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Messages - lskovlun

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496
SCI Syntax Help / Re: Is one of array
« on: December 29, 2015, 02:18:49 PM »
I am trying to check to see if a number is in an array.
This is indeed not possible using OneOf. You'll have to code something up yourself.

497
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: December 29, 2015, 05:23:58 AM »
Update: moved the two intro cutscene talkers from script 103 to 1003, changed findTalker and disposeCode accordingly. No difference. For the record, the Oops ends in error 4.
This could still be the same thing. DisposeCode is run on room change, and disposes scripts unconditionally. Error 4 is "not an object".
I am not sure how Sierra managed talkers in ephemeral scripts, but one you could try adding a global procedure, say ClearTalker, which would go and set your messager's talker value to 0, then call it from somewhere appropriate (Game::startRoom?). It may have unforeseen side effects, and there must be a better way, but I can't think of any just now.

498
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: December 29, 2015, 01:55:41 AM »
In some setups, the roadside refuses to load and the game freezes at the end of the credits sequence. In another (leaving out the credits and going straight from the cartoon to the roadside) the game oopses when ego tries to speak after getting out of the car, but only in SSCI. In another (I think if I leave the skip feature in?) the same happens but with noise in the car door animation.
There is one thing that comes to mind; you're placing the talkers in your room scripts. Don't do that, the scripts get unloaded when the room changes, leaving a dangling pointer to the now-defunct talker. Consider giving them their own script instead.

499
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: December 27, 2015, 11:56:17 PM »
Text in the "About" screen is messed up.
Yeah, this was a ScummVM bug. Fixed in HEAD.

500
The Games and other Sierra Adventure stuff / Re: The Dating Pool
« on: December 27, 2015, 06:11:44 PM »
I'm not having any luck running this, with ScummVM or SSCI (see image).

ScummVM seems to think there is a problem with the resource map:
Code: [Select]
  Starting 'Sierra SCI Game'
The game in '/home/lars/dating-pool' seems to be unknown.
Please, report the following data to the ScummVM team along with name
of the game you tried to add and its version/language/etc.:
  {"resource.000", 0, "af28393cf5ae59e98203067f5eb87e2b", 987041},
  {"resource.map", 0, "becfb721cb27734a33d715cd068536e3", 1393},

WARNING: Error 6 occurred while reading invalid.8 from resource file RESOURCE.000: Unknown compression method!
WARNING: resMan: Failed to read invalid.8!
WARNING: SCI [SCI0, SCI01, SCI10, SCI11, SCI32] failed to instantiate engine: Game data not found (target 'dating-pool', path '/home/lars/dating-pool')!

501
SCI Development Tools / Re: Christmas present
« on: December 24, 2015, 02:31:21 PM »
I would imagine all the SCI1.1 palette manipulation stuff works there, yes.
PalVary is SCI1.1 only.

502
SCI Development Tools / Re: Brian's SCI1 Script Compiler
« on: December 23, 2015, 12:04:53 AM »
Looking at ScummVM, it either tries to get 0/900/901, or 900/901/902  (for main/branches/suffixes). It never does 911 or 912, which is what the CCD appears to be expecting.
Also, ScummVM does access 910/911/912:
Code: [Select]
        if (_foreign) {
                _resourceIdWords += 10;
                _resourceIdSuffixes += 10;
                _resourceIdBranches += 10;
        }

503
SCI Development Tools / Re: Brian's SCI1 Script Compiler
« on: December 19, 2015, 06:29:58 PM »
The language codes follow the international telephone codes, so in general both selectors should have a value of 1=English.
Is this consistent across all interpreter version? I have been wondering about the values for the language flag in the RESOURCE.CFG.
Yeah, I forgot to mention that. Sierra adheres to this principle strictly. The value is used in StrSplit and similar functions (mapping #S, #J, #P and so on to the corresponding numbers). Some interpreters (but apparently not the CC1990 one) take the language= value and put it in the appropriate property on startup (I can't remember whether these interpreters modify both properties or only one of them).

504
SCI Development Tools / Re: Brian's SCI1 Script Compiler
« on: December 19, 2015, 02:59:26 PM »
I just noticed that the syntaxFail and semanticFail methods are never called from game code. So they must be called directly by the kernel. Which means it could be making erroneous assumptions about which selectors they correspond to.
This is true. The reason for the numbering change-over, btw, is the introduction of support for multiple languages in SCI01. The way it works is that the interpreter chooses between 900/901/902 or 910/911/912 based on the value of the parseLang and printLang properties of the game object. Having two sets of files allowed you to switch languages on the fly. The formats should be identical, but changed from SCI0 to SCI01 (Companion does support loading them; but are you saving them properly?).

The language codes follow the international telephone codes, so in general both selectors should have a value of 1=English.

EDIT: And of course, these selector numbers are hardcoded into the interpreter (it doesn't use VOCAB.994 here).

505
SCI Syntax Help / Re: Trying to Hijack the eventHandler
« on: December 14, 2015, 10:31:36 PM »
You had to do that in SCI0 too, at least for some things. I remember writing a keypad class that did this.

506
SCI Development Tools / Re: Brian's SCI1 Script Compiler
« on: December 12, 2015, 08:55:27 PM »
If I compile script 255 successfully, I get a "Freeway pather not available!" error displayed whenever I try to type something. No idea what that means...
That means that the mapping between kernel function names and numbers must be redone for the older interpreter. You are invoking the Intersections kernel call (which was never used in a released game IIRC, and was always a stub) instead of Said.
I can't remember whether the VOCAB.999 file is correct in this game... Sierra stopped updating it at one point.

507
SCI Development Tools / Re: Leaked Original SCI Source
« on: December 02, 2015, 04:39:29 AM »
Code: [Select]
        myself:

This is obviously not SCI in its final form. SCI in its final form calls this yourself (even KQ4), even though the purpose is the same: To pass the address of the newly created object on to the outer expression (adding it to the list), rather than what the second-to-last message would otherwise return.

508
SCI Development Tools / Re: Leaked Original SCI Source
« on: November 27, 2015, 01:46:24 PM »
It *could* be an issue with SCI, since there is no garbage collection
There is in ScummVM  :P

509
SCI Syntax Help / Re: PChase doesn't seem quite right
« on: November 27, 2015, 10:01:08 AM »
I changed them from Prop's that were init'ed to use addToPic instead and the stutter has gone away.
You could also have called stopUpd on them.

510
SCI Community How To's & Tutorials / Re: SCI Companion documentation
« on: November 11, 2015, 04:15:28 AM »
Certainly less work than writing something to scrape that html and come up with something that works in restructuredText (which is the document format I'm using for the documentation).
Have you given pandoc a go? It supports numerous formats...
http://pandoc.org/installing.html

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