Author Topic: What are we working on?  (Read 80056 times)

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Offline MusicallyInspired

Re: What are we working on?
« Reply #300 on: April 10, 2021, 11:01:33 PM »
Cooooool
Brass Lantern Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #301 on: April 11, 2021, 08:39:34 AM »
Y'know what's really cool?

I just confirmed I can load Monkey Island, immediately save it, and get a file that's exactly the same as the MONKEY.001 I started with.

Things I'd need to at least produce a proof-of-concept text hack:
  • Using and saving the LOFF chunk and index file.
  • Compiling scripts.

Both only so as to allow different string lengths.

Edit: I have altered the first playable screen. Pray I do not alter it any further.
« Last Edit: April 11, 2021, 10:26:27 AM by Kawa »

Offline Kawa

Re: What are we working on?
« Reply #302 on: April 11, 2021, 09:48:48 PM »
Myself, I'd be interested in seeing the bootscripts/UI/lower level scripts.
Here's how Fate of Atlantis sets up its verb bar. LFLF #66, script 14:
Code: [Select]
VerbOps(50, [New(), SetXY(0, 144), SetToObject(0x04EE, 98), Off(), BackColor(0)]);
VerbOps(51, [New(), SetXY(0, 144), SetToObject(0x0548, 98), Off(), BackColor(0)]);
VerbOps(5, [New(), Text("Give"), Key(103), SetXY(15, 159)]);
VerbOps(3, [New(), Text("Open"), Key(111), SetXY(14, 173)]);
VerbOps(4, [New(), Text("Close"), Key(99), SetXY(12, 187)]);
VerbOps(11, [New(), Text("Pick up"), Key(112), SetXY(54, 159)]);
VerbOps(12, [New(), Text("Talk to"), Key(116), SetXY(53, 173)]);
VerbOps(9, [New(), Text("Look at"), Key(108), SetXY(53, 187)]);
VerbOps(8, [New(), Text("Use"), Key(117), SetXY(108, 159)]);
VerbOps(6, [New(), Text("Push"), Key(115), SetXY(106, 173)]);
VerbOps(7, [New(), Text("Pull"), Key(121), SetXY(108, 187)]);
VerbOps(10, [New(), Text("Walk to"), Key(119), SetXY(0, 210)]);
The first parameter to VerbOps is also what an object's VERB chunk uses:
Code: [Select]
LookAt {
print(1, ["It's a stone carving of Shiva."]);
}
This would be stored as a 9 byte, followed by a pointer to the script code for looking at it.

Offline spiffythedog

Re: What are we working on?
« Reply #303 on: April 13, 2021, 07:27:06 AM »
Also have a long-belated attempt at a blonde Rog head.

Woah, thanks for the blonde Roger, Kawa! Using your Rog head as a template, I was inspired to make a version of my own without the shadow. Personally, mine feels a little too 'busy' compared to the shadowed one, so whichever version people prefer, I'll stick it in.

Great work on the SCUMM engine editor, btw.

Offline MusicallyInspired

Re: What are we working on?
« Reply #304 on: April 13, 2021, 07:17:46 PM »
Try fading to dark gray instead of outright black like the original does.
Brass Lantern Prop Competition

Offline lskovlun

Re: What are we working on?
« Reply #305 on: April 15, 2021, 12:00:53 PM »
OK, so I found the bootscripts for some SCUMM games. And I've decided that if I write a single line of Scumm code in my life, it will be this:
Code: [Select]
object sputm
{
name is "SCUMM interpreter"
verb use
{
shell-execute "SCIV.EXE"
}
}
and then over in SCI I'll do
Code: [Select]
(instance rickroll of Room ... code ...)Maybe I'll figure out how to fly a little banner across the screen in Scumm once SCIV exits: USE SCI INSTEAD

Offline Kawa

Re: What are we working on?
« Reply #306 on: September 02, 2021, 03:37:10 AM »
Kicking this thread up a bit just to say that I'm my usual predictable self and have spent the last three days porting Softporn Adventure from Pascal to C. It's going pretty well.

Offline gumby

Re: What are we working on?
« Reply #307 on: September 02, 2021, 09:11:42 AM »
That's awesome, I never played it.
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #308 on: September 03, 2021, 06:53:27 PM »
It's pretty much done, and before the weekend no less.

https://helmet.kafuka.org/softporn-c-port-public-beta-1.zip

Offline gumby

Re: What are we working on?
« Reply #309 on: September 15, 2021, 09:36:23 PM »
Just scored 250 out of 350 points in my Zork effort.  Game locked up, I've probably got a memory management issue  ::)
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #310 on: September 16, 2021, 07:49:26 AM »
I put my Softporn rewrite on my github, with a release for beta 2 if anyone wants to give it a whirl.

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

Offline Collector

Re: What are we working on?
« Reply #311 on: September 16, 2021, 09:46:15 AM »
Is it a one-to-one rewrite?
KQII Remake Pic

Offline Kawa

Re: What are we working on?
« Reply #312 on: September 17, 2021, 06:16:41 AM »
There's a few QoL things and about 90% fewer !!!!!! and ... but otherwise walkthroughs for the originals should still work.

Offline Collector

Re: What are we working on?
« Reply #313 on: September 17, 2021, 08:28:09 AM »
I was thinking more along the lines of all of the original strings and all of the original parser commands.
KQII Remake Pic

Offline Kawa

Re: What are we working on?
« Reply #314 on: September 17, 2021, 07:11:31 PM »
I was thinking more along the lines of all of the original strings and all of the original parser commands.
That's what "walkthroughs for the originals should still work" implies, does it not?


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