Author Topic: Change Script from Phantasmagoria 1  (Read 8761 times)

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Offline Pakolmo

Change Script from Phantasmagoria 1
« on: February 05, 2016, 02:40:22 PM »
Hello!  :)

I am trying to change the script and heap 0 from Phantasmagoria 1 because I want that the game shows the subtitles (msg) down the screen when it play the videos.

I don't know how do it. Please, Help me!



Offline MusicallyInspired

Re: Change Script from Phantasmagoria 1
« Reply #1 on: February 05, 2016, 06:42:21 PM »
That's....no small task you're asking. Why don't you start with SCI basics before tackling something so big? Then when you have a firm grasp on how it works, it'll look less like Greek to you.
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Offline Collector

Re: Change Script from Phantasmagoria 1
« Reply #2 on: February 05, 2016, 07:44:37 PM »
Also, Phantasmagoria is SCI2 and Companion is limited to SCI1.1. Not sure what you might be able to do with the language flag in the CFG file and TraduSCI.
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Offline MusicallyInspired

Re: Change Script from Phantasmagoria 1
« Reply #3 on: February 05, 2016, 07:52:59 PM »
Actually, IIRC, troflip made some changes so that SCI2 scripts will compile now. It's just not "supported".
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Offline Collector

Re: Change Script from Phantasmagoria 1
« Reply #4 on: February 05, 2016, 08:29:39 PM »
I thought it was just the beginnings of graphics support, but I was not paying that much attention since there was not going to be full support for it. Getting SCI1.1 is a pretty big deal in and of itself. Any SCI2 support is icing in the cake.
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Offline Pakolmo

Re: Change Script from Phantasmagoria 1
« Reply #5 on: February 05, 2016, 08:30:29 PM »
Thank you very much, it is a beginning. ;)

Scicompanion is wonderful.

Do you know the sentence to call a msg in a script file?

Offline Kawa

Re: Change Script from Phantasmagoria 1
« Reply #6 on: February 05, 2016, 08:51:18 PM »
In SCI11 at least it's (gMessager say: nounNum verbNum caseNum 0 self) or something like that, but that first word may be different and it won't include anything about placement. I think it's basically the same in SCI2 but on the other hand Phantasmagoria may well do its own thing to display those msg lines.

Offline troflip

Re: Change Script from Phantasmagoria 1
« Reply #7 on: February 05, 2016, 08:56:34 PM »
I managed to get a lot of things working with SCI2 (enough that I thought someone should be able to make a game with it - with difficulty), but yeah, it's all "at your own risk" and not very tested. I know I tried Phantasmagoria because the screenshots of it look familiar, but I also remember there were a few slightly different flavors of SCI2, and I focused mainly on making sure SQ6, GK, and KQ7 sort of worked.

Do you know the sentence to call a msg in a script file?

For SCI1.1:
http://scicompanion.com/Documentation/Classes/Messager.html

I'm not sure if SCI2's class library is different, or what the messager variable would be called in a decompilation. But basically it's an instance to which you send a "say" method, and it does the necessary kernel calls to display the message box on a screen.

The kernel call is Message:
http://scicompanion.com/Documentation/Kernels/Message.html
which will get you the raw text, and then you can display it how you want.
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Offline Collector

Re: Change Script from Phantasmagoria 1
« Reply #8 on: February 05, 2016, 10:09:59 PM »
What about the decompiler? Will it work for SCI2?
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Offline troflip

Re: Change Script from Phantasmagoria 1
« Reply #9 on: February 05, 2016, 11:51:35 PM »
Assuming I apply the right list of kernel names, sure. I think The only decompiler changes needed for SCI2 were to handle the _file_ and _line_ debug opcodes.

For some reason everyone has this idea that the compiler/decompiler is a big hurdle to move between SCI versions. In reality, it's almost identical across all SCI versions (the only big change is the split between heap/script resources between SCI1 and SCI1.1, but that's independent of the compiler/decompiler code). It's all the other stuff that was a pain (pics, views, sound, audio).
« Last Edit: February 05, 2016, 11:53:43 PM by troflip »
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Offline Collector

Re: Change Script from Phantasmagoria 1
« Reply #10 on: February 06, 2016, 02:53:38 AM »
Do you know what the difference is with CSC script files in SCI3 games?
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Offline troflip

Re: Change Script from Phantasmagoria 1
« Reply #11 on: February 06, 2016, 03:27:21 AM »
I don't know what CSC files are. But... SCI32 is 32-bit (I think?), and "16-bitness" is pervasive throughout SCI Companion when it comes to scripts, so it would probably be a lot of work to get Companion working with SCI32 stuff (if that's what you're getting at).
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Offline Collector

Re: Change Script from Phantasmagoria 1
« Reply #12 on: February 06, 2016, 12:40:50 PM »
The SCI32 games' scripts have a CSC extension. The attached are samples from Lighthouse, RAMA, Phantasmagoria 2 and LSL7. Not suggesting that you do anything with them, just thought you might be interested in looking at them.
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Offline Pakolmo

Re: Change Script from Phantasmagoria 1
« Reply #13 on: February 11, 2016, 01:02:52 PM »
Show msg at screen in videos was wrong idea. I think is better change the VMD videos for MPG subtitled videos.

I saw the sintaxis is: (PlayVMD 0 {1.vmd})

And for the MPG is:  (ShowMovie 1 0 {1.MPG})

But I have problems to recompile the scripts.

Offline Kawa

Re: Change Script from Phantasmagoria 1
« Reply #14 on: February 11, 2016, 01:35:30 PM »
I was not aware MPG was a thing that was supported.


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