Author Topic: Recreating complete QFG1 EGA source code  (Read 5909 times)

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Offline Kawa

Re: Recreating complete QFG1 EGA source code
« Reply #90 on: November 02, 2018, 10:46:22 PM »
Ah. Thank you.

Offline Charles

Re: Recreating complete QFG1 EGA source code
« Reply #91 on: November 05, 2018, 04:08:45 PM »
Eric,

I was just looking through your code myself, and I noticed that you left script n982 and n896 out of the game.ini.  Even if you don't have a custom name for them, you should include them in the game.ini otherwise a Compile All won't include them.

Also, I believe n982 is SIGHT.SC. proc982_0 is IsOffScreen, proc982_1 is CantBeSeen, and proc982_2 is AngleDiff.

Offline EricOakford

Re: Recreating complete QFG1 EGA source code
« Reply #92 on: November 05, 2018, 09:08:45 PM »
I based the game.ini file on the one for 1.000. While I accounted for the changes in the game scripts, I didn't account for additional system scripts.

Two system scripts added by the time 1.200 was released were Avoider and Sight.

Here is an updated version of the code, with a few more local variables identified as well as the additional system scripts.

As for test results...

The game seems to play okay, but certain rooms have gotten bugged. In the fairy ring, the mushrooms are not placed properly on the screen, and the game may crash with an "Oops!" error when the fairies approach you at night.

Entering the Meep's Peep is now completely impossible, since the game crashes with an "Oops!" error when trying to enter it. Good thing Razzle Dazzle Root Beer is there to bypass those bugged parts.


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