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SCI Programming => SCI Development Tools => Topic started by: ZvikaZ on February 20, 2020, 10:32:20 AM
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Hi.
I'm trying to see the GK1CD starting theme.
It's activated at titleRoom.sc - script #375, with this code:
(gGkMusic1
number:
(cond
((proc13_0 470) 370)
((DoSound sndGET_AUDIO_CAPABILITY) 5)
(else 370)
)
setLoop: -1
play:
setVol: (gGkMusic1 musicVolume?)
)
In SCICompanion, under "Sounds" tab, #370 seems to be correct. However, Sound #5 is irrelevant - some short sound effect.
When run with ScummVM debugger, I see that it's indeed playing #5, which is digital, audio #5.
Returning to SCICompanion, under "Audio" tab, there is no #5 !
So, two questions:
1. By reading the code I've pasted above, from titleRoom.sc - is there a way to know that #5 is referring to audio and not to sound?
2. Where is this digitized opening theme audio #5 hiding? How can I see it in SCICompanion?
Thanks
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It's in the SFX directory as a plain ol' WAV file.
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Well, that was unexpected..
Thanks.
Is SCICompanion still developed?
Maybe it can reference these SFX/*.wav files from one if its tabs.
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Is SCICompanion still developed?
Maybe it can reference these SFX/*.wav files from one if its tabs.
SCICompanion is no longer developed. You can open a new issue for the project over github, but I wouldn't expect a fix: https://github.com/icefallgames/SCICompanion (https://github.com/icefallgames/SCICompanion).
There's a fork by Kawa which got some love - maybe he'll be willing to implement it. The fork is here: https://github.com/Kawa-oneechan/SCICompanion (https://github.com/Kawa-oneechan/SCICompanion).
On an unrelated note: thanks for your latest SCI contributions to ScummVM, ZvikaZ!
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Oh, that's a hard "unlikely" from me, friend. The very idea of such a change gives me chills.
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@OmerMor, thanks...
@Kawa, no problem, just a suggestion. I think it'll improve usability, but of course, do you as you wish.
What's the status of Kawa's fork?
Is it preferred to the "regular" SCICompanion?
(Can someone give few examples of improvements?)
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(Can someone give few examples of improvements?)
It copies a few things from Phil's own unreleased work, from bugfixes to certain extra features, and then adds some of my own. To quote the readme:
- "Shrinkwrap cel" command
- Effectively remove the SCI Studio dialect as an option, as a discouragement.
- &exists, as in (if (&exists theX) ...) instead of (if (>= argc 1) ...).
- foreach, as in (foreach val array ...) or (foreach val collection ...) where the collection is anything using the Node kernel and has an elements property.
- verbs, see below.
- No nagging when you paste something with the transparency color in it.
- Better massaging of the Display kernel call in decompilation.
- &getpoly, so instead of the SCI Companion template game's way to load polygons you can easily get bytecode more like Sierra's, without sacrificing easy editings. See below!
- Support for a pair of opcodes that replace the Memory peek/poke kernel call. Phil came up with it for his own games, and I stole it for SCI11+.
Unlisted in the readme:
- Control-click to sample colors in the image editors, instead of constantly swapping.
- Warning during compilation if an instance seems unused.
- Built-in true and false keywords instead of defining them in a header.
Verbs and getpoly example: (instance aPuddle of cdFeature
(properties
noun N_PUDDLE
doNotFace true
)
(method (init)
(super init:)
(self setOnMeCheck: omcPOLYGON (&getpoly "Puddle"))
; (&getpoly "") would be the default one, as in (gRoom addObstacle: (&getpoly "")).
)
(verbs
(V_LOOK
(gMessager say: N_PUDDLE V_LOOK (if (Btest fDayOnePuddleChecked) C_CHECKEDPUDDLE else 0) 1 0 scriptNumber)
)
(V_DO
(Bset fDayOneHinted)
(if (Btest fDayOnePuddleChecked)
(gMessager say: N_PUDDLE V_LOOK C_CHECKEDPUDDLE 1 0 scriptNumber)
else
(Bset fDayOnePuddleChecked)
(gRoom setScript: InspectPuddleScript)
)
)
)
)