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Messages - troflip

Pages: [1] 2 3 ... 105
1
SCI Development Tools / Re: View size limits
« on: March 28, 2024, 11:04:04 AM »
Resource size limit is some multiple of two I think. I forget the specifics.

I'd say the problem might be the dithering pattern in your cel. Unless 16-color cels are encoded in four bits per pixel (thus two pixels per byte), dithering patterns will not compress well with run-length encoding. But what do I know? I'm more about 256-color SCI.

You are correct - dithering will totally break compression in SCI0 views.

2
Mega Tokyo SCI Archive / Sound woes - timing is all off
« on: October 24, 2004, 01:21:20 AM »
Hi,
I'm using Soundbox to convert midi files to resources that SCIStudio can use.  I find that when playing the game, the timing of the music is all off... the notes sound jumbled.  Even notes on the same track.

It sounds fine in Soundbox.  I've tried midi files from several different sources, and all have the same problem.

I notice that sciv.exe uses 100% CPU when running (at any point in the game, not just when music is playing).  I'm wondering if that is affecting the timing of the notes?
Should sciv.exe be using 100% CPU?

3
Everything-Else / Re: ChatGPT is WRONG!
« on: May 13, 2023, 12:17:39 PM »
I'm not sure, I've never used that.

4
Everything-Else / Re: ChatGPT is WRONG!
« on: May 11, 2023, 10:41:59 PM »
ChatGPT is surprisingly good and writing small bits of code, I know a "non programmer" who uses it a lot to write little editor scripts for Unity. It would take him 10x longer to code it himself than it takes for him to give ChatGPT the right prompt.

But because there's so little information online about AGI/SCI, it doesn't seem like ChatGPT could do anything useful with it.

5
SCI Syntax Help / Re: Large cel doesn't respond to setMotion: MoveTo
« on: April 30, 2023, 12:55:04 PM »
Works fine for me with a 100x100 cel, there must be something going on.

The size of the cel will affect the collision rect that's used when moving it. Maybe it's bumping into to something and being stopped.

6
SCI Syntax Help / Re: Parser confusion
« on: November 11, 2022, 06:59:49 PM »
Something I just realized might not be clear. The '>' character just means "don't claim the Said event even if this is a match". Subsequent calls to Said still attempt to match the entire phrase that was entered, not just the parts that weren't specified in whatever thing ended with '>'. That's why you need the two slashes.

I haven't tried it, but I suspect the following would work just as well:

Code: [Select]
(if (Said '//NOUN>')
    (if (Said 'ask[/man]')
        ; ask man about NOUN
    )
)

7
SCI Syntax Help / Re: Parser confusion
« on: November 11, 2022, 05:12:35 PM »
Actually, the <about thing is throwing me off. It needs to go with the indirect object, not the verb.

I typically just leave it out, using

Code: [Select]
'ask/man/NOUN'
(works for "ask man about noun")
or

Code: [Select]
'ask[/man]/NOUN'
(works for "ask man about noun" or "ask about noun")

Then to split it up, you can add the > to not fully claim the Said:

Code: [Select]
'ask[/man]>'
Followed by whatever nouns you want, leaving the first and second parts of speech blank:

Code: [Select]
'//NOUN'

8
SCI Syntax Help / Re: Parser confusion
« on: November 11, 2022, 05:05:40 PM »
In the case of this code of yours:

Code: [Select]
(if (Said '(ask<about)[/man]>')
(if (Said '/NOUN')
(Print 2 25) ; default statement
)

you are matching 'man' and 'NOUN' to the same part of speech. If the player types "ask man about NOUN", NOUN is the indirect object of the sentence, whereas man would be the object.

Typically for a sentence like that, it goes:
'VERB/OBJECT/INDIRECTOBJECT'

So if you're targeting just the indirect object, you need to put two slashes:
'//INDIRECTOBJECT'

9
SCI Syntax Help / Re: Parser confusion
« on: November 11, 2022, 04:31:21 PM »
There are up to 3 parts that need to be parsed, separated by '/'.

The split up equivalent of:
Code: [Select]
'(ask<about)/man/NOUN'
Would be:
Code: [Select]
'(ask<about)/man>'followed by
Code: [Select]
'//NOUN'

10
That's a cool find!

11
SCI Development Tools / Re: Convert SCI0 vocab to SCI1 vocab?
« on: July 18, 2022, 06:06:10 PM »
I don't think there's an easy way to do it. You can see the difference between the 000 and 999 vocab resources here:

https://github.com/icefallgames/SCICompanion/blob/e2b5891052f884180b3705c273941b69b8a9878b/SCICompanionLib/Src/Resources/Vocab000.cpp

It's not a huge difference in format, but you'd probably need to write your own code to read in one format and spit out the other.

If I'd had access to the original dictionary file formats back when making SCICompanion, it probably would have been a good idea to support import/export of them.

12
Again, unless the documentation is wrong, FGets returns the number of bytes read, not the string pointer. So ReadNumber is reading from the wrong thing.

Ok, looks like the documentation might be wrong then... it returns the string pointer, so that part is fine.

Does the "sv plant" thing ring a bell? Are you using the str local variable anywhere else?

13
According to the docs, FGets takes 3 parameters:

http://scicompanion.com/Documentation/Kernels/FGets.html?highlight=fgets

And it returns the number of bytes read, not the string pointer.
Unless you're using some different kernel, or the docs are wrong, it doesn't look like this code works at all?

14
I dunno if this helps, but those weird numbers are the following ascii letters:

svp[space]altn

which when you swap the order for each 16bit value (since SCI is little-endian), you get

"vs plant"

Sounds like maybe you overwrote the gDeath part of memory with a string? What variables come before the gDeath array in your global vars?

15
SCI Syntax Help / Re: How to "look at" Inventory Items?
« on: June 14, 2022, 12:32:20 PM »
Doesn't there need to be a '/' before the word in the said property? Otherwise it's looking for "hammer" in the first part of the phrase you typed in.

The code needs to do this:
Code: [Select]
(Said 'look>')
followed by this:
Code: [Select]
(Said '/hammer')
which is basically the equivalent of
Code: [Select]
(Said 'look/hammer')

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