Author Topic: QFG1 VGA  (Read 178 times)

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Offline Daventry

QFG1 VGA
« on: December 13, 2018, 03:10:29 AM »
Restored graphics inside Kobolds cave. Unused image of Talking Kobold.



Offline OmerMor

Re: QFG1 VGA
« Reply #1 on: December 13, 2018, 01:10:12 PM »
Very nice!
Can you share your patch?
Maybe you can send scummvm a pull request for adding that through scummvm as well?

Next you might want to add the missing ending flying carpet scene...

Offline EricOakford

Re: QFG1 VGA
« Reply #2 on: December 13, 2018, 08:35:37 PM »
I got a better idea: an all-out QFG1VGA fixpack, to borrow a term from the modding community. I already laid down the foundation in the QFG1VGA decompile by fixing some of the old script bugs (some relating to wrong message tuples or death icons). Some of the bugs were actually already fixed by the time the Macintosh version came out in 1994. We can implement the fixes from that.

Offline Daventry

Re: QFG1 VGA
« Reply #3 on: December 14, 2018, 12:27:58 AM »
OmerMor
I haven't tested the whole game completely. Because the main script (0.scr) is affected. A SCIcompanion sometimes makes errors in logic when decompiling. I was thinking about adding a final scene with a flying carpet. But there's a lot we need to change (adding), maybe someday. I don't know the procedure to add corrections to the ScummVM. The patch is attached.

EricOakford
What program can view (edit) resources from the Mac version?
ScummVM already fixed 12 bugs of the scripts.
 41, "moving to castle gate",
 55, "healer's hut, no delay for buy/steal",
 73, "brutus script freeze glitch",
 77, "white stag dagger throw animation glitch",
 96, "funny room script bug fixed",
210, "cheetaur description fixed",
215, "fight event issue",
216, "weapon master event issue",
299, "speedtest",
331, "moving to crusher",
814, "window text temp space",
814, "dialog header offset",

Offline OmerMor

Re: QFG1 VGA
« Reply #4 on: December 14, 2018, 11:39:52 AM »
I already laid down the foundation in the QFG1VGA decompile by fixing some of the old script bugs (some relating to wrong message tuples or death icons).

Did you document your work by any chance?
Some ScummVm folks regularly fix script bugs (at a very rapid pace lately), and such a list could help them out.

Offline EricOakford

Re: QFG1 VGA
« Reply #5 on: December 14, 2018, 09:24:27 PM »
I did, and those notes are present in my decompile of QFG1VGA.

Some examples:
Script 814, death procedure
Code: [Select]
(procedure (Die message title cel loop view &tmp temp0 temp1 temp2 temp3 temp4 temp5 temp6 temp7 [msgStr 150] [temp128 50] [temp178 4] [temp182 4])
;increased msgStr from 120 to 150, so that really long death messages don't overflow into the title.
The two death messages that overflow into the title are getting attacked by the ghosts in the graveyard, and the previously-unattainable death message regarding that drunk Brigand in the dining hall, as noted below:
From the Rm95 init:
Code: [Select]
(drunk init: setPri: 12 stopUpd:)
;Replaced addToPic: with stopUpd: to make the drunk clickable, as is the case in the Macintosh version.

The Macintosh version also fixed the bug where you could infinitely sell mushrooms to the healer even after she has enough.


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