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Messages - lskovlun

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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.

SCI Syntax Help / Re: A Talker for Ego
« on: May 20, 2019, 04:02:29 PM »
That worked. I'm trying to figure out how to remove the Print box now though. I don't know how to reset the modeless property. (Print modeless: TRUE) does nothing. Also, the "ticks" property doesn't seem to do anything. I thought it'd keep the Print box up for a number of cycles or something.
The open dialog is stored away in the gDialog variable and you can call its dispose method to get rid of it. I'm not sure why the ticks property doesn't do anything, but you can always handle that in your own script.

EDIT: Oh, and the default value of the modeless property is FALSE, so that's what you reset it to when you're done.

SCI Syntax Help / Re: A Talker for Ego
« on: May 19, 2019, 10:06:58 PM »
2) How do you Print this message box on the screen and still allow animation to continue? In SCI0 this used to be done by invoking "dispose" right? That doesn't seem to work this time.
Try the modeless property (set it to true). After doing so, you'll need to dispose the dialog manually, then reset the modeless property. Now, a number of games do this by setting the modeless property of each narrator... but even the standard Print should work in this manner...

Which explains why the script source files still have the .sc extension.
But the include files have an .si extension.

I've been asked to help out with LSCI support for ScummVM, and I helped fix a bug in the INN Barn last month. So, a few things that come to mind:
  • The file extension for script patches is different (.SO instead of .SCR), and the format is likely to be different. Also, small differences in syntax.
  • LSCI scripts often don't contain the names of objects, so we are left to guess (this is technically possible in ordinary SCI as well, it was just never used), which would make decompilation less useful.
  • There's a bunch of new kernel calls that would have to be documented. This is not only for network access, but also for strings/arrays. The latter has a very SCI32-like flavor, I sure wish they'd ported that to ordinary SCI16. Oh well.
  • How to use the networking protocols and such to integrate one's code with INN
  • And of course a bunch of new classes.

SCI Development Tools / Re: Decompiler ambiguity for SCI0 and SCI01
« on: May 02, 2019, 05:59:28 PM »
This can occur when the name property is set explicitly. In that case, the object would have been called one thing in the source code, different from what you see when viewing it in the debugger for example, or when decompiling. There is no way for the decompiler to know what the original name was, and even detecting that this has occurred is problematic. In this particular case, we might detect the clash - doing something about it is another thing entirely. Rename either or both the variable and the object? Introduce a scoping operator?

(for example: Is the room class actually called Room or Rm? different games do different things, the source code calls it Room though, see

SCI Syntax Help / Re: A Talker for Ego
« on: April 28, 2019, 07:16:14 PM »
And here, a bit from Pepper, which has this in its about screen (death handlers are usually in asm, but this is not a death handler):
Code: [Select]
width: 230
x: 30
addText: 1 0 2 4 0 0 884
addText: 1 0 2 5 0 13 884
addText: 1 0 2 6 0 26 884
addIcon: (artIcon view: temp302 cel: 0 loop: 0 yourself:) 0 0 20 40
(self dispose:)
and artIcon is defined as:
Code: [Select]
(instance artIcon of DCIcon
cycleSpeed 15
You can have an init method on DCIcons instead if you prefer - it does get called, and several games do that. You can also set their view/loop/cel properties directly.
In that case the addIcon call is simply:
Code: [Select]
addIcon: artIcon 0 0 20 40
or whatever.

SCI Syntax Help / Re: A Talker for Ego
« on: April 28, 2019, 07:01:43 PM »
What I was attempting to do besides just having a general Ego Talker is to have it also appear and animate when the player opens the Quit dialog and saying a line, which I'm sure is a can of worms unto itself because it needs to stay on the screen to press the Yes or No buttons.
For this part you need to look at the class DCIcon, or rather at games that use it. It is an animating version of DIcon, which is the ordinary, static thing available in Print. Unless you somehow need a full Talker (Sierra didn't do that).

Maybe I just have extraneous files mixed into my root Template Game folder then. Because I definitely have controlitem and SettingsPane in a raw Template Game and they both want to be the same script (and one fails to compile). Kawa, does that ZIP you attached comprise of all the scripts in the Template Game? I have some random numbered scripts to with no sources that I'm not sure if I should delete or not (in the 900s). My Template Game may be tainted.
Didn't SCI Studio renumber the system scripts, just to be annoying? Or am I thinking of someone else?

Everything-Else / Re: LSL1 AGI Source Code Released
« on: April 20, 2019, 09:56:25 AM »
What I would like to know is what these people (9 at present) are forking the codebase for. No compiler, no other resources, no way to build a runnable game. But I think we could all see this coming when Al made a very public attempt at auctioning off his stuff.

I hope you can understand that commit message  8)

SCI Development Tools / SCI1 interp with parser
« on: April 07, 2019, 09:43:59 PM »
Sluicebox, who has written a large number of script patches for ScummVM, has uncovered SCI versions from the SCI1 timeframe with a parser! For Amiga, unfortunately  ::) but they are later than what was previously thought to exist. Also, 16-color graphics (I guess?).

Turns out ScummVM doesn't handle Contained polygons very well.
I can well believe that. Walter wrote the code based on the patent text, which does not mention contained polygons at all. So the behavior of contained polygons was discovered by experimentation. Apparently not enough experimentation; but there are time limits on university projects.

EDIT: I think I have said this before, but it is known that Sierra had a test suite for their polygon code. That would be interesting to get my hands on.

AGI Development Tools / Re: No Key is Needed to Decrypt AGI.EXE
« on: March 27, 2019, 02:42:04 PM »
Ah, a known plaintext attack. Neat find. I'd have thought the copyright string would be another good candidate, but it's just a bit too short.

Hmm, I thought onControl: worked with the base rect of the actor, whose height is sized based on the yStep?
Call it a hunch. We had a bunch of bugs like this in the FreeSCI days.

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