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Messages - Kawa

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946
SCI Syntax Help / Re: Problem of "PIC" files and French letters.
« on: May 24, 2018, 06:09:14 PM »
That particular pic is an overlay that does use #255. Adjust your settings accordingly.

947
SCI Syntax Help / Re: Problem of "PIC" files and French letters.
« on: May 24, 2018, 12:57:40 PM »
That's because you actually have to click #0, hold shift, and then click #254. You can't drag.

948
SCI Syntax Help / Re: Problem of "PIC" files and French letters.
« on: May 23, 2018, 05:48:39 PM »
I open SCI Companion, open the game, open the pictures tab, find the one I want, export it to PNG, open the PNG in Aseprite, shit all over it, and save. I then go back to SCI Companion with the picture still open, click Import, select the edited PNG file, pick "Map to current palette", select all but the last color, click the refresh button, confirm the preview is correct, and hit Accept. Then I do File, Export as patch file, and save as in the case of PQ1, 4.p56, in the PQ1 folder.

949
SCI Syntax Help / Re: Problem of "PIC" files and French letters.
« on: May 23, 2018, 12:52:37 PM »
Aside from that white bar on the bottom, this quick test worked fine for me. Find pic, export to PNG, open and edit in a program I can trust not to mess with my palette, import back in SCI Companion, save as patch file.

This is in Castle of Dr. Brain btw. I'mma try PQ1 4.p56 now.

Edit: that went even better. Attaching the results...

950
Gotta love having leftover heaps.

951
SCI 1.1, then. With the separate heap resources.

Room 310, theEye. View 310, loop 3. X 259, Y 47. Constantly checks Ego's X position to determine where to look. Given those properties, I can extract 310.HEP and check in a hex editor. 259 and 47 should be pretty unique. I find one instance of 259 ($103) in the HEP file, at offset $17E. The very next 16-bit value is $2F, which is our Y value.

Edit: mind you, those values are probably shown as 03 01 and 2F 00, cos we Intel.

952
For that sort of thing I like to use SV to figure out the location of the value to change and then use a hex editor on the raw resource exported earlier. Top of my head I'd think instance properties are on the heap and as such part of the HEP resource matching the script/room it's used in, for the SCI versions that use separate HEPs.

Either way, it gets trickier when the coordinate is set in a script (posn message or such) in which case I like to decompile the script to guide me in reading SV's disassembly, and then find the offsets to edit as above.

953
SCI Syntax Help / Re: Assembly code blocks
« on: April 30, 2018, 12:06:36 PM »
You could rewrite it by hand considering that's what Brian originally did, yeah. The trick, no matter what machine code you're targeting, is mostly in recognizing patterns. Or at least that's what I know. Patterns that the decompiler can't work out.

954
SCI Syntax Help / Re: (More) Official SCI Documentation
« on: April 13, 2018, 05:01:55 AM »
Quote
Now imagine that Ken Williams has mandated that the project status meeting will take no more than 30 minutes.
That's easy enough to imagine.

955
SCI Development Tools / Re: Custom-building your own SSCI
« on: April 01, 2018, 10:16:17 AM »
Y'know, I haven't done anything with this for a bit now, but the fact you can build versions that have menu bar support like the terp that came with LSL6 did remind me of something. I did mention menu bars on page one about (Kawa 3).

SIERRA.EXE has no debugger and no menu bar, basically the one intended for public use. SIERRAM.EXE adds SCI0-style menu bar support to that, and is basically what LSL6 came with. SCI.EXE includes the debugger, and SCITESTR.EXE has both.

Given a SIERRAM terp (custom built or LSL6's), what's stopping you from being cheeky and removing the icon bar?

Edit: and yes, I did add that "& 2 to check if menus are available" thing:
Code: [Select]
case 3: //KAWA_ISDEBUG
  //(Kawa 3) ;Returns 1 if debug version, 2 if menu bars are enabled, 3 if both.
  acc = isDebugVersion;
#if TESTER
  acc |= 2;
#endif
  break;

956
Can someone send me a build? lol
Shure mate. Trade you for a full GM 1.pat? ;)

957
Did the "add five vars to a fresh game" test on the new build. It passed.

958
Fun fact: it's been just over a year since the last commit.

*lets VS15 very slowly load so he can very slowly compile*

959
Considering... *picks a game at random* QfG3 has like 700 globals, I sincerely doubt it.

Fun fact: KQ6 has only 166.

Okay, I tried it myself with my little Fuckery project. Gave it a standard (DrawStatus) bar and the following globals after what was already there:
Code: [Select]
gBarf = $DEAD
[gTestFiller 1024]
gWonk = $BEEF
Compile, rebuild, run, the status bar shows up fine. Look at the heap in SV, I see global[$480] (1152), with $DEAD, a whooole lotta $0, and $BEEF at the end. And then I ran it again with the SQ5 status line, works great, sorry.

960
AGI Development Tools / Re: WinAGI 1.2.2 BETA
« on: January 17, 2018, 04:38:44 PM »
Out of curiosity, why the need to register the dll?
Because ActiveX, VB Classic, and UAC are a shit combination when you don't use an installer.

I speak from experience.

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