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 - Kawa

Pages: [1] 2 3 ... 93
1
If an Actor is set in motion, the Motion class will first set the actor's heading, then either call the actor's looper (which may be a Grooper), or use the DirLoop kernel call, giving either of them the actor's heading.

DirLoop's logic, as seen in SCI11:
Code: [Select]
nLoops = GetNumLoops(ResLoad(RES_VIEW, IndexedProp(actor, actView)));

//Set the loop for the actor based on how many loops it has.
if (angle > 315 || angle < 45)
loop = (nLoops >= 4)? 3 : -1;
else if (angle > 135 && angle < 225)
loop = (nLoops >= 4)? 2 : -1;
else if ((angle < 180))
loop = 0;
else
loop = 1;

//If the loop is not 'same' (-1), set it.
if (loop != -1)
IndexedProp(actor, actLoop) = loop;

Testing this in The Dating Pool by removing the grooper from ego, my diagonals go unused. It is in fact the grooper that specifically adds diagonal support. And not all SCI0 had a grooper! Iceman, KQ1, and QFG2 are the only ones in whose decompiles I can find the line "class Grooper" -- the rest are all SCI10 or later. There could of course be other SCI0 games that supported diagonals but didn't gradually switch from one loop to the other.

I once added an EGA SCI1.0 ego sprite to a SCI0 game and its diagonal views were automatically used.
Was it one of those three? If not, which was it?

2
I figured it might've been something like that considering the name but... wow indeed, very interesting. Not very very interesting because two colors is just... at least fourteen too few but yeah.

3
I added a hacky thing where it logs which extended picture operation is used in which pics, triggered by simply opening the picture browser.

KQ1 uses 0x02 PIC_OPX_MONO0 fourteen times total, in pictures 4, 5, 12, 15, 16, 23, 24, 27, 30, 31, 35, 36, 37, and 38. No other extended ops in that game.

LB uses 0x02 PIC_OPX_MONO0 37 times total, in pictures 1 through 38 except 19.
0x03 PIC_OPX_MONO1 appears 19 times, in pictures 1, 2, 3, 5, 7, 8, 10, 11, 12, 13, 14, 17, 22, 23, 25, 26, 30, 33, and 37.
0x05 PIC_OPX_MONO3 appears 29 times, in pictures 1, 2, 3, 5, 6, 7, 8, 10, 11, 12, 13, 14, 15, 17, 20, 21, 22, 23, 24, 25, 26, 28, 30, 32, 33, 34, 35, 36, and 37.

0x04 PIC_OPX_MONO2 and 0x06 PIC_OPX_MONO4 are marked as hitting in LB, but they don't seem to.

(Also, according to the code, it's 0x02 that takes 41 bytes, not 0x03.)

4
Code folding is basically a no, unless there's a newer version of the Crystal Edit control out there that added it.

Renaming would be much more doable, but tricky... how exactly is NP++ imperfect?

5
And of course a vanishingX 160 Y -30000, which is the default, is so ridiculously far away that walking up or down gives an effectively straight vertical line.

Fun fact: the SCI0 template has a default vanishingY of 35536, but this is just -30000 with too many (ignored) bits.

6
2. As far as I know you can't change the title bar colour in SCI0. DrawStatus is a Kernel Function.
But the status bar is white. Title bars would be the things on top of windows, and those are gray in SCI0.

Even though DrawStatus would only take color arguments in the VGA terps, and the window drawer would switch to black (can't guarantee #8 is dark gray any more), both of these things can be custom-drawn.

Cool, I'll have a look - still not sure how to read the script files of genuine Sierra games, is there another piece of software I'm missing?
A plain text editor?

7
The Games and other Sierra Adventure stuff / Re: SCI Tetris
« on: September 20, 2020, 06:36:01 AM »
Well, that's awesome, you're awesome.

8
Forum Support and Suggestions / Re: Rules for editing the wiki
« on: September 15, 2020, 08:48:47 AM »
Aren't wikis kinda known for having a history function?

9
I have nothing else to say but yaaaay!

10
The Games and other Sierra Adventure stuff / Re: King's Quest IV VGA-ish
« on: September 10, 2020, 06:22:28 AM »
Ironically, SQ4 might also be a good candidate.

As I understand it they wrote it for a text parser originally, then were forced to convert to point and click. I’d read somewhere that the only reason they were able to do that way because they wrote some kind of conversion function that would convert verb clicks into the text ‘said’ strings they’d originally programmed for. So the underlying code is still just parsing saids. I haven’t looked into it myself though.
That must've been a very good converter.

Code: [Select]
(instance theGrate of Actor
(properties
x 84
y 91
heading 170
description {grate}
sightAngle 40
lookStr {This grate has a fair amount of crud, gunk, and sludge built up around the edges. You can see through the grate but can't make anything out.}
view 50
loop 2
signal $7810
)

(method (doit)
; A very silly hack to prevent the grate from appearing in the Zombie's closeup, it seems.
(super doit:)
(if (== (gRoom curPic?) 31)
(self z: 1000)
else
(self z: 0)
)
)

(method (doVerb theVerb)
(switch theVerb
(verbUse
(if (gRoom script?)
0
else
(ResetEgo)
(gRoom setScript: grateScript)
)
)
(verbSmell (Print "The cool, rank smell of a sewer wafts up from underground."))
(verbTaste (Print "Okay, you taste grate and find it less filling."))
(else  (super doVerb: theVerb))
)
)
)

Edit: Know what they did in fact without a doubt have? An AGI to SCI script converter.

11
SCI Syntax Help / Re: Customized Dialogue Windows
« on: September 06, 2020, 06:31:23 AM »
It's all good. This is a good necro-ing.

12
AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 27, 2020, 09:27:13 AM »
It doesn't really matter. The mess in the OP is not to blame on using SDL2 when it needs SDL1.

13
AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 27, 2020, 03:18:31 AM »
I had no SDL.DLL nor interestingly NAGI's font files in my SQ0R folder. It wouldn't run at all without them, of course. Not with a broken image, but not even a window.

14
AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 25, 2020, 08:42:17 AM »
The most recent version of SDL is 2.0.12. NAGI was built using an earlier version.. The SDL wiki says that there are a lot of changes from SDL1 to SDL2, specifically in the graphics area that are not backwards compatible. It could be that notebook has SDL2 on it, but your desktop has SDL1.
SDL2.DLL is not drop-in compatible with SDL.DLL. You likely wouldn't even get an application window if you tried.

I ran SQ0 with the customized NAGI that it came with (it had a different icon), giving it a copy of SDL.DLL (1.x) and some fonts, and it worked fine.

15
AGI Development Tools / Re: NAGI is not working properly on Windows 10
« on: August 23, 2020, 11:58:02 AM »
Unless there's a way newer version of NAGI that uses something much newer than SDL 1.x, I don't think updated drivers would make a difference 🤔

Pages: [1] 2 3 ... 93

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

Page created in 0.093 seconds with 21 queries.