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Messages - lskovlun

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16
SCI Syntax Help / Re: Problem recreating QFG2 source
« on: May 07, 2020, 06:59:21 PM »
QFG2 is reading it fine until except until the instruction at  00a7
Instead of reading it as sag $10 it reads it as sati $65.
So, sati is $5a, and both $5a and $65 look suspiciously like ascii characters, so your initial idea about memory corruption seems to be correct. The bytes translate to ascii as 'Ze'.... it doesn't appear in the scripts, so perhaps it's the start of your character's name or something?

EDIT: Wait, no it's not... because the opcodes in ScummVM are shifted one place to the right (operand size in the low bit). Sati would then be either $b4 or $b5. I'll need to think more about this. Memory corruption still seems plausible.

17
I'd say that the choice to compile the parser in or out is largely a business decision. It's not like the choice affects the architecture of the rest of SCI much.
Besides the existence or inexistence of Said spec blocks in script resources. Though I think that was only in SCI11...
True enough. I was thinking of SCI1 and the immediate effect of that decision.

18
I'd say that the choice to compile the parser in or out is largely a business decision. It's not like the choice affects the architecture of the rest of SCI much.

19
SCI Development Tools / Re: Extract all `said` strings from scripts
« on: May 06, 2020, 08:34:29 AM »
And I was thinking that parsing this part of the output would be easier:
Code: [Select]
; Obj type #4, offset 0x10b0, size 0x52:
.said
10b4: search , look , examine [ < at , around ] [ / room , area ] [ / !* ]
10d2: cast >
10d6: crawl , duck
10dc: use , force , pull , move
10e8: / wizard , dude
10ef: / frame , painting
10f6: / path , path
10fd: / staff

; Obj type #5, offset 0x1102, size 0x1c8:
.strings
1106: rm220
110c: Fire Wizard:
1119: Water Wizard:
1127: Earth Wizard:
1135: Air Wizard:
(etc.)

20
SCI Development Tools / Re: Extract all `said` strings from scripts
« on: May 06, 2020, 07:33:16 AM »
I wasn't being sarcastic. The package in Trusty worked for me. It was compiled statically and so ran easily. Building from source is another matter, but I think I actually tried a year or two ago, using my age old DARCS repository.

21
SCI Development Tools / Re: Extract all `said` strings from scripts
« on: May 06, 2020, 06:50:06 AM »
(I didn't think I'd be referring to old FreeSCI binary packages in 2020, let alone that there'd be one in Ubuntu Trusty - released in 2014 - and that it would work...)  ::)

22
SCI Development Tools / Re: Extract all `said` strings from scripts
« on: May 06, 2020, 06:32:48 AM »
I'd point you to scidisasm from the FreeSCI package which does this (it works through the script file block by block, so you'd get the said strings in a block of its own). You may be able to extract the files from here:

https://launchpad.net/ubuntu/trusty/+package/freesci

23
I wander how did they made Japanese PQ2, as increasing the characters coding from 7 bits to 8 bits gives only 256 values (actually, less than that...)
Is it enough for Japanese?
Or did they made further hacks to use 16 bit encoding?
There were national Japanese standards for the home computers in that market. All they had to do was implement that.

24
Here is what Cory Cole told me:
But he's wrong, isn't he? The interp grew to 1.5 times the size, and among other things the memory management was overhauled. You couldn't even start QfG2 under SCI0; it would run out of heap memory before getting anywhere (this happened in FreeSCI before the VM rewrite). Polygons were used in QfG2 - they don't exist in SCI0. And, most tellingly, the interp version number: 1.000.072.

25
International versions of SQ3 were in SCI01.

26
As I also said there, you have the whole "Hebrew is the other way around" thing to consider.

I thought English is the other way around?  ::)
מה, לא ככה?
Let me just add a third take on it here: SCI needs bidi support :o

27
Depends on the interpreter. SCI0 vocabs use a 7-bit character set, SCI01 supports an 8-bit set.

28
You'd likely have endianness problems if you managed to get the data into Companion. At a cursory glance, it seems diskdump would fail to save the Mac icon bar resources because they don't have a corresponding file extension on the PC side.

I was asked to look into that Pharkas Mac easter egg years ago. I think someone sent the disassembly to me (Omer?) and I did the decompilation manually. The disassembly probably came from SV (and had endianness problems as I recall).

EDIT: Thread here: http://sciprogramming.com/community/index.php?topic=1584.msg10916#msg10916

29
There's also the Macintosh SCI1.1 and SCI32 games, which use yet another naming convention - the resource files are labeled "Data1", "Data2", etc. From what I can tell by looking at them in ResEdit, they store all of the resources in their resource fork, and they have no data fork.
A number of Macintosh games have a Mac-specific icon bar system. Full support for them would be nontrivial.

30
So probably we should not worry about RESMDT.
Ah thanks, it's interesting that they ship it then. But it's a small file, so including it doesn't hurt I guess.

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