Author Topic: Decompilation Archive  (Read 1005 times)

0 Members and 1 Guest are viewing this topic.

Offline MusicallyInspired

Re: Decompilation Archive
« Reply #15 on: November 24, 2018, 09:31:01 PM »
So, an SCI01 template game?
Brass Lantern Prop Competition

Offline EricOakford

Re: Decompilation Archive
« Reply #16 on: December 10, 2018, 11:06:29 PM »
Here is my work on QFG1VGA.

With the exceptions of a few scripts, everything seems to compile okay. I even enabled the hidden "Where to, Hero?" dialog at startup, so you can test each individual room!

I was thinking of doing a patch that would fix various script bugs in the game, and restore some unused messages and interactivity. This source could work well as the basis.

This code is best compiled without any SCR and HEP patch files in the directory, so you can be sure that the game only uses the RESOURCE files. The scripts, of course, were decompiled from the patches to ensure that all official bug fixes are present.

Here is the compile log:
Code: [Select]
Error: (WizardGame.sc) Duplicate label 'code_0448'  Line: 145, col: 0
Error: (WizardGame.sc) Duplicate label 'code_0453'  Line: 152, col: 0
Error: (inputBox.sc) Undeclared identifier '--UNKNOWN-PROP-NAME--' .  Line: 1281, col: 32
Error: (egoFight.sc) Undeclared identifier '--UNKNOWN-PROP-NAME--' .  Line: 332, col: 32
252 scripts compiled.
--------------------------------
Time elapsed: 7.56 seconds.

Offline EricOakford

Re: Decompilation Archive
« Reply #17 on: December 14, 2018, 09:52:30 PM »
Here we go again, my new and improved decompile of QFG2! This time, I used 1.105 from the QFG Anthology, to be sure that I had the latest code. The only difference I could see is that the import patch was integrated into the resource files. The game seems to compile and run okay, but going into the actual game, it freezes when attempting to enter the maze of alleys! This might be a tough one for us to crack, but thankfully, "suck blue frog" and the EGA 1990 Christmas interpreter's internal debugger are there to help us.
Credit goes to Omer Mor for unearthing the original import and export scripts for the game. This helped me identify quite a bit of the original defines for the game, and the export script even has the original "saveHero" (which SCI Companion can't decompile).

Offline EricOakford

Re: Decompilation Archive
« Reply #18 on: January 14, 2019, 09:27:07 PM »
Here is a decompile of the Slater and Charlie demo. Surprisingly, it has nearly all of the system scripts! Which is odd, since it's a demo version of an interactive storybook, and would have no use for all of them. So I nabbed the original system scripts from the SCI16 archive, adapted them for Companion, and compiled them. Everything seems to work okay.

The only script I couldn't adapt for Companion was SMOOPER, since it frequently uses equational defines, which Companion doesn't support.

Offline Collector

Re: Decompilation Archive
« Reply #19 on: January 14, 2019, 10:18:48 PM »
The only script I couldn't adapt for Companion was SMOOPER, since it frequently uses equational defines, which Companion doesn't support.

Perhaps make a mention of this in the Companion thread for Phil?
KQII Remake Pic


SMF 2.0.14 | SMF © 2017, Simple Machines
Simple Audio Video Embedder

Page created in 0.118 seconds with 24 queries.