Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - OmerMor

Pages: [1] 2 3 4
1
After Cloudee uploaded MegaTokyo's boards, I found an old question of mine from there:
using Brian's decompiled 000.scr from lsl7 i figured out the game looks for a "CLASSES" file to trigger the debug mode - and it worked.
I still have one more question though for Brian:
I can also see that the file "AUTOTP" has a significance (it triggers the global variable global243), but I have no idea what it does (it is not used in any of the scripts you published).
Any help please?

Since we are still not able to decompile LSL7, I wondered if I could find information in the source code I have from Torin's Passage. Both games were from the same time period, and both by Al Lowe.

Here's what I found:

In 0.SC:
Code: (SCI) [Select]
#ifdef DEBUG
;============================================+
; Take out the following lines for shipping  ;
;                                            ;

#ifndef DEMO
      ; Programmers always has the "classes" file
      (if (FileIO FileExists "classes")
         (= gbDebug TRUE)                    ;
      else
         ; Oooh...sneaky, Look in resource file
         (= cfgBuf (String newWith: 100 " "))
         (GetConfig "TorinDebug" cfgBuf)
         (cfgBuf lower:)
         (= i (cfgBuf at: 0))
         (if (== i `t)           ; t for true (or tea for two!)
            (= gbDebug TRUE)
         )
         (cfgBuf dispose:)
      )
      (if (FileIO FileExists "autotp") ; automatically teleport on pick a chapter
         (= gbDebugTeleport TRUE)
      )
     
      (if gbDebug
         (goDebugger init:)
      ) 
#endif
;
;                                            ;
; Take out the above lines for shipping      ;
;============================================+
#endif

So the presence of AUTOTP sets the gbDebugTeleport flag.
Let's look for that, shall we?

In GAME.SH we find:
Code: (SCI) [Select]
gbDebugTeleport         243   = FALSE ; is auto-teleport on for this game?

And we also find it in PIKACHPT.SC. Here's the full script:
Code: (SCI) [Select]

;;;;  PIKACHPT.SC
;;;;
;;;;  (c) Sierra On-Line, Inc, 1995
;;;;
;;;;  PIKACHPT.SC -- the sierra logo
;;;;     Created for Domain, 1995
;;;;
;;;;  Author:  Don Munsil
;;;;

(script# rPickAChapter)
(include "200.shm")
(include "110.shm")

#ifdef DEMO
(include "300.shm")
#endif

(procedure
   TipOfTheDay
)

(public
   roPickAChapter 0
)

(local
   line1 = NULL   ; the lines pointing at the world
   line2 = NULL   ; more lines
   line3 = NULL   
   line4 = NULL
   line5 = NULL


(define     INTRO_BUTTON_FONT    2510)
; how far from top of the button should we start drawing the connecting line
; This number is dependant upon the font
(define     LINE_OFFSET          14)

(define LINE_COLOR   227)

; X alignemnt of the chapter buttons
(define     BUTTON_X          480)
(define     BOTTOM_Y          440)

; This is called by the choose a chapter number buttons.
(instance oRoomChosen of Object
   (method (doit aChapter)

      (if (not gbInterfaceInitted)
         (goInterface init:)
         (InitInterface2)
         (goMainMenu disable:)
      )

      (goMusic1 stop:)                               

      (= gnChapter 1)

      ;; chapter init stuff -- pass through whether or not we are teleporting
      (switch aChapter
         (INTRO_N
            (= gnChapter 0)
         ) 
         (TLA_N
            ; ego gets nothing
            (= gnChapter 1)
         )
         (ESCARPA_N
            (= gnChapter 2)
            (ego get: gioBoogleBox)
            (ego get: gioBoogleWorm)
            (ego get: gioBoogleLantern)
            (ego get: gioShard)
            (ego get: gioEressdy)
         )
         (PERGOLA_N
            (= gnChapter 3)
            (ego get: gioBoogleBox)
            (ego get: gioBoogleShovel)
            (ego get: gioBoogleWorm)
            (ego get: gioBoogleLantern)
            (ego get: gioBoogleYoYo)
            (ego get: gioEressdy)
            (ego get: gioLocket)
         )
         (ASTHENIA_N
            (= gnChapter 4)
            (ego get: gioBoogleBox)
            (ego get: gioBoogleShovel)
            (ego get: gioBoogleWorm)
            (ego get: gioBoogleLantern)
            (ego get: gioBoogleYoYo)
            (ego get: gioBoogleRedCross)
            (ego get: gioEressdy)
            (ego get: gioKnife)
         )
         (TENEBROUS_N
            (= gnChapter 5)
            (ego get: gioBoogleBox)
            (ego get: gioBoogleShovel)
            (ego get: gioBoogleWorm)
            (ego get: gioBoogleLantern)
            (ego get: gioBoogleYoYo)
            (ego get: gioBoogleRedCross)
            (ego get: gioEressdy)
            (ego get: gioAmmonia)
            (ego get: gioKnife)
         ) 
         (EPILOGUE_N
            (= gnChapter 6)
            (curRoom newRoom: rCredits)
            (return)
         ) 
         (RESUME_N
            (curRoom setScript: soResume)
            ; actually we never reach this statement, but...
            (return)
         )
         (RESTORE_N
            (curRoom setScript: soRestore)
            (return)
         )
         (EXIT_N
            (= quit TRUE)
            (return)
         ) 
      ) 

      (if
         (and
            (< 0 gnChapter 6) ; chapter 1 to 5
            (or gbTeleport gbDebugTeleport)
         )
         (= gbTeleport FALSE)
         (curRoom newRoom: (RoomTeleport gnChapter))
      else
;djm           (MonoOut "chapter %d, select %d" gnChapter aChapter)
         (switch aChapter
            (INTRO_N
               (curRoom newRoom: rPrologue1)
            ) 
            (TLA_N
               (curRoom newRoom: rChapter1)
            )
            (ESCARPA_N
               (curRoom newRoom: rChapter2)
            )
            (PERGOLA_N
               (curRoom newRoom: rChapter3)
            ) 
            (ASTHENIA_N
               (curRoom newRoom: rChapter4)
            ) 
            (TENEBROUS_N
               (curRoom newRoom: rChapter5)
            )
            (else
               ; They wanna leave
               (= quit TRUE)
            )
         )
      )
   )
)

(procedure (TipOfTheDay &tmp oTipStr)
   ; tip of the day
   (if gbTipOfTheDay
      (= oTipStr (MakeMessageText ALL ALL TIP_OF_THE_DAY gnNextTip 110))
      (if oTipStr
         (TextDialog oTipStr (String with: goDismissString) (MakeMessageText ALL ALL TIP_TITLE 1 110))
         (= oTipStr NULL)
      ) 
      (++ gnNextTip)

      ; check to see if we should wrap around
      (= oTipStr (MakeMessageText ALL ALL TIP_OF_THE_DAY gnNextTip 110))
      (if oTipStr
         (StringDispose oTipStr)
         (= oTipStr NULL)
      else
         (= gnNextTip 1)
      )
     
      (SavePrefs)
   )
)

(instance foBlackOpaque of OpaqueFeature)
(instance oBlackPlane of Plane
   (properties
      priority    PRI_ROT_INV
      picture     -1
   )
   (method (init)
      (super init: &rest)
      (foBlackOpaque init: self)
   )
)
(instance soFadeToTip of Script
   (method (changeState newState &tmp oTipStr)
      (switchto (= state newState)
         (
            (FadeToBlack TRUE 15 self TRUE)
         )
         (
            ; put a black plane over all
            (oBlackPlane init: 0 0 lastScreenX lastScreenY)
            (= ticks 1)
         )
         (
            ; put the color back so we can see the dialog
            (FadeToBlack FALSE 100 self TRUE)
         )
         (
            (TipOfTheDay)
            (self dispose:)
         )
      )
   )
)
(instance soResume of Script
   (method (changeState newState &tmp oTipStr)
      (switchto (= state newState)
         (
            (self setScript: soFadeToTip self)
         )
         (
            (theGame autorestore:)

            ; if we get here some really bad happened
            (oBlackPlane dispose:)
            (self dispose:)
         )
      )
   )
)
(instance soRestore of Script
   (method (changeState newState &tmp oTipStr)
      (switchto (= state newState)
         (
            (self setScript: soFadeToTip self)
         )
         (
            (Open)

            ; we get here if they choose not to restore
            (oBlackPlane dispose:)
            (self dispose:)
         )
      )
   )
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; VIEWS, FEATURES, PROPS AND THEIR RELATED SCRIPTS/CUEOBJECTS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(instance oIntroButton of MessageButton
   (properties
      noun              INTRO_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      INTRO_N
      x                 BUTTON_X
      y                 96
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
   ) 
)

(instance oResumeButton of MessageButton
   (properties
      noun              RESUME_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      RESUME_N
      x                 252
      y                 BOTTOM_Y
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      ; same margin on my left side as the buttons on the right side
      (= x (- 639 (+ (oExitButton x?) (oExitButton nWidth?))))
      (= x (Max 5 x)); never let the button go off the screen
      (super init: &rest)
   ) 
)

(instance oRestoreButton of MessageButton
   (properties
      noun              RESTORE_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      RESTORE_N
      x                 100
      y                 BOTTOM_Y
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      ; center button
      (= x (- 316 (/ nWidth 2)))
      (UpdateScreenItem self)
   ) 
)

(instance oChapter1Button of MessageButton
   (properties
      noun              TLA_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      TLA_N
      x                 BUTTON_X
      y                 132
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line1 (AddLine oPickAChapter 434 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)
(instance oChapter2Button of MessageButton
   (properties
      noun              ESCARPA_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      ESCARPA_N
      x                 BUTTON_X
      y                 168
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line2 (AddLine oPickAChapter 413 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)
(instance oChapter3Button of MessageButton
   (properties
      noun              PERGOLA_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      PERGOLA_N
      x                 BUTTON_X
      y                 204
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line3 (AddLine oPickAChapter 389 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)
(instance oChapter4Button of MessageButton
   (properties
      noun              ASTHENIA_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      ASTHENIA_N
      x                 BUTTON_X
      y                 240
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line4 (AddLine oPickAChapter 346 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)
(instance oChapter5Button of MessageButton
   (properties
      noun              TENEBROUS_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      TENEBROUS_N
      x                 BUTTON_X
      y                 276
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line5 (AddLine oPickAChapter 275 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)

; actually the credits button
(instance oEpilogueButton of MessageButton
   (properties
      noun              EPILOGUE_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      EPILOGUE_N
      x                 BUTTON_X
      y                 312
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
   ) 
)
(instance oExitButton of MessageButton
   (properties
      noun              EXIT_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      EXIT_N
      x                 BUTTON_X
      y                 BOTTOM_Y
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
   ) 
)

(instance oTwinkle1 of Prop
   (properties
      view        vTwinklingStars
      loop        0
      x           2
      y           313
   )
)

(instance oTwinkle2 of Prop
   (properties
      view        vTwinklingStars
      loop        1
      x           609
      y           279
   )
)
(instance oTwinkle3 of Prop
   (properties
      view        vTwinklingStars
      loop        2
      x           30
      y           30
   )
)
(instance oTwinkle4 of Prop
   (properties
      view        vTwinklingStars
      loop        3
      x           516
      y           50
   )
)
(instance oTwinkle5 of Prop
   (properties
      view        vTwinklingStars
      loop        0
      x           464
      y           196
   )
)
(instance oTwinkle6 of Prop
   (properties
      view        vTwinklingStars
      loop        2
      x           420
      y           429
   )
)
(instance oTwinkle7 of Prop
   (properties
      view        vTwinklingStars
      loop        3
      x           122
      y           394
   )
)

(instance voText of View)

(instance voLogo of View
   (properties
      view     vLogo
      x        48
      y        231
   )


(instance foAll of OpaqueFeature)
(instance oPickAChapter of Plane
   (method (dispose)
      (if line1
         (DeleteLine line1 self)
         (= line1 NULL)
      )
      (if line2
         (DeleteLine line2 self)
         (= line2 NULL)
      ) 
      (if line3
         (DeleteLine line3 self)
         (= line3 NULL)
      ) 
      (if line4
         (DeleteLine line4 self)
         (= line4 NULL)
      ) 
      (if line5
         (DeleteLine line5 self)
         (= line5 NULL)
      ) 
      (super dispose: &rest)
   )

   
(instance roPickAChapter of TPRoom
   (properties
      picture        pPickAChapter
   )
   (method (dispose)
      (goMainMenu enable: TRUE)
      (super dispose: &rest)
   ) 
   (method (init &tmp fp oTipStr pathName)
      ; Always load the system palette.  This is not necessary,
      ; but is handy if we have loaded something that screwed
      ; the palette
      (Palette PalLoad 999)

      (oPickAChapter
         priority:   (- PRI_ROT_INV 1),
         init:       0 0 lastScreenX lastScreenY
      )
      (= plane oPickAChapter)

      (super init: &rest)

      (goMusic1                       
         playSound:  S_PICK_A_CHAPTER
      )                               
     
      (= gnChapter 0)
     
      (oIntroButton        oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter1Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter2Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter3Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter4Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter5Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oEpilogueButton     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oExitButton         oSelectNotify: oRoomChosen, init: oPickAChapter)
     
      (= pathName (String new:))
      (pathName format: "%s\%s" curSaveDir "torinsg.cat")
      (= fp (FileIO FileOpen (pathName data?) fRead))
      (pathName dispose:)

      (if (!= fp -1)
         (oRestoreButton      oSelectNotify: oRoomChosen, init: oPickAChapter)
         (FileIO FileClose fp)
      )

      (foAll init:)

      ; Only create the resume button of we have an autosave game
      (= fp (FileIO FileOpen "autosave.cat" fRead))
      (if
         (or
            (!= fp -1)
            (SaveGame SGCheckSaveGame "Autosave" 0 (KString StrGetData version))
         )
         ; create after exit button, it's alignment depends on oExitButton
         (oResumeButton       oSelectNotify: oRoomChosen, init: oPickAChapter)
      )
      ; only close the file if it was actually opened
      (if (!= fp -1) (FileIO FileClose fp))

      (oTwinkle1 init:, cycleSpeed (Random 7 17), setCycle: Forward)
      (oTwinkle2 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)
      (oTwinkle3 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)
      (oTwinkle4 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)
      (oTwinkle5 init:, cycleSpeed (Random 7 17), setCycle: Forward)
      (oTwinkle6 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)
      (oTwinkle7 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)

      (FadeToBlack FALSE 15 goHandsOnWhenCued TRUE)
     
      (goMainMenu disable:)
   )


Did you notice the "Created for Domain, 1995" comment at the header there?
It seems that it's present in almost all the source files.
So I got curios, and did a bit of digging. Turns out the working title for this game was either Domain or Domain's Quest:

New Adventure Games For 1995

From the adventure game people at Sierra Publishing, the word is that Al Lowe (designer of Leisure Suit Larry, and Freddy Pharkas) has teamed up with Andy Hoyos (Art Director of King's Quest V and VII, Quest for Glory IV) to create a new high fantasy game called "Domain." No word about whether this game is a follow-up or sequel to either Quest for Glory IV or Betrayal of Krondor.

Good News, Bad News. And a Great Family Christmas Product.

The bad news is there won't be a new King's Quest next Christmas. The good news is that Designer Al Lowe, Producer Mark Seibert and Senior Art Director Andy Hoyos (all long-time Sierra game development veterans), have joined forces to produce a new family game suitable for all ages. They promise it will be full of cute humor, great puzzles, and fun characters. They also promise it will be available in time for Christmas.
This game was referred to in the last issue of InterAction as Domain's Quest, but the new (and hopefully final), name is Torin's Passage. If you think a name change this big is a good trick, check out the Boogie. (The cute little purple character that looks like a cross between a cat and a miniature giraffe.) The Boogie can change into any other object at will (like an ax or a gift). Cool.

2
Mega Tokyo SCI Archive / LSL7 Debug Mode
« on: June 10, 2004, 07:20:11 PM »
using Brian's decompiled 000.scr from lsl7 i figured out the game looks for a "CLASSES" file to trigger the debug mode - and it worked.
I still have one more question though for Brian:
I can also see that the file "AUTOTP" has a significance (it triggers the global variable global243), but I have no idea what it does (it is not used in any of the scripts you published).
Any help please?
Thanks,
   Omer.

3
Mega Tokyo SCI Archive / KQ6 screen in GK1CD ??
« on: February 06, 2004, 07:45:20 AM »
looking through the pictures in the gk1cd resources, I found the beach picture from KQ6 in resource 2000.p56.
Does any1 know if and where in the game it is shown?
   Omer.

4
Mega Tokyo SCI Archive / VGA SCI with Parser
« on: November 12, 2003, 06:48:17 AM »
Hi Brian (assuming you're most likely know to answer this),
I wanted to ask if there will be an easy way to make a VGA SCI game that has a parser-based interface like the old SCI0 games.
I know that SCI1 interpreters did not include an internal parser. However I don't know about VGA games such as Jones In the Fast Lane, or the VGA Christmas card - maybe they did include an internal parser in them? Or maybe the late SCI01 interpreters were able to display s56 resources (256 colors) ?
Or maybe it'll be possible to hack the interpreter like you did with the AGI-256 color support?

5
Mega Tokyo SCI Archive / Sound Support in SCI Studio 4
« on: September 30, 2003, 12:34:50 PM »
Brian,
I read that you're now getting into sound support.
That's great!
Can you please give us a little technical update? What have you done so far? what is left to do? will it support all the sound resources from all the platforms? what about editing them?
As you can see I'm very curious about this...  :)

6
Mega Tokyo SCI Archive / FM Towns Sierra Games
« on: September 17, 2003, 05:50:00 PM »
Hi,
I found out from a serious collector that there are FM Towns versions of KQ5 and Mother Goose (and probably others).
If someone's willing to buy it - he's selling mother goose (original) for 100$ + shipping. I don't have he money, but I am very curios about this.
I want to know if anyone here has some information about those ports.
BTW - for those who never heard of the FM Towns: it's an old Japanese multimedia computer with cd-rom drive that had some games made especially for it, and are quite rare and unique. The most famous example is a version of the game Zak McKracken that has 256 colors and cd-audio music. Another cool game is Indiana Jones and the Last Crusade which also had very good orchestarted cd music.

And slightly related - there is another rare port of sci0 qfg1 for a different japanese computer called PC98.

any information about any of those games (and others) will be welcome.

Omer.

P.S.
Brian - I guess your new Sci studio won't support those versions, right? unless they have exactly the same resource format.

7
Mega Tokyo SCI Archive / MT-32 Emulation
« on: September 06, 2003, 07:26:31 AM »
I don't know how many of you know already, but I thought this would be of interest to most of you as ALL sci games had mt-32 support:
There is an ongoing effort to make a software emulation of the MT-32.
At the moment there is a built-in support in DosBox, and a stand-alone windows driver that both work nice.
The sound is often out of tune, but considering it's a new project, we can safely raise our hopes for a solid emulator in the near future.
More details can be found here:
http://vogons.zetafleet.com/forumdisplay.php?s=fa8bb39231655046980fe1bf34f493fb&forumid=29
http://www.artworxinn.com/alex/
Enjoy,
   Omer

8
Mega Tokyo SCI Archive / The New Adventures of Zak McKracken
« on: April 19, 2003, 01:54:33 PM »
Although not SCI related - I thought this nice fan game would be of itereset to the SCI community. It's not a new game, but only recently it got (officialy) translated to english.
Why won't you give it a shot?
You can find the game here:
http://www25.brinkster.com/lucasfangames/
BTW - it was developed in AGS which seems kinda popular. Well since the SCI Studio VGA is not out yet ... or SCUMM Studio ...  ;)
Omer.

9
Mega Tokyo SCI Archive / Sound Resources Support in SCI Studio
« on: April 14, 2003, 03:00:48 AM »
Hi Brian,
I wanted to know whether the next version of SCI Studio will be able to play audio resources from SCI Games (including SCI01 games).
I guess Music/MIDI support is not trivial to implement but I believe the audio resources should be standard PCM data so it wouldn't be hard implementing a simple built-in player...
Thanks in advance,
   Omer.

10
Mega Tokyo SCI Archive / King's Quest II+ Remake Released
« on: December 04, 2002, 12:42:29 PM »
Although not SCI related, I still believe it will be of interest for most of you:
Tierra software, who already released a VGA remake of KQ1 just release a remake to KQ2.
go download!
www.tierragames.com

11
Mega Tokyo SCI Archive / Kon Tiki
« on: October 14, 2002, 10:56:04 AM »
Slightly off topic - but I just wanted to say that yesterday I was watching (the great) Monty Python's Flying Circus, and is started with a caption that said:
Kon Tiki

So now I know where this guy's nick came from ...
but still I have no idea what kon tiki means.

12
Mega Tokyo SCI Archive / Rare SCI games
« on: October 06, 2002, 11:43:07 AM »
I thought I'd make a small list of of rare SCI games that I can't seem to find or I had a hard time finding (bold games are the ones I already have):

Rare SCI Games
EGA Versions:
This section covers all the little known EGA versions of well known SCI1 games, like King's Quest 5. When Sierra first moved to 256-color VGA games, they probably feared that people with inferior video cards, or not enough memory, wouldn't be able to run those games. So they made an alternative version with the same point-and-click interface, only with 16-color EGA graphics. When they moved to their newer interpreter, SCI1.1, they stopped making a seperate EGA version, and instead shipped the games (or at least some of them) with an EGA high-resolution driver, (called EGA640.DRV) that could dither the 320x240 VGA graphics in 640x480 EGA.
CD Versions:
This section covers all the less known CD versions of Sierra games.
  • Castle of Dr. Brain (CD Version)
  • Jones in the Fast Lane (CD Version)
Other:
This section covers all the rest.
  • Hero's Quest (Same game as QFG1-SCI0, only with a different title for legal reasons, SCI0)
    Screenshot: http://www.agigames.com/hq.gif
  • Hoyle's Book of Classic Card Games
  • King's Quest 7 (There are 2 versions: one was win only, and the second was dos&win)
  • Mixed up Mother Goose (The very first remake, EGA, SCI01)
  • Slater & Charlie Go Camping
  • Space Quest 4 (Beta Version, with debug-mode enabled)
International Versions:
This section covers all the (official) translations.
  • Conquests of the Longbow (German)
  • Dr. Brain 1 (Spanish-Bi)
  • Dr. Brain 2 (Spanish)
  • EcoQuest 1 (French-Bi, German-Bi, Spanish-Bi)
  • EcoQuest 2 (French, Spanish)
  • Freddy Pharkas (French, German, Spanish)
  • Gabriel Knight 1 (French, German, Spanish)
  • Gabriel Knight 2 (Portugese subtitles)
  • King's Quest 5 (French-Bi, German-Bi, Spanish-Bi)
  • King's Quest 5 EGA (Spanish-Bi)
  • King's Quest 6 (German, Spanish)
  • King's Quest 7 (Spanish talkie)
  • Laura Bow 2 (French, German, Spanish)
  • Leisure Suit Larry 1 Remake (Spanish)
  • Leisure Suit Larry 3 (French-Bi, German-Bi)
  • Leisure Suit Larry 5 (French, German, Spanish)
  • Leisure Suit Larry 6 (French, German, Italian, Portuguese, Spanish)
  • Leisure Suit Larry 7 (German, Spanish,  Russian)
  • Phantasmagoria 1 (Russian)

Screenshots: http://russo.ag.ru/official/125/
  • Police Quest 1 Remake (Spanish)
  • Police Quest 3 (German, Spanish)
  • Police Quest 4 (French, German, Spanish)
  • Quest for Glory 1 (Japanese)

Screenshots: http://www2s.biglobe.ne.jp/~nuts/game/game09.html,
http://www.02.246.ne.jp/~kaw/t-o-m-d/review/qfglory/index.html
  • Quest for Glory 1 Remake (Spanish)
  • Quest for Glory 3 (French, German, Italian, Spanish)
  • Quest for Glory 4 (German)
  • Space Quest 1 Remake (Spanish)
  • Space Quest 3 (German-Bi - SCI01)
  • Space Quest 4 (French-Bi, German-Bi, Spanish-Bi)
  • Space Quest 4 EGA (Spanish)
  • Space Quest 5 (French, German, Spanish)
  • Torin's Passage (French, German, Spanish)
If you want to contact me in private about the games you can do so at this address:
sitra *at* myrealbox.com

13
Mega Tokyo SCI Archive / Sound Blaster support
« on: September 15, 2002, 11:02:54 AM »
I've been wondering about the annoying message:
"Unable to initialize your audio hardware".
I believe most of you know this when you try to run sierra games with audio support through your sound blaster.
I tried Moslo,  I tried VDMSound, but still many games won't recognize my Sound Blaster(tm) on my Windows XP.
Today I tried to run one game configured with Tandy DAC instead of Sound Blaster, and surprisingly, the game gave no error message. Of course there was no audio because I don't have Tandy, but still - no error message, so I guess the game sends audio data to the driver and the driver just pass it on to non existing hardware without an attempt to initialize anything first.
I know that Ravi has some experience in reverse engineering drivers to sierra games, so maybe he can alter a Sound Blaster driver that simply sends the audio data to the sound card without first trying to initialize it.
Do you think it can be done?
What do you say Ravi? In your spare time maybe?  :)

14
Mega Tokyo SCI Archive / SCI Studio VGA
« on: July 12, 2002, 07:09:56 AM »
Brian, if you already mentioned it, I'd like to ask a question about your future SCI Studio VGA:
I wonder whether it would be possible to write VGA SCI1 games using a text parser like the older EGA SCI0 games?
I think that it's just a matter of writing the right class system. Maybe it would even be possibleto just  modify the current class system from the SCI0 games to fit the newer SCI1 engine.
What do you think?
And what do you, the fans of sierra games think about making VGA games with parser?
I personally liked more the parser based games, so I think it'd be great to have parser in newer VGA games.
   Omer Mor.

15
Mega Tokyo SCI Archive / To Ravi
« on: June 22, 2002, 12:00:09 PM »
Hi Ravi,
I got error messages when I tried to mail you, so I'll post it here:

If I understand correctly from your site, the 204 patch was introduced by sierra since SCI01 and is used to translate MPU32 midi to GM.
We now have (thanks to you) 204 patches for the 3 SCI01 games: QFG2, Mother Goose, and SCI Christmas Card.
What prevents the making of 204 patches for early SCI1 games such as KQ5, that didn't have GM support, using the same technique you used for the SCI01 games?

I have one more question:
I have this other christmas card that use the SCI0 interpreter (you can find it here http://dl.fileplanet.com/dl/dl.asp?ClassicGaming/agisci/scicard.zip).
When I use it with your (SCI0) GM driver, the game crashes. So far, it's the only SCI0 I know of that crashes with your driver. Do you know why?
Thanks in advance,
   Omer Mor.

Pages: [1] 2 3 4

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.036 seconds with 17 queries.