Community
General and Everything Else => The Games and other Sierra Adventure stuff => Topic started by: Kawa on December 08, 2015, 10:21:17 AM
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I am sorely tempted to make a 2015 Christmas Card demo. Specifically, the Carol of the Burger King, with either a nicely redrawn SQ3 Monolith employee singing it (in subtitles only of course holy shit) or a slightly altered JONES Monolith employee doing the same. I'm partial towards the latter since the screen layout would have plenty space for greetings, it wouldn't look too much like the original video, and it would minimize the amount of graphical effort -- just make it snow on the game board, string some lights...
Then, of course, one would take a Carol of the Bells midi and drop in cue points for the lyrics.
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Y'know what?
Fuck it. (http://helmet.kafuka.org/sci/xmas2015.zip) Merry christmas, you guys.
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Hahaha, nice :-)
Did you make it using Sierra syntax??
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Imagine me for a moment dressed up not unlike Rorschach, sitting on the edge of a tall building's roof, and you're standing there on the street below, asking me that question.
And I whisper... "No."
Then drop a snowball on you and miss because I've got crap aim like that.
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Nice.
Why not just include the missing required files? They are only a few KB. I have learned that people tend to not like programs that download things, even if asked. It also is more likely to trigger false positives from AVs.
On another note I need to start adding these new demos to the Wiki and make entries for them. Phil, I have lost track of that demo you made earlier. Do you have a link?
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Nice.
Why not just include the missing required files? They are only a few KB. I have learned that people tend to not like programs that download things, even if asked. It also is more likely to trigger false positives from AVs.
On another note I need to start adding these new demos to the Wiki and make entries for them. Phil, I have lost track of that demo you made earlier. Do you have a link?
I posted a link to an unfinished version of it a while back. I haven't posted a link to a finished version yet... soon
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Look forward to it. Have you or will you port it to Sierra script?
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Yup. No sense in doing anything in Studio script anymore.
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SCI0 as well?
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Sure, SCI0 as well. Unless you need it to be compatible with SCI Studio.
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I don't see much point in worrying too much about Studio compatibility, especially if there a a conversion function, even if it would need manual tweaking.
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It would be great if people could help with testing, by trying to convert some of their SCI0 games, and seeing if they still compile and run properly, etc...
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I'll give KQ2SCI a shot.
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It took me a while to find where to convert the scripts. I just tried with Cloudee's Aquarius. It compiles without error, but on launch it gives the generic error 'You tried something we didn't think of.' I guess the next step would be to see if it loads in ScummVM to use the debugger.
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Collector, can you zip up the resulting compile and send it to me? I tried converting aquarius and recompiling and it works fine. So something must be different on your machine.
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I posted my results with KQ2SCI with a screenshot of the SCI debug in the SCI Companion thread.
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Here you go.
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I can repro now (with the version that I uploaded). It seems to be missing the class table or something... when I disassemble those scripts it can't resolve any class names or property names. Either it's something I fixed in the interim, or else it's a release-vs-debug build issue, which I am about to find out in a few minutes...
[edit:] yup, the Release build of Companion is messing things up.
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On the flip side, if I create a new SCI1.1 game and compile with Sierra Script, it runs fine.
Also, however, if I create a new SCI1.1 game and choose Sierra Script it doesn't actually have Sierra Script scripts. It's still in Studio style. I had to convert it back and forth to test Sierra Script compilation.
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Also, however, if I create a new SCI1.1 game and choose Sierra Script it doesn't actually have Sierra Script scripts. It's still in Studio style. I had to convert it back and forth to test Sierra Script compilation.
Yup, I mentioned that in that other thread. I haven't finalized how that will work yet.
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Oh, I'm sorry. I missed that.
I just tried KQ2SCI Sierra Script in ScummVM (had to compile another custom version from latest source that would detect SCI fangames) and it says:
ERROR: Script::identifyOffsets(): invalid block size in script 0!
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Yeah, the script resources it generates for SCI0 are bogus. Happens regardless of the syntax (Studio or Sierra). The string offsets are incorrect (that's one issue... there may be others, or it may all stem from that one issue).
[edit:] ugh, turning off compiler optimizations in VS fixes the issue. This is gonna be a pain to diagnose...