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Messages - robbo007

Pages: [1] 2 3 ... 14
1
SCI Syntax Help / Re: SCI0: GoToIfSaid ?
« on: May 22, 2026, 09:49:45 AM »
ok thanks. I'll have a play around with this.
Regards.

2
SCI Syntax Help / SCI0: GoToIfSaid ?
« on: May 22, 2026, 05:43:20 AM »
Hi guys,
I was reading through the SCI0 changes/updates file and saw this. Does this work in SC? What syntax is correct as TurnIfSaid and GoToIfSaid are not accepted?

Code: [Select]
9/22/89 Pablo: GOTOSAID: The end of "not close enough".

TurnIfSaid is a new version of Mark Hood's procedure for making ego
face whatever was mentioned. For example if the user types "look chair"
ego will turn in place to face the chair before getting a response.

GoToIfSaid is similar but, as the name implies, it moves ego to a
specified point or object vicinity before reprocessing the Said event.

These procedures are only useful if sortedFeatures are in use. Grooper
and avoider are used to turn and move.

* This takes up ZERO bytes if you don't use it.

3
SCI Development Tools / SCI0: SNDBLAST.DRV Patch
« on: May 01, 2026, 10:36:32 AM »
Hi guys,
I was having issues getting the SNDBLAST.DRV working with newer Soundblaster cards, like the SBPro and SB16.  I saw that the SNDBLAST.DRV hardcoded IO: 220, IRQ:7 and DMA:1

I've written a couple of assembly programs to tackle this. One that that detects a Sound Blaster cards configuration and another that will write those settings to the SNDBLAST.DRV.

This is handy if you want to embed wav files into your SCI0 Sound files with NRS addwav.exe and use a SoundBlaster card that is not configured to the hardcoded configuration. This would lockup SCI0 when playing back.

Let me know if anyone has any issues.
Regards.

4
SCI Development Tools / Re: SCI01 Template Game
« on: February 27, 2026, 01:59:11 PM »
Hi,
So I've been testing the SCI01 template EGA and the VGA one. I've found some issues. I'm Not sure if this is normal behaviour or I need to configure SC a little more?

1. When creating a new room from the menu in SCI Companion 3.2.4 (Kawa under Windows 10) it seems to use the SCI0 naming convention like gEgo, instance Rm and gXXXXXX etc.
2. When creating a new room its auto added to the game.ini but under the scripts explorer menu its not shown. Its only shown under the Scripts quick links. (The VGA SCI01 template does not have this issue)
3. When converting the template not use patch files, if I delete individual resource files like font.001 from the root game directory the template does not work. (The VGA SCI01 template does not have this issue)
4. When ever creating a new room these Warning appear:
Code: [Select]
Warning: (sci2.sh) Duplicate defines: 'TRUE'  Line: 4, col: 12
Warning: (sci2.sh) Duplicate defines: 'FALSE'  Line: 5, col: 13
Warning: (system.sh) Duplicate defines: 'NULL'  Line: 343, col: 12
Warning: (system.sh) Duplicate defines: 'notUpd'  Line: 366, col: 14
Warning: (system.sh) Duplicate defines: 'fixPriOn'  Line: 368, col: 16

Thanks,

5
Your game should still on on scummvm. Not sure what licenses are around that? Can you ship it with a commercial product?

I really would like to use MSDOS as the main OS, so SummVM is not an option at this point. Do your builds run on MSDOS?
I'm thinking if its possible to re-write SCIV.EXE so its a little different but 100% compatible that way get around the copyright issues?

6
It must be in the air :)

I did try and approach Microsoft to see if they hold the rights but I was not successful. Do we really know who owns the rights to the system code?

7
Yeah that's what I was worried about. Everything under the hood. :( Anyone know how Icefall Games is doing it. Phil seems to has his for sale on Steam.

I was going to try a Adventure / RPG style game. I've always loved those.

8
I believe it's the MT-32 ROM that would be a copyright concern, just don't include it. MT32.DRV and SCIV.EXE are in the SCICompanion template games, so I wouldn't worry about those.

Yeah, I've seen Roland actively requesting people to no include their roms in bundles.

Is SCIV.EXE reverse engineered or is it the original EXE compiled at Sierra? The driver .DRV files do look originals so they might be a concern.

I'm not worried with my LSL4 as will be Freeware but was thinking of commercially realising a new game/IP later on.

9
Hi guys,
What is the accepted/legal practice for distributing original games made with SCICompanion? If you bundle with the drivers like mt32.drv etc and the sciv.exe would this breach copyright? I'm not sure who now holds the copyright for the drivers files and sciv.exe?

10
SCI Development Tools / Re: snd to wav ?
« on: January 16, 2026, 04:45:35 AM »
I just downloaded it. Its very cool. Just what the doctor ordered :)

11
SCI Development Tools / Re: snd to wav ?
« on: January 15, 2026, 05:35:40 PM »
<Robbo007 bows>..thanks :)

SV?
I've got code and tools all over my brain. Wine does not help...

12
SCI Development Tools / snd to wav ?
« on: January 15, 2026, 04:53:03 PM »
Hi guys,
Sorry if this has been asked. Is there a way to convert a .snd to wav or extract the .smp to .wav? I'm trying to extract the open and close door SoundbBaster sounds from 40.snd and 41.snd LSL5. The LSL5 source shows its formed of two parts?

Code: [Select]
;(40.snd (-p10)          ;sDoorOpen             matjsx
;        (seq\DoorO1.mid)
;        (savesmp\DoorO1.smp[mat])
;)
;
;(41.snd (-p10)          ;sDoorClose             matjsx
;        (seq\DoorC1.mid)
;        (savesmp\DoorC1.smp[mat])

13
SCI Syntax Help / Re: SCI0 setFlag procedure
« on: January 12, 2026, 11:06:21 AM »
Amazing.
Thanks for the in depth explanation. That make sense now and has resolved the issue. Wohoo! One step closer to Beta haha

14
SCI Syntax Help / Re: SCI0 setFlag procedure
« on: January 12, 2026, 10:00:31 AM »
ok cool., mine breaks at the 16th flag, so its got to be its not defined correctly.

I can't see where the gFlagArray size is defined? in LSL3 its in the game.sh but that does not seem to work in my game.sh. Or does it need to be setup in the procedure in the main.sc ?

Code: [Select]
flagArray 111

15
SCI Syntax Help / SCI0 setFlag procedure
« on: January 12, 2026, 07:00:08 AM »
Hi guys,
I've been using the LSL3 setFlag procedures for setting global flags which I have defined in my game.sh. Is there a limit of how many you can use? I'm getting issues using the last two. doneLana and usedElevator do not work , they create anomies when used in my RoomScript changeStates. All the others work fine.

Code: [Select]
(procedure (SetFlag flag)
(= [gFlagArray (/ flag 16)]
(| [gFlagArray (/ flag 16)] (>> $8000 (mod flag 16)))
)
)

Code: [Select]
;***** Enumerations for global flags ******

(enum
forceAtest ;Room 13
seenJodi ;Room 13
beenToFountain ;Room 10
takenMoney ;Room 10
fountainKicked ;Room 10
monnies ;Room 10
slotJackpot ;Room 514
twentyTaken ;Room 027
henchettesActive ;Room 030
gaveThreeRoses ;Room 030
SodaMachineUsed ;Room 033
lottoMachineUsed ;Room 033
gaveWax ;Room 035
mayaScored ;Room 036
gotMembership ;Room 039
sq3Journey ;Room 040
hasBike ;Room 050
doneLana ;Room 080
usedElevator ;Room 505
)

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