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Messages - lskovlun

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61
SCI Development Tools / Re: SCI01 Template Game
« on: December 17, 2018, 10:20:10 PM »
You'll probably want to change the code so it accepts far strings at least, or maybe both. Having to put death messages on the heap could become a memory drain if you plan on having as many deaths as usual in a Sierra game  :)

62
The Games and other Sierra Adventure stuff / Re: Christmas Card again
« on: December 17, 2018, 12:45:46 AM »
I missed it the last time, so this is nice to see (and I'm in the greetz this time). The previous one needed a PATCH.003 from another game in order to work in ScummVM.

63
SCI Community How To's & Tutorials / Re: Inventory problem
« on: December 12, 2018, 04:12:09 AM »
I wasn't running out of memory. It was being Really Weird about language codes.
But it was still triggered by something to do with the inventory:
Quote
I give up. I try to remove all but one of the inventory items, game won't start
It's likely some sort of memory corruption that causes it, but I've no idea why.

64
SCI Community How To's & Tutorials / Re: Inventory problem
« on: December 11, 2018, 05:12:15 PM »
Find the root cause before concluding that the problem is your memory usage (speaking of... what IS your memory usage?). It actually seems really weird that you would run out of memory right at the game start if you add that one extra inventory item, but not if you play the game for a while with one less inventory item. Right?
Come to think of it, Kawa had symptoms of the same sort when trying to make a new template game. On the other hand, that task is fraught. But you never know.

65
SCI Community How To's & Tutorials / Re: Inventory problem
« on: December 10, 2018, 04:28:01 PM »
After all, that error is addressed to the developer, not the player.
Are you sure about that...? Developers would see the more specific error message. If not the player, the only people I can imagine the "Oops..." message would be addressed to are the beta testers; and I don't know what build they got. For all I know, it might include the debugger. Also, they changed the message. It was different in the very first SCI interpreters. "You have encountered an internal error" or some such.

Bonus info: I once put the "Oops..." message in a comment in something I was writing at work. Just as a comment, of course.

66
Well, the Larry ones were. His copy of Bop-A-Bet is still up. ;) Guess someone didn't like him selling authentic source code...

67
SCI Development Tools / Re: SCI01 Template Game
« on: December 04, 2018, 05:44:44 AM »
You're gonna have at least one problem: Where to place the said strings. Remember, the script format was redesigned in SCI1.1; you could place them with the strings and hope that nothing else breaks, but I'm not sure about that.

68
So you called it The Dating Pool instead? How's it coming along?

69
However I think I saw some floppies in this video (e.g. Winnie the Poo) which he forgot to send me.
I suppose this is because they are Apple II floppies which he can't read directly.

70
SCI Development Tools / Re: SCI01 Template Game
« on: November 28, 2018, 07:24:17 AM »
Then we would just need an SCI1.0 template.
Nah, SCI32 is missing too.

71
SCI Development Tools / Re: SCI01 Template Game
« on: November 27, 2018, 02:47:20 AM »
After a bit of work, here is my SCI01 template game!
I based it off the QFG2 demo, and used the interpreter from the EGA 1990 Christmas Card.

One problem I came across was the fact that when adding new words to the vocab file, the compiler works fine with the new words, but the game doesn't recognize them. A problem with the vocab editor?
Could be a problem with VOCAB.901 ... ScummVM refuses to load the demo at all, complaining about a problem with said resource. Perhaps the reading and subsequent writing by Companion silently exacerbates this somehow. Or more likely, SSCI lets this pass because the parser isn't really used in the demo. Of course if any of this is the case, taking the VOCAB files from a different (SCI01) game ought to work.

72
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: October 27, 2018, 08:05:40 PM »
The S.old.xxx series is SCI01. The KQ1 remake used one; it was playable for quite a while under FreeSCI back when it had no support for the newer memory model. We can't know for sure, but it's possible that these games were developed initially under SCI0 and gradually upgraded, so that only a few rooms take advantage of the extra memory.

We saw the same thing with the QFG4, GK1 and PQ4 demos, which are SCI1.1 unlike the final games. With these it is less likely that the whole game was developed under SCI1.1 initially. While Sierra took some pains to make the high-level interfaces compatible, the graphics systems underneath are entirely different. It still could be true, though.

73
I don't know if this influences anyone's decisions to use it one way or the other, but I've just learned today that Github was purchased by Microsoft for $7.5 billion. The co-founder has already stepped down.
GitHub is not Git. Just sayin'.

74
SCI Development Tools / Re: Decompilation Archive
« on: October 14, 2018, 07:38:32 AM »
The other error is in secondCoordsScript.sc secondCoordsScript::changeState: (13 (checkThrottle active: 1 value: 1 0))
From what I can tell, this should just be value: 1.
This is a script bug, not a decompilation bug.

75
SCI Development Tools / Re: Recreating complete QFG1 EGA source code
« on: October 10, 2018, 05:06:25 PM »
Well, one difference between SCI0 and SCI01 is the encoding of the vocab resource. The latter uses a standard NUL terminator, the former sets the high bit on the last character. Which means that you can't have 8-bit stuff in the vocab resource at least. It's possible they thought they weren't quite ethnocentric enough in their font decoding and changed it.

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