Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - OmerMor

Pages: 1 2 [3] 4 5 ... 26
31
It would be a good idea to add support for non-integer defines. Sierra themselves used such defines, as seen in the SCI16 source scripts. These defines include complex equations. The SMOOPER script uses these defines extensively.

Also, the "repeat" statement tends to cause problems with the decompiler. The best example of a function that uses this is "death message" procedures.

I added a feature request for the define statements:
https://github.com/icefallgames/SCICompanion/issues/19

I'd open one about the repeat statements, but I don't understand what the issue is. Can you formalize it a bit?

32
AGI Development Tools / Re: C# AGI Interpreter
« on: January 13, 2019, 04:09:45 PM »
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 have 2 versions of Sierra's PICTURE editor: PIC.EXE (1987-02-23) and PE.EXE (1987-05-28).
I did not check them out yet, but you are welcome to do so: I just released my stash of AGI tools in this thread: http://sciprogramming.com/community/index.php?topic=1814.0

33
AGI Development Tools / Sierra's Internal AGI Tools
« on: January 13, 2019, 04:09:28 PM »
As promised a few years ago,
here's my collection of Sierra's internal AGI tools.

Enjoy!  8)

34
SCI Development Tools / Re: SCI32 Source Code
« on: January 12, 2019, 04:17:23 PM »
Thanks so much. Have you sci0, approximately 88-90 years?

Unfortunately - not.  :(

35
SCI Development Tools / SCI32 Source Code
« on: January 11, 2019, 06:17:32 AM »
https://github.com/OmerMor/SCI32

This repository contains snapshots of the SCI interpreter and system scripts between 11/1994 - 10/1995, and you can learn about the evolution of the SCI in this era.
You can see the these snapshots in git's commit history: https://github.com/OmerMor/SCI32/commits/master

36
SCI Development Tools / Re: Reasons to develop 640x480 SCI tools
« on: January 11, 2019, 02:34:48 AM »
Too bad that we don't have the source for the later interpreters.

I'll do something about that later.  :)

Here you go:
http://sciprogramming.com/community/index.php?topic=1812.0

37
SCI Development Tools / Re: Reasons to develop 640x480 SCI tools
« on: January 11, 2019, 12:48:45 AM »
And OmerMor? Did you really just say I'm missing Laura Bow 2? Thanks for the offer, but I'm more interested in sauce ;)

Oops  ::)

When I skimmed through your list I was looking for "Colonel's Bequest 2" / "Laura Bow 2" / "lb2" / etc...

38
SCI Development Tools / Re: Reasons to develop 640x480 SCI tools
« on: January 10, 2019, 02:11:27 PM »
Why would you extract and convert them yourself when I did it all for you? http://helmet.kafuka.org/backgrounds/sci/

Kawa, you're missing a few games:
  • Mixed-up Mother Goose Deluxe
  • Mixed-Up Fairy Tales EGA
  • Conquests of the Longbow EGA
  • Jones in the Fast Lane EGA
  • Jones in the Fast Lane VGA
  • Hoyle 1
  • Hoyle 2
  • Hoyle 3 VGA
  • Hoyle 5 (Classic Games)
  • Laura Bow 2
  • Slater and Charlie
  • Phantasmagoria 2
  • Police Quest: SWAT
  • Rama
  • Lighthouse
  • Shivers 2
  • ImagiNation Network
  • The Realm

If you're missing any, drop me line.

39
SCI Development Tools / Re: Reasons to develop 640x480 SCI tools
« on: January 10, 2019, 12:04:12 PM »
Too bad that we don't have the source for the later interpreters.

I'll do something about that later.  :)

40
AGI Development Tools / Re: C# AGI Interpreter
« on: January 10, 2019, 12:03:17 PM »
So I started wondering how scummvm handles this (since I've already ruled out the extra Loop having been introduced by an editor, due to timestamps on the KQ4 files still being 1988). Turns out that it has a specific workaround coded for KQ4:

https://github.com/scummvm/scummvm/blob/master/engines/agi/view.cpp


Turns out this fix goes all the way back to Sarien (which was imported to ScummVm), some 18 years ago:
https://github.com/cmatsuoka/sarien/commit/2e38cdc

41
I'm hoping Omer is going to provide some samples from other games for comparison (the more games, the better, even if it is only one script from each  ;) ). It could be that they had multiple different syntaxes, which if true would make it difficult to make a tool like AGI Studio or WinAGI more authentic.

Here are some samples from a few AGI games: https://drive.google.com/open?id=1HSI3RiZPYszjLPbZM9k-Zyuo4uHqd1id
The syntax is game specific and defined in their source.

42
Where did you get this? It is a really fascinating look at how Sierra coded their games.
From generous people who were willing to privately share it with me.

I would really love to have more of this source code to help in decompiling the interpreter and gaining a fuller understanding of how everything works.

If you're looking for a specific snippet - I can probably post it here.

45
Just walk on by and drop a load of code right there like it ain't a thing ::)

Christmas spirit, right?  ;D

Pages: 1 2 [3] 4 5 ... 26

SMF 2.0.14 | SMF © 2017, Simple Machines
Simple Audio Video Embedder

Page created in 0.129 seconds with 21 queries.