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SCI Programming => SCI Development Tools => Topic started by: troflip on December 24, 2015, 12:13:20 AM
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With some fixes in the latest build Companion (see the release thread), and fiddling around with the vocab resources, I managed to get this working.
So here we have a parser-based VGA game with full source code (well, minus a few functions that fell back to asm), and you can compile all the scripts successfully (with the aforementioned release of Companion). I have the suffix and "tree" vocab resources working correctly now (it really was just a matter of assigning the right ones to the right resource numbers), so unrecognized words are handled correctly.
So this could serve as the base for a VGA parser-based game if someone wants to run with it. There are still a number of missing scripts, of course, since a lot was stripped out for the demo. But presumably these could be taken from decompiled game sources from around that time.
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Thanks! Looks like it would be fun if I had the time. It would be great to have a VGA parser template. If no one else gets to it first I may give it a stab, but that would not be for quite a while.
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Very nice! I've got an idea for a little project for this baby. Thank you!
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Can't wait to see what you come up with!
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It'll have to wait until after the holidays, obviously. And then there's the graphics. But it shouldn't be too bad. I assume that this can do everything both an SCI0 (in terms of parser) and SCI1 game can do? This is really the golden nugget, Phil! Brilliant!
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... but why did you replace the stage with that?
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Well I dunno... maybe it's more like an SCI0 game with VGA support? So no message support, obviously.
I'm not sure about pathfinding. I see calls to AvoidPath in there (in Actor::setDirection), and there's an obstacles property on room, but there no Polygon class (maybe it was stripped out and just needs to be added).
... but why did you replace the stage with that?
I was just ensuring I could edit the views and pics of the game, and it happened to be the background I plopped in there!
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Ah yes, Jones in the Fast Lane VGA is also in SCI0 format (no icon bar, classic status bar, simple mouse interface). Which is fine. Still very cool. I haven't had time to test with it, but what about palette shifting effects at least? This should theoretically be easy to upgrade existing SCI0 games to VGA without P&C.
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I would imagine all the SCI1.1 palette manipulation stuff works there, yes.
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I'm getting resource load fails again on sound resources I assume have digital audio data amended with this demo.
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Hmm, yeah, some sound resources are failing to load. Didn't check those.
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I would imagine all the SCI1.1 palette manipulation stuff works there, yes.
PalVary is SCI1.1 only.
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Ah yes, that makes sense.