Author Topic: Adding a room to Quest for Glory 1 (VGA)  (Read 1076 times)

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Offline richruss691

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #30 on: May 13, 2020, 09:02:57 PM »
I defined it in script 000.

Quote
Are you sure it's at a higher index than any other global flag?

I don't know what that means so, no i'm not sure.

Offline EricOakford

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #31 on: May 14, 2020, 12:12:13 AM »
I defined it in script 000.

Quote
Are you sure it's at a higher index than any other global flag?

I don't know what that means so, no i'm not sure.

That is, it's the last global in the list. But since this is a bit flag, you should probably have it be "SEARCHED_FRED_TREASURE" (the name I gave it in game.sh. If it's not there, make sure it's the last flag in the list!)
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline richruss691

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #32 on: May 14, 2020, 12:48:36 AM »
thank you EricOakford for saving my bacon once again! "SEARCHED_FRED_TREASURE" seems to have fixed it, unless that flag gets triggered somewhere else. I can't think why it would though. digPile was at the end of the list, i wonder why it wasn't working.

thank you troflip for your input as well, it was helpful.

next on the agenda will be to make it so you can take fred's beard, then all that'll be left for this room is bells and whistles, i think.

Offline richruss691

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #33 on: May 31, 2020, 09:29:07 PM »
All of the necessary parts of my new room are in and appear to function properly, just needs a little polish maybe some bells and whistles and thorough testing then it'll be done. However, I've decided to take a break from this room for a while and focus on something else. The end credits sequence suggested by OmerMor.

As OmerMor suggested, it looked like it would be fairly easy to implement the fly-over as it seemed to be mostly already done. So I copied the necessary views from QfG ega as place holders and told the script to run the code that it bypasses in the official release. Of course, the code doesn't work right. Amongst other things, and currently my biggest concern, the fly-over begins but shortly into it the game crashes with one of those "you did something we didn't expect" errors. I don't know sci well enough to figure out much of that code block beyond moving the carpet around the screen, so i don't know even where to start with debugging this one. I got it to stop displaying the error message but now the game just stops doing anything and I have to "X" out of the game.

Offline Kawa

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #34 on: June 01, 2020, 05:28:44 PM »
Which oops code number is it?

Offline richruss691

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #35 on: June 01, 2020, 07:13:50 PM »
looks like error 4

Offline Kawa

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #36 on: Yesterday at 08:00:31 AM »
That'd be "not an object".

What exactly isn't an object, I don't know. E_NOT_OBJECT may be raised by the Clone, DisposeClone, and RespondsTo kernel calls. More likely, it may also be raised by trying to send to something that's not an object, such as a null variable.

(Going off of SCI11 here, just in case.)

Offline richruss691

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #37 on: Yesterday at 11:16:14 AM »
Thanks. That is at least a starting point. Let's see if i can follow it somewhere.

Offline EricOakford

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #38 on: Yesterday at 06:38:34 PM »
I've put up a significantly updated decompilation of QFG1VGA here. It hasn't been tested yet.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline richruss691

Re: Adding a room to Quest for Glory 1 (VGA)
« Reply #39 on: Yesterday at 07:14:12 PM »
awesome, thanks Eric


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