Maybe original games can use the AGI Library with validation turned off, whereas the picture tool in Visual AGI would have to run with it turned on, although it probably doesn't need to, because if it has been written properly, it won't let such data be created.

11
AGI Development Tools / Re: C# AGI Interpreter
« on: January 13, 2019, 04:53:57 AM »
Thanks for solving that mystery. That definitely explains it then. Looks like I will have to add specific version checks in there to make it truly compatible.

12
AGI Development Tools / AGI Player by Hugues Valois
« on: January 12, 2019, 05:31:21 PM »
Back in 2017, you might remember that I discovered that I wasn't the first person to write an AGI Interpreter in C#. Hugues Valois had already beaten me to it. I found his website with various pictures of his Interpreter and editors, but I couldn't find any links to the application.

Well this evening I thought I'd have a look again and it appears that he has put all of his code up on github 22 days ago, along with a first release build:

https://github.com/huguesv/AgiPlayer

https://github.com/huguesv/AgiPlayer/releases/tag/v1.0.0

http://www.huguesvalois.com/ProjectsAgiPlayer.aspx

I haven't tried it yet, but I probably will at some point tomorrow. Looks amazing.

13
AGI Development Tools / Re: C# AGI Interpreter
« on: January 12, 2019, 11:26:40 AM »
If you have verified that it works correctly with the original DOS interpreter, I would love to get a copy of that interpreter file; I've decompiled all AGI versions that I have, including all v3 versions. I can confirm that only 3.002.102 and above use flag 20. I've examined the code in the 3.002.086 version I have, and there is nothing there that I can see that would change loops (without specific code in the logic), so I would love to know if the interpreter file I have is authentic (the date/time stamp is 8/31/1988 12:38PM). Would you mind sharing your file?

The date/time stamp of my one is 7/25/1988 12:43PM, as it currently appears on my harddisk. The AGI file is 40866 bytes. I can't recall now where I found this one, but I've had it for a while I think. I can confirm that the game definitely handles the loop changing even though the VIEW has 5 loops.

Also, I don't have access to my original disks (I'm on temporary assignment for work away from home for several months). Could I ask for a copy of the game files for your KQ4 version as well?  Thx!

PM sent.

14
AGI Development Tools / Re: C# AGI Interpreter
« on: January 12, 2019, 05:23:21 AM »
Also, is your source code available for your C# interpreter? I'd be happy to take a look at any sections where you have questions/concerns; I might be able to find issues quickly based on my decompilation efforts.

The project is currently a fork of Collector's AGI/SCI Developer repo in Bitbucket. That repo is described as a merger of SCI Developer and Visual AGI. It has a separate AGI Library that Visual AGI uses to load and save resources, although it didn't have anything to deal with SOUND or LOGIC resources when I started out with the Interpreter, and it didn't have anything for loading AGI V3 games either. The reason I forked Collector's repo is because one of the end goals is that it would be possible to run an AGI game from within the Visual AGI part of the IDE, so it is built on top of that AGI Library.

So having said all that, Collector's repo is currently private, and my fork of his repo is also private. If you create a Bitbucket account though, or already have one, then I can share my repo with you so that you can take a look. It would be very helpful actually. It would be good to get your feedback on what you see in there. I know there are still a number of outstanding issues. I was playing through SQ2 last night (nearly half way through I think) and spotted another four issues I need to take a look at. There are also several issues in KQ4.

15
AGI Development Tools / Re: C# AGI Interpreter
« on: January 11, 2019, 03:39:10 PM »
I assume they would. I've tried a couple of the easy to get to ones, and they work. I haven't played through much of KQ4 yet though.

I'm looking at my list of known issues at the moment. For some reason saved games don't work at all in Gold Rush. It completely ignores it when I select Save game in the menu. Really weird. I guess as soon as I start debugging that, all will become obvious.  That's probably the main one at the moment, but I haven't played through much of any game other than KQ1 so far.


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