Author Topic: SCI 1.1 Template Game  (Read 17768 times)

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Offline troflip

Re: SCI 1.1 Template Game
« Reply #15 on: June 05, 2015, 06:29:12 PM »
I haven't been able to get sound looping to work. Anyone else? You can plop sound resource 31 from SQ5 into the template game, it has a loop point. But no matter what, either setting the loop property to some number, or calling setLoop on the sound, the sound will never loop.
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Offline Cloudee1

Re: SCI 1.1 Template Game
« Reply #16 on: June 05, 2015, 06:38:32 PM »
I haven't got anywhere near sound yet. Maybe I'll take a look at it here after bit.

By the way, changed global2 to gRoom... That's what it was in the original template and I don't see it used here anywhere.

ex.
Code: [Select]
(send gRoom:newRoom(253))
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Offline troflip

Re: SCI 1.1 Template Game
« Reply #17 on: June 05, 2015, 07:46:28 PM »
Actually, I just realized it's pretty pointless to work on sound with SCI Companion alpha build I released... sound support isn't there for SCI1+ yet! lol...
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Offline Cloudee1

Re: SCI 1.1 Template Game
« Reply #18 on: June 07, 2015, 12:23:27 AM »
Script 20, the deathRoom, is going to need a bit of overhauling for the final template release.

Messages for room 20 currently don't exist, as well the script calls for view 2099 (restore, restart, quit images) which is not included and really should be.  The call to sound 45 can be removed or a default death sound included, as well the script calls for a view to be overlayed to the left edge of the death message box (currently Roger) but a death icon would be just as acceptable. Also, as a side note, if you restart to pic 000 then be prepared for some weird palette issues... It is looking like pic.000 really shouldn't be an acceptable resource.

global39 and global40... so weird that they seem to be unused by the game's scripts, but when they are commented out then my intro's npc actor does not get inited or moved across the screen.
« Last Edit: June 07, 2015, 02:17:11 AM by Cloudee1 »
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Offline troflip

Re: SCI 1.1 Template Game
« Reply #19 on: June 07, 2015, 02:39:06 AM »
What do you mean restart with pic 000? Do you mean that you made pic 000 something other than a black screen, and it caused issues? (e.g. implying pic 000 should be left as is).

I'm surprised anything works when you comment out global39 and global40 (or are you running this under Scumm?) gDongle must be set to 1234 or else Sierra's interpreter won't run the game, and if you comment out global variables before that, you'll change the position of gDongle.

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Offline Cloudee1

Re: SCI 1.1 Template Game
« Reply #20 on: June 07, 2015, 03:06:58 AM »
No I left pic 000 as is. I have been using it as my title screen for now instead of the one (300) that was included. Everything works fine at start up and running. But tonight when I got the death room working I actually clicked on restart. It was quite the rainbow effect. If you still have a copy I passed along, you should be able to see what I mean. Just start the game and the first chance you get select restart from the menu, I was using 000 then too. Its the same call to restart, so it produces the same effect. Again, this is only an issue when the title screen is 000. I copied the pic and saved it as a different number and there was no issue whatsoever. So it's nothing wrong with the actual picture resource itself per se, just the resource number. So just something to take a mental note of... steer clear of using pic 000, it may have some adverse effects.

And no, I have only been using dosbox to develop with, not scumm. The gDongle must be why there were some issues, we'll probably want to throw in a couple of comment lines not to add any variables etc above here or something to that effect. Really I was just going through some of the globalxx variables and seeing if I could come up with a more relevant or throwback name... like global2 => gRoom, etc.
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Offline troflip

Re: SCI 1.1 Template Game
« Reply #21 on: June 07, 2015, 04:23:58 AM »
I haven't been able to get sound looping to work. Anyone else? You can plop sound resource 31 from SQ5 into the template game, it has a loop point. But no matter what, either setting the loop property to some number, or calling setLoop on the sound, the sound will never loop.

I finally managed to get it to work (I think?). Apparently channel 15 (where cues and loop points are set) needs to start with a cue point with value zero, followed by a reverb command and a pan position command. After that, the rest of the cue points and can appear. Without those first three things, the interpreter will freeze. Very strange.
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Offline lskovlun

Re: SCI 1.1 Template Game
« Reply #22 on: June 07, 2015, 07:03:27 AM »
I'm surprised anything works when you comment out global39 and global40 (or are you running this under Scumm?) gDongle must be set to 1234 or else Sierra's interpreter won't run the game, and if you comment out global variables before that, you'll change the position of gDongle.
This code was removed in LSL6. On the other hand, there is still global 84 (gNewEventHandler).

Offline troflip

Re: SCI 1.1 Template Game
« Reply #23 on: June 07, 2015, 11:27:53 AM »
Oh right, the dongle thing was when I was using the SQ5 interpreter. What's the deal with gNewEventHandler? I don't recall that discussion...
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Offline lskovlun

Re: SCI 1.1 Template Game
« Reply #24 on: June 07, 2015, 11:40:17 AM »
Oh right, the dongle thing was when I was using the SQ5 interpreter. What's the deal with gNewEventHandler? I don't recall that discussion...
The Animate kernel function (or most of it) is disabled when global_84 is not NULL.

Offline troflip

Re: SCI 1.1 Template Game
« Reply #25 on: June 11, 2015, 02:29:23 AM »
The template game has been updated in the latest version of SCICompanion.

I haven't replaced the Sierra views yet (anyone want to take a stab at the icons?), but I added some resources for the death room (the SCI0 template game sound and view, and the missing buttons), and cleaned up the death script. Interacting with the object on the first screen will kill you.
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Offline Cloudee1

Re: SCI 1.1 Template Game
« Reply #26 on: June 18, 2015, 08:33:07 AM »
script 12 - global room pallettes... it just holds a single procedure that is used by main. I don't know if it is a consensus or not, but I went ahead and just moved the procedure into main, added it to the export list at the top and freed up the use of script 12 all together.

script 14 - Log Events... This one holds two small procedures. Again, I moved those to main and freed up script 14 for use. Thinking about making a new global variable to turn logging on or off and then seeing what I can do about sprinkling some calls to the procedures around in order to make use of them

script 21 - FlickerCycle... Moved this class to the osc script, freeing up script 21 for use.

script 976 - Cat of Actor Class... appears to be unused (even in SQ5). Removed from game

script 13 - AboutCode of code... moved to script 976

script 938 - ROsc cycle class ... moved the class to the osc script 939

script 15 - sq5invitem ... moved to script 938

script 941 - randcycle ... moved to osc script 939

script 16 - dinvd ... moved to script 941

script 942 - MCyc ... move to osc script 939

script 24 - sq5contolItem... moved to 942
« Last Edit: June 18, 2015, 10:02:35 AM by Cloudee1 »
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Offline lskovlun

Re: SCI 1.1 Template Game
« Reply #27 on: June 18, 2015, 10:50:11 AM »
Why? With SCI1.1 there are more script numbers available than ever. All this will do is exhaust your heap faster because of the rarely used code always being present.

Offline Cloudee1

Re: SCI 1.1 Template Game
« Reply #28 on: June 18, 2015, 12:34:16 PM »
I really don't like having the script numbers spread all over the place, I want them grouped together. I may end up breaking some of them back up later, but even then, they will be consecutively numbered not totally random.
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Offline lskovlun

Re: SCI 1.1 Template Game
« Reply #29 on: June 18, 2015, 01:43:38 PM »
I really don't like having the script numbers spread all over the place, I want them grouped together. I may end up breaking some of them back up later, but even then, they will be consecutively numbered not totally random.
But they are not totally random: The high numbers are system classes, the low numbers are game-specific general classes - and those in between are rooms and room-specific classes. Regions sometimes get a range of their own. The even higher ones (> 1000) are talkers. Starting a game off with the SQ5 look and feel changes this somewhat, but it's still not random.


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