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SCI Development Tools / Re: SCI Companion V3 - alpha build notes/bugs/feature requests
« Last post by Kawa on October 21, 2018, 04:25:13 PM »
So apparently there's a bug where expressions like (+= [array someThing] 5) don't compile right. This has been fixed in the latest Experimental-branch commit, and I just integrated it in my own builds.

New MILD release: http://helmet.kafuka.org/sci/SCICompanion.exe

Included hacks: some vocab resource preview stuff, Display argument massaging.
Not included: the globals and script names thing... and the latest compiler feature, the &exists keyword. If you want the ability to say (if (&exists someParm) ...) instead of (if (>= argc 2), let me know.
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SCI Development Tools / Re: Decompilation Archive
« Last post by troflip on October 19, 2018, 02:32:11 PM »
To work around it, you can replace
Code: [Select]
(procedure (SomeProc x y)
    (Display &rest #at x y ....)
)

with

Code: [Select]
(procedure (SomeProc x y moreParams)
    (Display &rest moreParams #at x y ....)
)
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SCI Development Tools / Re: Decompilation Archive
« Last post by troflip on October 19, 2018, 01:04:28 PM »
Interesting... that seems like a bug in the compiler, actually. It always assumes &rest is the last thing in a function call (not sure why), or is followed by a parameter name. But I guess this is valid usage.

I wonder how difficult this is to fix...
4
SCI Development Tools / Re: Decompilation Archive
« Last post by EricOakford on October 19, 2018, 12:44:56 PM »
Here is my work on Quest for Glory II v1.102 (from GOG.com). I managed to write up a game.sh file to go with it, which lists all the skills, ego walk modes, and much of the event flags. Thanks go to Charles for the QFG1EGA code (which helped me identify procedures and global variables, and whose game.sh file I based mine off of) and OmerMor for some code snippets he posted previously. The scripts compile fine, with a few exceptions listed below.

Code: [Select]
Error: (CharSheet.sc) The rest modifier must be followed by a parameter name.  Line: 27, col: 9
Error: (CharSheet.sc) The rest modifier must be followed by a parameter name.  Line: 42, col: 9
Warning: (rm130.sc) Duplicate case values. Already encountered a case for '54'  Line: 1003, col: 5
Error: (BoxSelector.sc) The rest modifier must be followed by a parameter name.  Line: 32, col: 9
239 scripts compiled.
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SCI Syntax Help / Re: SCI0 Importing a MIDI
« Last post by Kawa on October 18, 2018, 05:04:31 PM »
I don't think anyone did. But WD-40 did specify SCI11, which the christmas card isn't, so... yeah.
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SCI Syntax Help / Re: SCI0 Importing a MIDI
« Last post by troflip on October 18, 2018, 04:53:48 PM »
What about the Sierra VGA Christmas Card demo that still had the parser working? Did anyone ever get a template made based off that?

Kawa's right, Snail Trek is a custom C# interpreter in Unity that at this point has significantly diverged from SCI.
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SCI Syntax Help / Re: SCI0 Importing a MIDI
« Last post by Kawa on October 18, 2018, 04:37:05 PM »
Nah man, he wrote his own SCI0-with-bits-added for Unity. There's no SCI11 here.

If you want the feel of SCI0 in SCI11, just make a 999.pal that's entirely the CGA palette, maybe with the rest of it black, maybe repeated 16 times, and basically don't use the palette fade transition. You won't have the parser though.
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SCI Syntax Help / Re: SCI0 Importing a MIDI
« Last post by WD-40 on October 18, 2018, 04:26:15 PM »
Creating new Adlib sound effects is proving to be tricky, I might have more luck doing sounds with SCI1.1 because it supports a lot more formats.

I was looking at troflip's website with his SnailTrek games and It looks like he has recreated SCI0 text parser functionality but with the SCI1.1 engine. Is there a template available for this? I want the feel of SCI0, but with the enhanced features of SCI1.1 at my disposal.
 
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SCI Development Tools / Re: SCI Companion V3 - alpha build notes/bugs/feature requests
« Last post by Kawa on October 17, 2018, 03:36:03 AM »
Right, forget that feature then. Between that and the endless redeco loop I encountered it might be better to just not enable those hacks.
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As mentioned on Twitter and related to the above post, my SCI Companion now has special handling for the File class. Assuming script 996 is always File.sc and Class_996_0 is File, it'll notice if it's that or gamefile_sh and call it File after all.

Astro Chicken names script 993 as File.sc with you build. the only error is "Error: (Main.sc) Unknown class 'gamefile_sh' .  Line: 759, col: 9"
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