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Messages - lskovlun

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16
SCI Development Tools / Re: Robot Transcoding with Alpha Channel
« on: June 20, 2019, 05:18:52 PM »
A quick peek indicates those RBT tools will only generate version 3 files (a few even work with version 2). There were six versions in total, and we only have interpreters that will read version 4 (just one: the SWAT DEMO interpreter), 5 and 6 (I believe most other interpreters will read both of these). I haven't checked your source archive to see which versions we have in there.

17
SCI Syntax Help / Re: Compiling Sierra Games
« on: June 18, 2019, 05:11:32 PM »
Most of that code looks reasonable, the faulty bit is that huge block of asm at the top. It seems to start in the middle of a method, which is guaranteed to create all sorts of havoc (that's also why it is not decompiled in the first place).
I have a similar version of KQ6 (@troflip, not KQ4) with a similarly buggy script. The floppy version seems to work.

18
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: June 13, 2019, 03:49:22 PM »
Code: [Select]
(if z ...) ; will execute if z is 1 or higher
You mean non-zero. Whether an integer is treated as signed or unsigned depends on the opcode. That is why we have > versus >u (or was that u>).

19
SCI Syntax Help / Re: Can someone explain Flags to me?
« on: June 12, 2019, 06:03:24 AM »
Is $8000 hex?  I know how to convert hex, but I'm a little fuzzy on how it applies here, if so?  I've got no real experience with bitwise operation; I feel like I get the most basic of concepts, but I'm definitely lacking in the applicability department, so I'm kind of slow at translating when it comes up.
Yup, 215, that is to say, the value you AND something with to isolate the 15th bit (OR to set it).
By shifting it right as here, you get decreasing powers of two which can be used similarly to isolate/set the 14th, 13th, etc. bit.

20
Hard to say what that is without seeing any code... it seems clear that you must have modified something to get that effect? otherwise, copy the SYSWINDOW.SC file over from the template game (contains the Save class and friends..) and delete whatever file contains the converted class.

21
You need a few extra parentheses:
Code: [Select]
(squirrel setMotion: MoveTo (squirrel x?) (squirrel y?))
but why would you want to do this? It's just a null mover, that may or may not cue the script (haven't checked)...

22
SCI Syntax Help / Re: Dialog Box Edges Hiding Objects Behind
« on: June 09, 2019, 07:56:45 PM »
They did eventually do so. It's called "use bitmaps for backgrounds".
But I like vector backgrounds! (of course, I liked the undithering algorithm too) ;)

23
SCI Syntax Help / Re: Dialog Box Edges Hiding Objects Behind
« on: June 08, 2019, 10:54:06 PM »
The PV objects serve to let the restore process re-bake them.
Given that heap consumption is so carefully tallied and optimized in the standard library (and in the games), it's surprising that they didn't design a more efficient way of doing this (put the list in hunk memory, for example, and have some way of enumerating the items).

24
SCI Development Tools / Re: Experiment translating SQ3 to Japanese
« on: June 04, 2019, 08:50:12 PM »
Why would there be a ~ in "kiwotsukete! doku hebida!"?

Also, yes it says exactly what you think it does.
Because Cedric doesn't say "doku hebida", he says "do~~~~~~ku hebida"?

25
SCI Development Tools / Re: Experiment translating SQ3 to Japanese
« on: June 04, 2019, 05:13:03 PM »
Honestly, I'm surprised to not see a tilde in that line of text... if it says what I think it does.

26
SCI Development Tools / Re: Experiment translating SQ3 to Japanese
« on: June 03, 2019, 07:08:30 PM »
Was going to say the same thing, if you can get your hands on the German version, that might be a better starting point. It uses SCI01 so it has the necessary multilingual support, including the features you mention.

27
SCI Syntax Help / Re: Music/Playing Note Sticks When Leaving a Room
« on: June 01, 2019, 09:13:25 PM »
sciAudio has been implemented in ScummVM, but I have no idea how good it is.

28
Yes, but there are no regions in either of those two rooms. Are Locales sub-objects of Regions? I didn't think so but...
No, what I was really getting at is that there is something stuck in the regions list, possibly in a script that has been disposed (i.e. a dangling pointer). If so, the next step would be to find out what that is (check before entering the faulty room). From the debugger. press 'g' (inspect global variable) and select number 6. Then press 'c' to step through the list. Then repeat after the crash dumps you in the debugger. (oh, but I don't think it does, does it?)

Come to think of it, if you have leftover files from the SCI Studio era, you may need to delete some of them to make sure you are really compiling from scratch. Some variable numbers were out of sync between Brian's template game and the SCI Companion one (the current room number being a notable example; the usual methods for room teleportation didn't work with Studio games).

29
It looks like something is being miscompiled in a bad way. But the send stack looks like the problem is not in the locale at all, but in regions? Are you using regions in the game as well?

30
SCI Syntax Help / Re: A Talker for Ego
« on: May 21, 2019, 07:42:40 PM »
That's what I figured. So in other words a cycle, yes? But in either case it's the incorrect length for what Print "ticks" is looking for, strangely.
The ticks value is copied into a Dialog property called simply time and from there into a seconds property. So I think this is a simple mistake. It is more common to use the talkers/narrators for this kind of thing anyway.

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