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Messages - Kawa

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1
Everything-Else / I give up
« on: October 07, 2026, 03:41:15 PM »
I can't keep doing this, being part of this forum, while more and more fall to the LLMs, gushing about how good its results are. You have no pride.

Come find me when you all get your sense of self-worth back.

2
AGI Development Tools / Re: AGI-64
« on: September 25, 2026, 08:36:18 AM »
Quote
as I felt that Sierra tried to keep it similar across the different platforms. Maybe its just my preference though.
You got me thinking, so I looked it up. In my honest opinion, these examples I pulled from MobyGames don't look all that similar to me. Amiga and IBM PC, at least in the MobyGames screenshots, are the closest. I looked up the default C64 font since Moby obviously has no AGI screenshots on that system and that's the closest to the Atari ST.

Make of that what you will.

3
AGI Development Tools / Re: AGI-64
« on: September 24, 2026, 11:10:35 AM »
It's not on his main channel.


4
AGI Development Tools / Re: AGI-64
« on: September 24, 2026, 06:34:27 AM »
I mean, SQH does have a recent video about AGI-64 but the rest of the post...

5
AGI Development Tools / Re: AGI-64
« on: September 23, 2026, 04:18:26 AM »
...wait, what's any of that got to do with AGI?

6
The ATM machine closeup, room 258, uses the TTDialer script (#20), which can tell if it's supposed to be readable numbers or weird symbols. View 10 has the dialer interface including readable buttons, and view 11 has the weird buttons. Pressing a button, weird or otherwise, concatenates its value into a string, so you spell out "555 123456" or whathaveyou. This string is then parsed in two separate steps, one for the area code and one for the rest of the number. Why is it a string? Because SCI variables are inherently 16-bit so "555123456" wouldn't fit.

Each button has a key to look for so you can dial by using the keyboard, and a key it'll append to the fully-composed number. Keyboard inputs change for the ATM, but their numerical values remain, so if you dial "130 63639" on a regular keypad, that'll be the actual string value in memory. And if it's the weird ATM buttons, they'll have the same digit values in the same places so if you blindly press the same buttons you'll get the same actual string value in memory.

The best part is, not one thing I just described is particular to the DOS or Amiga versions. The dialer and copy protection work the same way in both! So you don't really need WinUAE's debugger to figure any of this out. Both of them use the same ASCII character set, so those string values with the digits you've dialed so far would be identical.

(Sluicebox's decompilation may throw you off a bit if you look at rm258.sc, where the copy-protection numbers include negative values. This is because the decompiler assumes a signed value (-32k to 32k) while you can also write them as unsigned (0 to 65k) and it'll Just Work. This includes converting the string value "34023" to -31513 and still comparing equal to 34023! This is because 34023, which is a little higher than 32767, is 1000'0100'1110'0111 in binary, and as you can see the leftmost bit is 1 so it can also be read as -31513.)

Hope this helps!

7
SCI Development Tools / Re: SCI-VEC folk PIcOpt
« on: August 29, 2026, 04:49:46 PM »
BMP, a notoriously Windows-centric file format (we don't talk about OS/2), yet the program using it is Mac only. This is quite amusing to me for some reason.

8
AGI Development Tools / Re: AGI-64
« on: August 17, 2026, 12:22:47 PM »
Fortunately, the character set on the C64 can be altered, so if you feel there's not enough difference between a capital O, slashed zero, and eight, that doesn't need to be a problem forever.

9
SCI Syntax Help / Re: Script disposal question
« on: August 02, 2026, 03:34:31 AM »
I predict the next question may be "what is a clone?"

10
SCI Syntax Help / Re: Script disposal question
« on: July 31, 2026, 04:51:38 AM »
dispose: is just a method. There is no magic there; it does what it was written to do.
The real magic and the answer to "how come things still mostly work after disposing" is in what the kernel calls do, and I already went through that.

11
SCI Syntax Help / Re: Script disposal question
« on: July 30, 2026, 03:13:14 PM »
That depends entirely on the implementation of the two.

Ultimately, Object::dispose calls the (DisposeClone self) kernel call, which only releases the memory block used by the object without wiping it.

What delete does depends on what's being deleted -- Collection::delete ends up doing the same thing to the indicated items, while for Views and everything derived from them like Actors and Props, it manages removal from the cast list and disposing of the underbits (little screenshot of what's behind them).

In both cases, the data is still there. And I still highly recommend not trusting it to remain there.

12
SCI Syntax Help / Re: Script disposal question
« on: July 30, 2026, 01:22:25 PM »
It's just sitting there waiting to be overwritten. If you have a pointer to an object and delete the object, that does not change the pointer's value. It will be stale and unsafe to use.

13
SCI Syntax Help / Re: Script disposal question
« on: July 30, 2026, 01:10:45 PM »
You're right in that the data is still left there to be reused. But use-after-free is a common source of issues in many languages and you should never rely on it.

14
I'm sure I've mentioned it before but a .Net WinForms application that does not use any custom DLL files (except if they too are .Net) should run fine on Mono, according to my own experiences as a recovering C# dev.

15
SCI Syntax Help / Re: Stopping IconBar eating mouse events.
« on: July 16, 2026, 04:12:10 PM »
The trick I recall seeing from studying Gabriel Knight and LSL6 is that the icon bar you see is not the real icon bar. If I remember correctly off the top of my head there was a separate "draw everything" function or method, and putting the mouse cursor in the hot zone activated the "real" icon bar. Hope this helps~

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