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Messages - Collector

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SCI Development Tools / Re: Parser
« on: November 24, 2010, 05:59:32 PM »
So did SQ1SCI, but of course that was not SCI0.

SCI Development Tools / Re: Parser
« on: November 24, 2010, 04:45:28 AM »
If any of us did I image we'd have done something with the SCI Studio VGA source code by now.
True :)

SCI Development Tools / Re: Parser
« on: November 24, 2010, 03:09:26 AM »
IIRC, Brian used Larry 3 for the template game. Would Hero's Quest or QfG2 provide a more robust interpreter and what would be involved with creating another template game

SCI Development Tools / Re: Parser
« on: November 23, 2010, 04:25:30 PM »
Is there anything in the source of Studio that may help? Again it would be good if we had the source for Companion.

SCI Development Tools / Re: Parser
« on: November 23, 2010, 02:33:13 PM »
Could this be done without other changes to SCI? I suppose if any, it would be mostly with the template game. I'm just wondering about any kind of compatibility problems.

Besides, for the SCI0 games DOSBox is easier. All you need to do to start it in DOSBox is to drop the EXE on a DOSBox shortcut and it will mount the game's folder and start the game using the settings in the RESOURCE.CFG. I believe ScummVM ignores the RESOURCE.CFG.

SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: November 22, 2010, 02:31:32 PM »
Remember, not all modifiers will use "of". A player could type "take goodies basket." What if you replaced the string with a variable that could be replaced by all possible strings? Does the SCI scripting include an "OrIf" that could allow a list of  all of the possible strings that fit the variable.

Perhaps a better way would be to treat the modifier as another noun, i.e. either "take goodies" or "take basket" would also place the item in the inventory.

SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: November 22, 2010, 03:13:54 AM »
What about recognizing different phrases the user might input, such as "goodies basket", basket of stuff, etc.? Would you repeat the same function for every possibility? If so, would that lead to heap errors? Perhaps it could be modified in a way that you could list all possible strings within the same function.

I have wondered at times how much of ScummVM need to recognize the MD5 of a game  to add a game is to properly handle different versions of a game and how much is to try to prevent pirated games from running in ScummVM. Cracked games would probably have a different MD5.

I don't see why anyone can't wait to have their site listed as long as the minimum isn't more than say 20-30 or so. It doesn't take that long to accumulate that many posts. If they can't do that many, it seems more like they are just trying to advertise a site. Out of curiosity, what is the limit set to?

Forum Support and Suggestions / Re: fangames page sorting
« on: November 22, 2010, 02:49:05 AM »
How about a combination of alphabetical and date, i.e. mostly alphabetical, but a series would be sub-listed chronologically. You could have all of the games listed this way, but have a couple of featured games listed both at the top and in the full list. Your Black Cauldron could be listed as "Black Cauldron, The", just the way any alphabetical list of titles would be listed when the title begins with an article.

The AGI fan games will be a much larger task. ScummVM had a large archive of all known AGI fan games. The problem with it is that it was put together by someone on a non-Windows machine and many of the game folders within had illegal file names for Windows. This made these games not extractable with WinZIP or WinRAR. I was able to use 7-ZIP to rename them so they can be be extracted. It consists of 190 games.

SCI Community News / Re: Making space for our AGI friends
« on: November 22, 2010, 02:30:17 AM »
I have a number of the AGI tools. I am less familiar with them than the SCI tools, so I am not sure what I may be missing. I will mirror the AGI tools on SHP, too. When I get a chance, I'll go through what I have and list them here so we can sort out what needs to be added.

SCI Development Tools / Re: SCI Companion or SCI Studio on 64-bit
« on: November 21, 2010, 10:52:59 AM »
Next to no 16-bit programs will run on x64. The built-in DOS emulator, NTVDM is missing altogether, as well as WOW. DOSBox is the way to go, even on today's 32-bit Windows.

SCI Syntax Help / Re: Police Quest 1 Remake
« on: November 19, 2010, 03:41:55 PM »
PQ1SCI is a VGA  game. If you are going to use SCI Companion you should use PQ2 for your graphics.

SCI Syntax Help / Re: Police Quest 1 Remake
« on: November 19, 2010, 02:24:50 PM »
Don't forget that there is already an SCI version of PQ1.

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