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Messages - Kawa

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SCI Development Tools / Re: Wolfenstein 3D fizzlefade (SCI-related)
« on: May 05, 2021, 02:07:58 PM »
Similar  in technique, at least. You be the judge exactly how similar.

Code: [Select]
word  i, j, x, y, rand = 1234;
rand &= RANDMASK; //#define RANDMASK 0x240
for (j = 0; j < 64; j++)
for (i = 0; i < 16; i++)
if (rand & 1)
rand = (rand / 2) ^ RANDMASK;
rand /= 2;
x = rand % 40;
y = rand / 40;
//reveal or black out rect (x * 8, y * 8, (x * 8) + 8, (y * 8) + 8)
Code: [Select]
long rndval = 1;
short x, y;
y =  rndval & 0x000FF; //Y = low 8 bits
x = (rndval & 0x1FF00) >> 8; //X = High 9 bits
unsigned lsb = rndval & 1;
rndval >>= 1;
if (lsb) rndval ^= 0x00012000;
//black out pixel (x, y)
} while (rndval != 1);

AGI Development Tools / Re: conWAGI.exe output redirection fails
« on: May 04, 2021, 04:45:48 AM »
We can only hope.

AGI Development Tools / Re: conWAGI.exe output redirection fails
« on: May 03, 2021, 01:35:18 PM »

SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 29, 2021, 03:34:51 AM »
Why redraw it? Just scan through the list of commands and delete the handful of Pen commands with invalid numbers.

SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 03:00:20 PM »
Ok, I checked in a fix to the main branch, but I'm not set up to build (or test it, but it should be fine).
On it!

New build with the fix is in the stash.

SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 09:45:03 AM »
Well, I'm convinced. And I have no idea.

I'm just going through the list of commands, seeing where it breaks, removing each one that does so...

137x118 pat C (2-78)
103x160 pat C (2-7A)
85x154 pat C (2-79)
122x121 pat C (2-79)
202x208 pat C (2-7E)

just seeing where it does something Weird and going back and forth, deleting the next command and exporting...

And there we go. From 121x119 all the way down to 125x44, with a dozen or so little clusters missing.

The next step is to keep hold of the breaking command list, part of which I bothered to transcribe above, and see why those specific commands seem to be mistaken for others, and go from there.

SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 04:53:54 AM »
That's a very interesting question. The bug was fixed by Phil in January 2017, far before I started my changes ("Commit ALL the changes!" is from October 2018), and the current version still has the changes from 2017 in it. According to the commit history for PicCommands.cpp, it goes "fix long-standing bug", "commit all the changes", irrelevant formatting jank, gif. Which means if there was a regression, it was in one of two other files which I'll check now.

And I insist I couldn't reproduce it when I tried.

Edit: View.cpp and TestPicDraw were untouched since.

SCI Development Tools / Re: Decompilation Archive
« on: April 27, 2021, 12:24:03 PM »
What about the Studio games that used assembly?
You mean with (asm ...) blocks in 'em? I don't see why those would be a problem.

SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 27, 2021, 07:20:55 AM »
That meshes with my fruitless attempts to reproduce the bug. So any build from 2018 onwards should be good.

Just got back from reading about the LB1 randomizer crack.

My blog doesn't even compare.

Myself, I'd be interested in seeing the bootscripts/UI/lower level scripts.
Here's how Fate of Atlantis sets up its verb bar. LFLF #66, script 14:
Code: [Select]
VerbOps(50, [New(), SetXY(0, 144), SetToObject(0x04EE, 98), Off(), BackColor(0)]);
VerbOps(51, [New(), SetXY(0, 144), SetToObject(0x0548, 98), Off(), BackColor(0)]);
VerbOps(5, [New(), Text("Give"), Key(103), SetXY(15, 159)]);
VerbOps(3, [New(), Text("Open"), Key(111), SetXY(14, 173)]);
VerbOps(4, [New(), Text("Close"), Key(99), SetXY(12, 187)]);
VerbOps(11, [New(), Text("Pick up"), Key(112), SetXY(54, 159)]);
VerbOps(12, [New(), Text("Talk to"), Key(116), SetXY(53, 173)]);
VerbOps(9, [New(), Text("Look at"), Key(108), SetXY(53, 187)]);
VerbOps(8, [New(), Text("Use"), Key(117), SetXY(108, 159)]);
VerbOps(6, [New(), Text("Push"), Key(115), SetXY(106, 173)]);
VerbOps(7, [New(), Text("Pull"), Key(121), SetXY(108, 187)]);
VerbOps(10, [New(), Text("Walk to"), Key(119), SetXY(0, 210)]);
The first parameter to VerbOps is also what an object's VERB chunk uses:
Code: [Select]
LookAt {
print(1, ["It's a stone carving of Shiva."]);
This would be stored as a 9 byte, followed by a pointer to the script code for looking at it.

Y'know what's really cool?

I just confirmed I can load Monkey Island, immediately save it, and get a file that's exactly the same as the MONKEY.001 I started with.

Things I'd need to at least produce a proof-of-concept text hack:
  • Using and saving the LOFF chunk and index file.
  • Compiling scripts.

Both only so as to allow different string lengths.

Edit: I have altered the first playable screen. Pray I do not alter it any further.

Does .net stuff run on ok Mac/Linux these days?
Usually I try to use as few P/Invokes as I can so it will in fact run on Mono. Unfortunately there are some parts in here that break that rule: fetching system icons for folders and generic documents, and removing the bevel from the MDI window so the right hand panel in the explorer window and such looks like it's part of the parent, not the child.

I blame you.

Obvious solution: have the wrapper functions detect they are not in fact running on Windows and thus doomed. Return built-in icons and just don't remove the inner bevel in those cases, way before you try to do the thing.

I'm sure you'll get that working before too long.
Well, I do have a "save selected branch to separate file" test menu item, and it did manage to save an exact recreation of the "rowboat and oars" OBCD. And then an equally valid "roeiboot en riemen" after I renamed it.

Myself, I'd be interested in seeing the bootscripts/UI/lower level scripts.
Probably part of the first-seen LFLF/room and the last-stored. I'll find out soon enough.
Y'know, is SCUMM really as extensible as SCI, and how do the parts relate.
FT, S&M, but mostly Loom come to mind.

I do know with near certainty that the system window layouts are hardcoded, but their text is loaded in by startup scripts.

Yeah, imagine if it actually let you change more than just boxes, and anything in a property grid. And actually saved.

What tipped you off? 😸

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