Author Topic: Port of text adventure games to SCI  (Read 9939 times)

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Offline gumby

Re: Port of text adventure games to SCI
« Reply #75 on: February 20, 2016, 02:38:33 PM »
That's a good idea Collector.  I can think of about 3 places in Zork where this might work where I really need the game player to say something specific to another actor in the game.  The good news is that there isn't any back-and-forth conversations between characters so I wouldn't need to do a lot of work here.  Now for a game like Deadline or Witness this would definitely be the way to go.
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline gumby

Re: Port of text adventure games to SCI
« Reply #76 on: February 27, 2016, 11:45:37 AM »
Some small progress being made.  I've programatically created the .shm files for all immovable items (essentially props) for each of the rooms.  Wasn't too difficult, just needed to identify the correct items per room.

Here's what the file for the 1st room in Zork looks like:

Code: [Select]
;;; Sierra Script 1.0 - (do not remove this comment)
;304.shm (west_of_house)

;NOUNS
(define N_FRONT_DOOR_OBJ 1)
(define N_BOARD_OBJ 2)
(define N_WHITE_HOUSE_OBJ 3)

I build these lists of objects based on the decompiled property of 'scenery'.  Some items got missed because of this - in this example the mailbox.  I'll have some one-offs that I'll need to manually address.

Next  I need to create the 'global' equivalent .shm for all objects which can be moved in/out of inventory or between rooms.  Guessing this needs to be in 0.msg, but haven't looked into it as of yet.
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline gumby

Re: Port of text adventure games to SCI
« Reply #77 on: June 22, 2017, 09:14:22 PM »
Making good progress.  I've worked out item take/drop functionality, 'containers' (like the mailbox), and conditional functionality.  Really standard stuff except for how I implemented take/drop.  No graphics work yet -
 avoiding it because I find it excruciatingly hard.

So far I've got good completion on the house region, mostly done up to the Living Room. 
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition


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