Author Topic: Decompilation Archive  (Read 31845 times)

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Offline Collector

Re: Decompilation Archive
« Reply #90 on: May 16, 2020, 02:54:47 PM »
I believe I could have gotten rid of them for SCI Companion (along with the 'use' statements), but I just made it have "compatibility" with SCI Studio as a first step, so they got left in.

If we could convert all of the fan games to Sierra Script then we could dump all of the backwards compatibility stuff and leave Studio and its script in the past.
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Offline lskovlun

Re: Decompilation Archive
« Reply #91 on: May 16, 2020, 03:21:04 PM »
If we could convert all of the fan games to Sierra Script then we could dump all of the backwards compatibility stuff and leave Studio and its script in the past.
The linkage system in original SCI was terrible (it involved a text file on a network drive...). I don't thhk I'd prefer it. And if Companion is able to do a build from scratch, then it doesn't matter anyway. Just put *.SCO in .gitignore and be done with it.

But everyone ships those files, so I'm not sure about that.
« Last Edit: May 16, 2020, 03:23:03 PM by lskovlun »

Offline OmerMor

Re: Decompilation Archive
« Reply #92 on: May 16, 2020, 05:16:30 PM »
Just put *.SCO in .gitignore and be done with it.

This is what I was aiming for. I tried a bit to see if I can drop the SCO files, but failed.
That's why I was asking.
Have someone managed to build a game using just the script files?

Offline troflip

Re: Decompilation Archive
« Reply #93 on: May 16, 2020, 07:57:40 PM »
It should work if you compile over and over (unless two scripts have cross dependencies). It probably wouldn't be difficult to modify SCI Companion to just automatically generate the .sco file if none exists (e.g. it doesn't need a successful compilation, just syntax pass).
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Offline Kawa

Re: Decompilation Archive
« Reply #94 on: May 17, 2020, 09:17:52 AM »
unless two scripts have cross dependencies
Main and ColorInit come to mind.

Offline Kawa

Re: Decompilation Archive
« Reply #95 on: June 04, 2020, 06:51:02 AM »
The recently-added fixes for QFG1V got me to update SCI Companion.

Code: [Select]
- (and (<= `a evtMsg) (<= evtMsg `z))
+ ;EO: For some reason, `a and `A compile exactly the same,
+ ;despite the different cases.
+ ;This makes inputting a proper name (e.g. Eric)
+ ;impossible without the keys.sh defines.
+ (and (<= KEY_a evtMsg) (<= evtMsg KEY_z))

This is because indeed the part of the compiler that works out backtic sequences uppercases what follows. This should now be fixed. There's a build that should leave the case alone in the stash linked in my signature.

Offline EricOakford

Re: Decompilation Archive
« Reply #96 on: June 04, 2020, 10:35:17 AM »
Yes, it seems to work properly now. There's a similar instance of this in the Monolith Burger menu in SQ3.

Quote
If we could convert all of the fan games to Sierra Script then we could dump all of the backwards compatibility stuff and leave Studio and its script in the past.

I have actually been doing this, like I did with LockerGnome Quest and Betrayed Alliance Book I. With my templates and decompilations, I've done away with the Studio defines, using the original Sierra defines instead. With backtic sequences now being case-sensitive, I can finally dump key.sh.
« Last Edit: June 04, 2020, 10:53:29 AM by EricOakford »
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Collector

Re: Decompilation Archive
« Reply #97 on: June 07, 2020, 11:59:00 AM »
What about the Studio games that used assembly?
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