Author Topic: What are we working on?  (Read 21816 times)

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Offline EricOakford

Re: What are we working on?
« Reply #255 on: August 29, 2019, 11:53:24 AM »
Major update on the SCI1.0 template: it has been redone, using the Mixed-Up Fairy Tales demo as the base. That means the interpreter and system scripts are newer, and it has separate drivers for music and digital audio! With that, GMBLAST is not needed any longer. Ego is now played by the white boy from MUFT, and his head moves normally in real-time (as opposed to using cycle speed like in SQ1VGA and SQ4).

Now I see why those timer bugs were present in the CD-ROM version of SQ4, but not the floppy version - it all comes down to the Game class's doit:, which had things like a "gameTime" global added in around late 1991. Unfortunately, the game-specific scripts were not adapted for this upgrade, thus you get things like Roger's head moving super-fast, for example.

You know, I think the SCI16 series of game templates is ready for action.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1

Offline Kawa

Re: What are we working on?
« Reply #256 on: August 29, 2019, 01:23:39 PM »
Meanwhile I've being working on an SCI-inspired game engine of my own, in C++ with SDL2. I never write proper C++ code (rather, I write C with nice things like auto) but here it is anyway. I originally wanted to use actual SCI as its script system but eventually woke the hell up and switched to Lua, so that's a thing.

https://github.com/Kawa-oneechan/newsci

Offline OmerMor

Re: What are we working on?
« Reply #257 on: August 29, 2019, 03:48:59 PM »
SCI-inspired game engine of my own, in C++

Do you know Sierra actually did something similar with Shivers 2? They pretty much re-wrote SCI in C++.
I don't know if they re-used this engine in any other game afterwards.

Offline OmerMor

Re: What are we working on?
« Reply #258 on: August 29, 2019, 03:52:27 PM »
SCI-inspired game engine of my own, in C++

Do you know Sierra actually did something similar with Shivers 2? They pretty much re-wrote SCI in C++.
I don't know if they re-used this engine in any other game afterwards.

If you're interested, you can actually see Collin Snover's work on re-implementing this game in ScummVM:
https://github.com/csnover/scummvm/tree/shivers2/engines/sci/s2

Unfortunately, he left ScummVM before completing this.

Offline Collector

Re: What are we working on?
« Reply #259 on: August 29, 2019, 04:12:22 PM »
I knew that Collin had joined ScummVM for SCI1+, but had not heard he had left.

Too bad that there is no source for the Shivers 2 engine. I wonder how different the scripting was from SCI32.
KQII Remake Pic

Offline OmerMor

Re: What are we working on?
« Reply #260 on: August 29, 2019, 04:30:56 PM »
I knew that Collin had joined ScummVM for SCI1+, but had not heard he had left.
You can read his resignation mail here:
https://lists.scummvm.org/pipermail/scummvm-devel/2018-September/012235.html  :'(

Too bad that there is no source for the Shivers 2 engine. I wonder how different the scripting was from SCI32.
Who said there isn't?  ;)

Offline Kawa

Re: What are we working on?
« Reply #261 on: August 29, 2019, 10:08:39 PM »
I don't know what Shivers 2 ran on but I know SCI32 is C++.

Offline OmerMor

Re: What are we working on?
« Reply #262 on: August 30, 2019, 01:54:11 AM »
I don't know what Shivers 2 ran on but I know SCI32 is C++.

I think I was mistaken. I thought you're writing a game engine in which the scripts are compiled and written in C++. Now I noticed the scripts are in LUA.
You're right about SCI32.
Shivers 2 uses C++ both for the engine and the scripts.

Offline Kawa

Re: What are we working on?
« Reply #263 on: August 30, 2019, 03:26:19 PM »
Now I noticed the scripts are in LUA.
I'm just going to pretend those capitals are for emphasis :)

Offline Collector

Re: What are we working on?
« Reply #264 on: August 30, 2019, 03:30:12 PM »
You can read his resignation mail here:
https://lists.scummvm.org/pipermail/scummvm-devel/2018-September/012235.html  :'(

Wow, I had no idea. I have had some email contact with Eugene in the past, most recently for my installer code for Blade Runner. He was always cordial with me, but that may have been just standard operating procedure for him when reaching out for code. I have felt that many of the ScummVM people do not have that high of an opinion of me, but that may be from the early efforts of adding SCI with complaints about our having the SCI Wiki and hosting the old Free SCI specifications. That along with the undithering nonsense. I cannot say that I really know Colin, but have always gotten along with him since the early days of VOGONS.
KQII Remake Pic

Offline lskovlun

Re: What are we working on?
« Reply #265 on: August 30, 2019, 03:54:18 PM »
I don't know what Shivers 2 ran on but I know SCI32 is C++.
Shivers 2 used external (C++) DLLs for all the rooms, but was actually SCI32 underneath. They had a glue layer making the innards of the interpreter callable from the DLLs. Shivers 2 is one of the reasons why I don't believe for a minute that
Quote
But SCI needed to be recoded in order to get the Duck [movie] player into it. [Which is why it is in version 3 whereas the previous game in the Phantasmagoria series used version 2.]
here. It is much more likely that it was being rewritten because they needed to shoehorn that in. Some of the internal changes corroborate it.

Offline Kawa

Re: What are we working on?
« Reply #266 on: September 09, 2019, 06:27:00 AM »
Just for fun, I've been looking into adding long filename support to SCI1+. So that if you run it in Windows 9X or some other environment with Int 21h AX 7100 installed, you can use those.

R&D on Twitter:
https://twitter.com/NoxicoDev/status/1170696375228620800
https://twitter.com/NoxicoDev/status/1170741800870584320
https://twitter.com/NoxicoDev/status/1170948893854580737

Actual code:
https://github.com/Kawa-oneechan/SCI11-Plus/blob/lfn/EXT/FILEIO.S

Go ahead and say it folks. Say "Kawa, your ASM is atrocious."

Offline lskovlun

Re: What are we working on?
« Reply #267 on: September 09, 2019, 01:36:10 PM »
If this had been SCI1.0 you could have called the result SCIDHUVLFN.EXE, but I guess you are left with RESOURCES.000 or AwesomeDriver.DRV ...

Offline NilG

Re: What are we working on?
« Reply #268 on: November 11, 2019, 02:03:34 AM »
Back to it with Sect.  I hope to have one of those elusive full games up here, someday.  ;)  It'll be a while yet, but progress is good.

Offline gumby

Re: What are we working on?
« Reply #269 on: November 11, 2019, 09:17:45 AM »
Picked Zork back up.  I'm starting over with all my visuals (export/import) based on a better understanding of palette management.  Reserving 30-ish colors in each room for color cycling.
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition


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