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Messages - EricOakford

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1
SCI Syntax Help / Re: Decompiled game is crashing
« on: August 30, 2021, 07:49:21 PM »
I used sci companion to de-compile Space Quest 3. The code works fine except for when the game uses the "controls" object. Using it causes the game to crash. Does anyone know what is needed to make it work that maybe the de-compiler forgot to do? Below is an example of a line that makes the game crash from rm017.sc:

(controls
      add: engine navBut TLBut cruiseBut LSpeedBut ASpeedBut radarBut weaponBut
      eachElementDo: #init
      draw:
)

This code gets executed when you look at the screen in the aluminum mallard space ship.

I'm not that great with coding, so please forgive me.

That could be because in GAME.SC, the controls object is actually called roomControls, but the original name was lost in compilation and replaced with the name "controls". This causes name conflicts with Room's controls property. So you'd have to rename the controls object into roomControls, and change Room's init: line
Code: [Select]
(= controls controls) into
Code: [Select]
(= controls roomControls).

I actually have already done the hard work of a full decompilation of SQ3, available here.

2
SCI Development Tools / Re: Decompilation Archive
« on: August 20, 2021, 04:38:40 PM »
Okay, now I've been going through the code and adding comments to them, mostly in the Main script. These comments are meant to show what each global variable, procedure, and method does. So far, I have managed to do this with LSL2, LSL3, SQ3, the demos for HQ1 and Iceman, and the Fun Seeker's Guide.

And I've also been cleaning it up and making it look well-organized.

3
SCI Development Tools / Re: Decompilation Archive
« on: August 02, 2021, 10:37:10 AM »
I'm very sorry to hear that. I was specifically waiting for the floppy versions.  :(  And yeah, there are many cases where the floppy versions are superior. Most notably with KQ5, SQ4, and Freddy. But far be it from me to demand anything from someone else's spare time project. I'll deal with it.  :)

By all means. The KQ5CD decompilation will help significantly in your efforts, since I'll be identifying event flags and globals along the way.

4
SCI Development Tools / Re: Decompilation Archive
« on: August 01, 2021, 02:39:11 PM »
Code: [Select]
(switch (event message?)
(JOY_UPRIGHT
(SpeakAudio 2)
(event claimed: 1)
)
(JOY_RIGHT
(SpeakAudio 9)
(event claimed: 1)
)
(JOY_DOWN
(SpeakAudio 14)
(event claimed: 1)
)
(JOY_DOWNRIGHT
(if (== (inventory indexOf: (theIconBar curInvIcon?)) 28)
(event claimed: 0)
else
(SpeakAudio 21)
(event claimed: 1)
)
)
)

what the frik even is this game ;D

Those are obviously meant to be the verbs. Since this game tends not to use doVerb: for most of its features, the decompiler doesn't know this, so it used the wrong defines. JOY_UPRIGHT should be verbLook, JOY_RIGHT should be verbDo, JOY_DOWN should be verbTalk, and JOY_DOWNRIGHT should be verbUse.

5
SCI Development Tools / Re: Decompilation Archive
« on: July 31, 2021, 09:49:56 PM »
Yeah, one of my ground rules is that I only do the newest versions of games, since they tend to be the most stable and available.

Maybe one idea is to reinstate the text dialog back into the CD version. Frankly, I don't care for the voice acting, and a No Dead-Ends mod would require additional lines not covered by the existing voice clips.

I have posted what's been done here. There's lots to be done!

As a side-note, I have ordered the NES version of KQ5 on eBay. I plan to dump it to a ROM and check for any new text which could be implemented in a possible mod.

6
SCI Development Tools / Re: Decompilation Archive
« on: July 30, 2021, 09:56:54 AM »
Do you need the floppy version?

When I do decompilations, I do the newest version of the games. I don't think I need the floppy version. But I think I've got it stored away somewhere in my files, so no, I'm fine.

7
SCI Development Tools / Re: Decompilation Archive
« on: July 29, 2021, 10:48:08 AM »
Any chance of you taking them on?

Yes. I have been doing the CD version, due to its availability on GOG and Steam as well as the collections.

8
SCI Development Tools / Re: Decompilation Archive
« on: July 29, 2021, 09:52:17 AM »
Has anyone looked at KQ5? The floppy versions are SCI0, but the MPC version is one of those with the x.yyy.yyy interpreters.

The floppy versions are actually very early SCI1 (so early that the Seasoned Professional VGA interpreter will work with the first release). The CD MPC version is later SCI1 (its system scripts most closely match that of Ms. Astro Chicken).

9
SCI Development Tools / Re: Decompilation Archive
« on: July 13, 2021, 07:12:44 PM »
Another one down - Codename ICEMAN is ready for testing! This is based on version 1.033, which is the version that GOG sells.
I can see that this game extensively uses feature sorting, a special MouseDown handler, and the procedures in GoToSaid. Not too many games used those.

10
SCI Development Tools / Re: Decompilation Archive
« on: July 06, 2021, 06:49:45 PM »
And here's the decompilation for Larry's Casino. I haven't found any issues as of yet. It's much like LSL1 with a bit of LSL5 thrown in, both of which I've already got covered.

11
SCI Development Tools / Re: Decompilation Archive
« on: July 04, 2021, 12:54:34 PM »
I wonder if Omer might have the source for any of these?

Unfortunately, I don't.

Yeah, I thought not. If a game doesn't have a vocab.997, and the one in another game isn't fully compatible, I can't do a decompilation of it.

On the plus side, I've just put up a decompilation of the KQ7 demo. It plays to completion with no known issues. And I've noticed that there's a LOT of placeholder messages and unused code in the scripts, suggesting that it was based off of a beta build.

12
SCI Development Tools / Re: Decompilation Archive
« on: July 04, 2021, 08:23:24 AM »
I wonder if Omer might have the source for any of these? If so, I wonder if it would allow a glimpse into these issues that could help with the others Nick's.

Probably not, but these are stripped down versions of the full games. I could use the full games' selector tables to help in decompiling Nick's Picks.

King Graham's Board Game challenge = hoyle3
Roger Wilco's Spaced Out Game Pack = sq4
Leisure Suit Larry's Casino = lsl1
Parlor Games with Laura Bow = ??? (doesn't decompile right at all)
Robin Hood's Game of Skill and Change = RH

They all appear to have been built on June 5, 1992, well after their full games.

13
SCI Development Tools / Re: Decompilation Archive
« on: July 03, 2021, 12:49:55 PM »
Eugh, minigames. They make the decompiler give up so often, it seems...

The Nick's Picks might be a problem. Of the five, only Leisure Suit Larry's Casino has a selector table. Also, they are missing certain scripts like SAVE, hence why Game's save: and restore: methods don't decompile. I came across this problem with other games like the 1992 Christmas Card. Transplanting the missing scripts allowed them to decompile properly.

14
SCI Development Tools / Re: Decompilation Archive
« on: June 30, 2021, 05:28:12 PM »
And here is the decompilation for LB2CD. All scripts can be compiled. It's ready for testing!

15
SCI Development Tools / Re: Decompilation Archive
« on: June 07, 2021, 07:47:09 PM »
Finally, the LB1 decompilation is ready for testing! You can find the code here, or for convenience, attached here.

On to LB2!

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