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Messages - EricOakford

Pages: [1] 2 3 ... 11
1
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!

2
SCI Development Tools / Re: Decompilation Archive
« on: April 27, 2021, 11:06:41 AM »
I do in fact have the games (taken from the 1997 KQ collection). I guess I should start work on them.

3
SCI Development Tools / Re: Decompilation Archive
« on: April 26, 2021, 11:12:45 PM »
Eric, Did you ever anything with a decompile of LB1 or 2?

I've done the demos, but not the full games, since I have never played them that much.

4
Eric:
"It will also use the music from the Macintosh version as it has native General MIDI tracks (unlike the DOS version, which uses a music patch for the MT-32 tracks)."

Thanks for posting this. I'm going to guess that they (MT->GM and "native" GM) are one and the same.. but in case not, can you send me the SND files from the Mac version? :)

Also, have you found this with any other Mac version?

I just sent you a link to the files. They are in fact redone in native GM, not patched MT-32 tracks. I have no idea if the other Mac versions got the same treatment.

5
EricOakford
The link doesn't work.

Apparently, it violates the Terms of Service, since it is allegedly infected with a virus. Try again. I think the Vpatch.exe is what set it off. Fortunately, the .vpj file, the important uncompiled patch file, is still there.

6
And if you modified any of the resources found in external patch files (of which I recall QFG1VGA had plenty), you'll need to do something about them too... external patches take priority over ones in resource.000.

Yes, RESOURCE.MAP will need to be patched as well, since I had to convert it from SCI1.0 to SCI1.1 to be compatible with the new interpreter. As for the external patch files, they'll just be removed, as the upgrade will incorporate them internally.

Here is my work on the patch, with the new drivers and interpreter. You just need to drop in the original RESOURCE.000 and RESOURCE.MAP. However, the built executable fails to work, giving the "unable to open source file" error, even if the original unaltered resource files are in the same directory. Am I doing something wrong?

7
In short, all that needs doing is to create a binary patch for the resource files. I guess VPatch is a good choice, since it was used in the KQ4 Amiga sounds installer.

That installer is mine. I had to include a separate patch for each of the supported versions that the user might have. VPatch is included with NSIS and can be used from the command line or from the included GUI. You can easily invoke the generated patch from an NSIS script.

I think I've figured it out now. With VPatch, I just need to patch RESOURCE.000. As far as I know, all DOS releases of the game (original floppy, Anthology/Collection, GOG/Steam) use exactly the same resource file, so there's only one version of the game to worry about.

8
SCI Syntax Help / Re: Importing a Character (a la Quest for Glory)
« on: February 09, 2021, 12:34:39 PM »
And here are my recreations of the QFG3 Import and CharSave scripts! It's interesting that the game saves your inventory and whether you bought the blackbird from the junk dealers, since QFG4 doesn't use those at all (as you start with no items).

EDIT 2/10/2021: The import and export scripts for QFG4 are here! Also, I slightly updated the QFG3 scripts.

9
that sounds awesome! would that fix the problem I had with changing and adding msg resources?
The problem that old format message resources were blanked out on save? That's been fixed recently, for the record.

Changing all old format message resources to new does mean you get to use references, cutting down on repeated lines in the same resource.

Yes, I know that's been fixed. The reason for the upgrade from ME 3 to 4 is thus entirely because the new interpreter (1.001.072, as taken from the interactive demo for Pepper's Adventures in Time) does not support the older format. Nor does it support digital samples in SND files, hence why the samples are now in AUD format.

And yes, I have seen repeated lines in the same resource, especially in the Ogre room. The newer format will allow the redundant lines to be removed.

I have actually completed phase one of the project; it's just a matter of creating a binary patch for the resource files (so that the ScummVM team doesn't blacklist it as a pirated version, which it would be if I just distributed it as is).
Phase two will upgrade the interpreter to 1.001.097 (as taken from the INN demo). It will also use the music from the Macintosh version as it has native General MIDI tracks (unlike the DOS version, which uses a music patch for the MT-32 tracks). The issue with the newer interpreter is that color 254 is now reserved for transparent views, so that you'll find missing pixels in the views. They will need to be altered to not use color 254.

10
that sounds awesome! would that fix the problem I had with changing and adding msg resources?

Yes. Since it uses the newer message format, you should have no trouble.

11
I've been working on a similar project that upgrades the game's engine to the newest version of SCI1.1. I exported the msg files into text files and imported them back in (to convert them from ME 3 to ME 4) and exported the digital audio into WAV files and importing them back in (to turn them into AUD files). Both MSG and AUD resources are now in their own resource files.
I also played through the game to completion to find and fix any bugs that came about.

In short, all that needs doing is to create a binary patch for the resource files. I guess VPatch is a good choice, since it was used in the KQ4 Amiga sounds installer.

12
I've decided to expand my game decompilation efforts to SCUMM games. I've already got some here. I was pleased to find that the SCUMM demos were stripped-down versions of the full games, just like the SCI ones!

Since there's no simple IDE for SCUMM games, I had to make do with ScummRP (to extract the data files) and descumm (from the ScummVM tools). I got the idea from this disassembly project for the C64 version of Maniac Mansion.

13
It seems like Nintendo can't catch a break. A series of tweets with the highlights can be found here.

Mighty shady of them to extort a homebrew hacker in this way, and to even have a PR plan in place in case word of this got out.

Then again, it's not unusual for companies to sometimes hire members of the modding community to do official projects...

Obviously, it's not a good idea to link to any of these files here; I prefer not to know. Let's just say that they're out there, and leave it at that. :-X

14
AGI Development Tools / Re: WinAGI Version 2.1.3 Is Available
« on: December 10, 2020, 06:33:35 PM »
And here are decompilations for two of the demo packs. Yeah, AGI is not my thing.

15
AGI Development Tools / Re: WinAGI Version 2.1.3 Is Available
« on: December 08, 2020, 06:08:25 PM »
Here's the decompilation for the Christmas Card.

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