Author Topic: Recreating complete QFG1 EGA source code  (Read 5831 times)

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Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #60 on: October 08, 2018, 07:42:01 AM »
Judging from SV's disassembly, that should be "quit [/ game]" for the first one. The second, I can see "chew" "chew / earthworm" "chew / bone" "chew / fruit" and "chew / chicken" in the saids block.

Offline lskovlun

Re: Recreating complete QFG1 EGA source code
« Reply #61 on: October 08, 2018, 04:57:24 PM »
No, quit game is already there:
Code: [Select]
               (SetMenu 513 109 ',[/game]')
                (SetMenu 514 109 'restore[/game]')
                (SetMenu 516 109 'restart[/game]')
                (SetMenu 517 109 'quit[/game]')
                (SetMenu 769 109 'pause[/game]')
                (SetMenu 770 109 'inventory')
The top one is bad; it has to be save game. Besides, quit has the group number 0x1d3 (467 decimal). It is not in the problematic range (save is 0xf0, which is in that range).
« Last Edit: October 08, 2018, 05:43:39 PM by lskovlun »

Offline troflip

Re: Recreating complete QFG1 EGA source code
« Reply #62 on: October 08, 2018, 06:19:44 PM »
Good bug. I made a fix in my experimental branch of SCI Companion:
https://github.com/icefallgames/SCICompanion/commit/0f4582e5ae2d2c66b4876a73d7f1bb65126c4416

It doesn't look like github has a way to cherry pick a change from another branch, and I don't have the time to clone the main branch and do it myself (I just work on the experimental branch I use for cascadia quest). But if anyone (kawa?) feels inclined to make the same change on the main branch I'll approve it (of course it's possible they've diverged so much it's not straightforward, I dunno).

Attached are the words that could run into problems in a KQ4 decompile. In additino to those discovered so far, "rosella" might be a pretty obvious problem ;-)
« Last Edit: October 08, 2018, 06:47:11 PM by troflip »
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Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #63 on: October 08, 2018, 06:43:49 PM »
I'll have to disable some of my own hacks, but I'll get on it.

Edit: compiling...

Edit: Now, Github does not work for me, at least not in the "put things back on" sense, but I've been tracking the repo Phil linked well enough to be up-to-date, so here's the latest build with those vocab changes in it.
« Last Edit: October 08, 2018, 07:20:24 PM by Kawa »

Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #64 on: October 09, 2018, 03:17:41 AM »
Quick warning, I just realized as my laptop booted up for today that I'd forgotten to revert one particular hack: this build doesn't have SCI Studio syntax. I missed it because I hadn't marked the changes.

Copy in the stash replaced.
« Last Edit: October 09, 2018, 04:02:29 AM by Kawa »

Offline Collector

Re: Recreating complete QFG1 EGA source code
« Reply #65 on: October 09, 2018, 11:56:50 AM »
I just tried Kawa's new build and did a fresh decompile from scratch. The resulting recompile no longer throws errors on input of "hello" or any of the works troflip found. Some of those words were inventory items.

The only changes that I have made are to skip the CP script and to set the cursor on the opening screen to normal from the wait icon. I also tried to fix the only warning the compiler was giving in the switch in the rm92 script that had duplicate case values. I changed them to be sequential, but don't know if that breaks anything.
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Offline troflip

Re: Recreating complete QFG1 EGA source code
« Reply #66 on: October 09, 2018, 12:37:13 PM »
I also tried to fix the only warning the compiler was giving in the switch in the rm92 script that had duplicate case values. I changed them to be sequential, but don't know if that breaks anything.

I believe the correct fix would just be to remove or comment out the second duplicate case statement. It's unreachable code in the original.
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Offline Collector

Re: Recreating complete QFG1 EGA source code
« Reply #67 on: October 09, 2018, 01:18:38 PM »
That room is Lolotte's throne room. I was able to get through it with no trouble after compiling with the duplicate case commented out.
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Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #68 on: October 09, 2018, 01:21:37 PM »
Reapplied some global names and the Print family, this time with testing.

Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #69 on: October 09, 2018, 03:11:55 PM »
I don't know what version this is, so I can't give it an intricate name like Collector's KQ4, but here's SQ3 I guess? Bled to death on the second screen just to test. Got the first few globals and the Print family in.

Edit: wow, I added the #title selectors and such in Print's argument parser and suddenly the pushy clerk's prints use them too!
« Last Edit: October 09, 2018, 04:26:01 PM by Kawa »

Offline Collector

Re: Recreating complete QFG1 EGA source code
« Reply #70 on: October 09, 2018, 06:45:56 PM »
There was no VERSION file? The interpreter version can be extracted for the string in the EXE. If you don't feel like bothering you can upload it and I can check.
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Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #71 on: October 09, 2018, 08:03:41 PM »
There was. I just didn't bother. I'll put a version in the next upload.

Fun fact: I thought it a bug in the recompile but it seems the intro allows typing?
« Last Edit: October 09, 2018, 08:05:28 PM by Kawa »

Offline Collector

Re: Recreating complete QFG1 EGA source code
« Reply #72 on: October 10, 2018, 12:30:46 AM »
I have 2 or 3 different versions of the game. It would probably be best to keep version info with the source.

Fun fact: I thought it a bug in the recompile but it seems the intro allows typing?
Never tried it.

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Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #73 on: October 10, 2018, 04:07:15 AM »
I got a version 0.000.685 interpreter running game 1.018.

Edit: I also have a German multilang 1.052 and an Amiga version with only the resources.
« Last Edit: October 10, 2018, 04:11:03 AM by Kawa »

Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #74 on: October 10, 2018, 05:08:16 AM »
Script differences between SQ3 1.018 main.sc and German 1.052 main.sc:
  • gamefile_sh is now unnamed Class_993_0
  • gVersion is no longer preset to "Space Quest III".
  • Version defaults to 0.001, not 0.000.001.
  • Version is read via a File instance, not the kernel.
  • SQ3 has parseLang and printLang properties preset to 49.
  • (= temp0 (proc944_4)) and (if temp0 (proc944_3)) around Buckazoids::showSelf, is a language switching thing.

...and various vocabulary additions with matching saidspec changes, but still handsOn during the title sequence.

(incidentally, my SQ3 German runs on S.old.114)


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