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Messages - MusicallyInspired

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31
SCI Development Tools / Re: SCI10 SCI1.1 export/import
« on: October 14, 2021, 07:28:25 PM »
There's definitely a difference in the sound resources for sure. SCI1.1 backgrounds can also be full 200 pixels high or standard 190 so there's a difference there. If those have differences then the Views likely do as well.

32
So for this year's Space Quest Olympics (in honour of Scott Murphy on his birthday) headed by Troels Pleimert (aka the Space Quest Historian), I decided to work on a surprise for the final event of the stream. I extended the root monster maze gauntlet to the west of the main maze screen and stripped out the rest of the game. It starts you right at the beginning of the maze, it gives you a "Checkpoint!" text when you get to the final archway, and when you return all the way to the beginning (after having reached Checkpoint) it will tell you your time. So if you'd like to give it a go yourself, have at it. Here's the download.

And here's a link to the stream on YT which featured each event from each SQ game (this year's theme was Speedrunner's Delight). The new root maze is the final event at the end:

33
AGI Syntax Help / Re: Global Variables/Flags Possible?
« on: October 12, 2021, 07:46:47 PM »
So flags/variables are natively global unless a logic script is made to clear them? This is interesting because the flags and variables were numbered 40. And they still got wiped. I should also mention this is for a highly modified SQ2 base game. Maybe it works differently in that regard for that game and it wipes different ranges of variables/flags. I'll have to dig more into this. Which Logic script is it in the template game that does this?

34
AGI Syntax Help / Global Variables/Flags Possible?
« on: October 12, 2021, 01:21:01 AM »
I've tried setting variables and flags but they don't persist between rooms. I even tried setting them in LOGIC 0 but that doesn't do anything different. Is this even possible? I mean, it's gotta be right? Is there some special way to define them maybe? I can't find any information on this anywhere. I'm trying to reference games but it's not entirely clear. They're setting flags and variables all over the place and checking them in different rooms and it seems to work fine there...I don't know what I'm doing wrong.

35
SCI Development Tools / Re: Decompilation Archive
« on: October 04, 2021, 11:13:25 PM »
Yeah, Gary Owens has a humongous body of work that could be catalogued for AI.

36
SCI Development Tools / Re: Decompilation Archive
« on: October 04, 2021, 08:46:12 PM »
First things' first. We need a voiced SQ5.  ;D

37
SCI Development Tools / Re: Decompilation Archive
« on: October 04, 2021, 04:19:44 PM »
Oooooo

38
AGI Development Tools / Re: Mouse move target question
« on: September 30, 2021, 08:42:43 PM »
There's my missing terminology.

39
AGI Development Tools / Re: Mouse move target question
« on: September 30, 2021, 02:13:21 PM »
I recall AGI Mouse and NAGI weren't quite as elegant and would cause Ego to move in such a way that it would traverse the x and y distances at the same time at the same intervals instead of dividing the smallest distance evenly between the longest distance. So if ego was moving 4 pixels up and 10 pixels right he would move in a perfect diagonal line by 4 pixels to the upper right and walk the rest of the 6 pixels straight across horizontally. SCI/ScummVM's method is much better.

40
SCI Syntax Help / Re: Script patch files
« on: September 30, 2021, 02:01:33 PM »
That shouldn't be a reason for doomlazer to not do it and at the very least gain zetta experience. How many others before me have disabled the copy protection on these games, after all?

Wasn't my intention. Sorry for the confusion. Just thought maybe he could reference how he did it.

Also, regarding converting AGI Views to SCI, you can just copy and paste cel frames between AGI Studio and SCI Companion. That's how I did it with placeholder AGI Views for KQ2SCI. But the tool Collector provided would be easier if it works. You could just batch-process it for multiple resources.

41
SCI Syntax Help / Re: Script patch files
« on: September 28, 2021, 04:31:23 PM »
Didn't NRS already do that for his Ultimate KQ4 Patch?

42
SCI Syntax Help / Re: Script patch files
« on: September 24, 2021, 11:20:49 AM »
Ok, I won't worry about it then. If they haven't complained about the fan remakes it sounds like a non-issue.

When Vivendi was the sole owners, they contacted AGDI and an official license was negotiated. They also negotiated with The Silver Lining a couple times (after a couple shutdowns) and have permission for that too with a license. When ActiVision bought Vivendi however, they allowed the existing contracts to be honoured (obviously) but explicitly stated they didn't want any more licensed remakes. IA's SQ2VGA and KQ3VGA went ignored however. I think ActiVision is just willing to turn a blind eye as long as it doesn't get too big and would have done the same with AGDI's games had they not already been under contract, but since they were they had to take a stance and address it. IA's games still remain ignored, however. I just really think they're happy to ignore it even if they DO notice it.

43
SCI Syntax Help / Re: Script patch files
« on: September 23, 2021, 12:13:34 PM »
Yes, I was lumping the MAP file in mentally with the RESOURCE files I mentioned. Sorry if that wasn't clear.

@Kawa, I guess I don't really care about copyright either, but I do see the potential for Activision (or the current license holder) to send out cease and desist letters. Maybe they don't care as long as I'm not disabling the CopyProtect.

Honestly I'd doubt they'd know you exist. This kind of stuff is just not on their radar.

44
SCI Syntax Help / Re: Script patch files
« on: September 23, 2021, 12:32:41 AM »
What I've done to create script patch files is backup my RESOURCE files, compile the altered script, extract it in the game directory, and then copy the backed up RESOURCE files back into the game folder. Obviously this doesn't work for everything (like SCRIPT.000 which would break the entire game by doing this method because many scripts require being recompiled together with others to function), but it works for smaller incidental scripts.

Alternatively, you could create an IPS binary differential patch, which is what NRS's SQ4CD patch does.

As for splitting up RESOURCE files, you can do that when you save a resource. It asks you the resource number and then the resource file number to save it in. This is usually left as 0 but you can put any number in there. Each number would be for a different disk. There's no automatic way to handle this unfortunately or track how large the files are becoming like Sierra probably were able to do (outside of just checking it in Explorer) but with a little trial and error it's possible. There's also 7zip and Winrar which can natively split compressed archives into separate smaller files and they even have presets for floppy disks.

45
SCI Syntax Help / Re: ShakeScreen problems
« on: September 21, 2021, 11:37:42 PM »
No, but you can still decompile scripts from SCI32 games. I've never tried doing it with LSL7 before though.

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