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Messages - doomlazer

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1
SCI Syntax Help / Re: ERROR debug
« on: July 08, 2025, 04:02:55 PM »
Scripts that need to persist between rooms are typically regions so that they don't get unloaded.

2
You're right, polish support was add as a series of commits back in 2019 between Dec 25 & 27.

Looks like it might require using ALT keys. It would be preferable to just fix the incorrect 2-5 keys

3
Might be way off on this, but are there any other Czech ScummVM games besides Teen Agent? Could the Czech Lang scummvm input be bugged?

I believe you've translated most of the LSL SCI games, so is it seems unlikely. Could it be only a SCI32 scummvm issue?

4
That's great it's working in DOSBox. Do you think you'll find a solution for ScummVM as well?

I got word that the Abandonware France mods fixed the account if you'd like to try again.

5
Ugh, Since I already have everything setup, I built a custom scummvm.exe that identifies the English CD version as Czech and it still has the same issue (See pic).

Edit: Strange that 1, 8, 9, 0 (maybe more) input the correct Czech characters for me, but 2-7 do not.

Furthermore, your previous comment says you got whitespaces for 8, 9, & 0. When I try the vanilla English LSL7 CD version with a Czech keyboard I get the same correct and incorrect values as I do with my pseudo 'Czech' game - no whitespaces.

I tried the same with a polish keyboard and couldn't produce any accented characters, in or out of of game, with the "polish programmers keyboard" win10 installed. Just an observation that pol and cze seem significantly different in my experience.

There must be a clue in why 2-7 don't map correctly; and another in why you see whitespaces 8-0 and I don't.

6
Looks like you might be able to email that administrator at the link in the error message the key and they would activate the account, but I understand if you're done.

Here's a little tip about compiling a custom version of ScummVM. The official exe is like 180MB and takes a long time to compile because of all the different engines. Since you only need SCI engine, you can exclude everything else. When you get to the build create_project step, instead of running dists/msvc/create_msvc.bat, do this:

CD to "dists\msvc", then run the command ".\create_project ..\.. --msvc --disable-all-engines --enable-engine=sci32". This will disable all engines, then enable only SCI & SCI32. You can see in the output below how much we're excluding.

Code: [Select]
C:\GitHub\scummvm\dists\msvc>.\create_project ..\.. --msvc --disable-all-engines --enable-engine=sci32
Feature ENet networking support is disabled as unused by enabled engines
Feature libgif support is disabled as unused by enabled engines
Feature HNM is disabled as unused by enabled engines
Feature Dear ImGui based debugger is disabled as unused by enabled engines
Feature Indeo 3 is disabled as unused by enabled engines
Feature Indeo 4&5 is disabled as unused by enabled engines
Feature Lua is disabled as unused by enabled engines
Feature VP8/VP9 decoding support is disabled as unused by enabled engines
Feature Theora decoding support is disabled as unused by enabled engines
Feature Musepack support is disabled as unused by enabled engines
Feature MPEG-2 support is disabled as unused by enabled engines
Feature QDM2 is disabled as unused by enabled engines
Feature SID audio is disabled as unused by enabled engines
Feature Sorenson Video 1 is disabled as unused by enabled engines
Feature TinyGL is disabled as unused by enabled engines
Feature External Tracker Libraries is disabled as unused by enabled engines
Feature VGMTrans Soundfont audio is disabled as unused by enabled engines

Disabling MikMod and OpenMPT because Universal Tracker playback is unused by enabled engines

Enabled engines:

    SCI
    SCI32 games

Disabled engines:

    SCUMM
    v7 & v8 games
    HE71+ games
    Access
    ADL
    AGI
    AGOS
    AGOS 2 games
    Adventure Game Studio
    American Laser Games
    Sanitarium
    Lord Avalot d'Argent
    Another World
    BAGEL
    Beavis and Butthead in Virtual Stupidity
    Blade Runner
    The Journeyman Project 2: Buried in Time
    CGE
    CGE2
    Chamber
    Chewy: Esc from F5
    Cinematique evo 1
    Magic Composer
    CRAB
    Cinematique evo 2
    Lost Eden
    Cryo Omni3D games
    Versailles 1685
    Darkseed
    Dynamix Game Development System
    Macromedia Director
    Dungeon Master
    Dragon History
    Blazing Dragons
    Drascula: The Vampire Strikes Back
    Dreamweb
    Escape From Hell
    Freescape
    Glk Interactive Fiction games
    UFOs
    Gobli*ns
    Got
    The Griffon Legend
    Grim
    Escape from Monkey Island
    Groovie
    Groovie 2 games
    Hades Challenge
    Hyperspace Delivery Boy!
    Hopkins FBI
    Hpl1
    Hugo Trilogy
    Hypnotix Inc.
    In Cold Blood
    Illusions Engine
    The Immortal
    Kingdom: The Far Reaches
    Kyra
    Lands of Lore
    Eye of the Beholder
    Labyrinth of Time
    The Last Express
    Lilliput
    Lure of the Temptress
    M4
    MacVenture
    MADE
    MADS
    MADS V2
    Media Station
    Might and Magic
    Might and Magic 1
    Might and Magic Xeen
    Mohawk
    Where in Time is Carmen Sandiego?
    Riven: The Sequel to Myst
    Myst
    Myst ME
    Mortevielle
    mTropolis
    Mutation of JB
    Myst 3
    Nancy Drew
    Neverhood
    Nikita Game Interface
    Parallaction
    The Journeyman Project: Pegasus Prime
    Red Comrades
    Pink Panther
    Playground 3D: the testing and playground environment for 3d renderers
    Plumbers Don't Wear Ties
    The Prince and The Coward
    Private Eye
    QD Engine
    Flight of the Amazon Queen
    SAGA
    IHNM
    SAGA2
    The Lost Files of Sherlock Holmes
    Beneath a Steel Sky
    Sludge
    The Longest Journey
    Star Trek 25th Anniversary/Judgment Rites
    Mission Supernova
    Broken Sword
    Broken Sword II
    Broken Sword 2.5
    Teen Agent
    TestBed: the Testing framework
    Tetraedge
    Tinsel
    Starship Titanic
    3 Skulls of the Toltecs
    Tony Tough and the Night of Roasted Moths
    Toonstruck
    Touche: The Adventures of the Fifth Musketeer
    Trecision Adventure Module
    TsAGE
    Ringworld: Revenge of the Patriarch
    Blue Force
    Return to Ringworld
    Bud Tucker in Double Trouble
    Little Big Adventure
    Thimbleweed Park
    Ultima
    Ultima I - The First Age of Darkness
    Ultima IV - Quest of the Avatar
    Ultima VI = The False Prophet
    Ultima VIII - Pagan
    V-Cruise
    Voyeur
    WAGE
    The Watchmaker
    Wintermute
    Wintermute3D
    FoxTail
    HeroCraft
    Z-Vision

Enabled features:

    zlib (compression) support
    libmad (MP3) support
    BiDi support
    Ogg support
    Vorbis support
    FLAC support
    libpng support
    FreeType support
    libjpeg support
    FluidSynth support
    libcurl support
    SDL_net support
    Bink video support
    Scalers
    HQ scalers
    Edge scalers
    Aspect ratio correction
    16bit color support
    3D rendering
    high resolution
    integrated MT-32 emulator
    IA-32 assembly support
    OpenGL support
    OpenGL support (classic) in 3d games
    OpenGL support (shaders) in 3d games
    Taskbar integration support
    Cloud integration support
    Translation support
    System dialogs support
    System language detection support
    Text to speech support
    include resources (e.g. engine data, fonts) into the binary
    Include detection objects for all engines
    Static linking of detection objects for engines.
    FM-TOWNS/PC98 audio
    MIDI synthesis

Disabled features:

    Tremor support
    libgif support
    AAC support
    libmikmod support
    libopenmpt support
    MPEG-2 support
    Theora decoding support
    VP8/VP9 decoding support
    FluidLite support
    Discord support
    RetroWave OPL3 support
    ATSC A/52 support
    Musepack support
    ENet networking support
    Virtual keyboard support
    Event recorder support
    Updates support
    Text console debugger
    HNM
    Dear ImGui based debugger
    Indeo 3
    Indeo 4&5
    Lua
    QDM2
    SID audio
    Sorenson Video 1
    TinyGL
    External Tracker Libraries
    VGMTrans Soundfont audio

Building against SDL 2.0

Visual Studio 16 detected

Now open scummvm.sln in visual studio, update the scummvm detection tables and compile!

7
Eventually, you'd create a separate entry for the translation, but for testing I'd suggest changing this line in the English LSL7 from "Common::EN_ANY" to the Czech language identifier; would need to verify what that is exactly, but probably something like CZ_CZH. That should cause the english version lsl7 to set the lang as Czech when added to ScummVM.

Edit: Looks like it is actually CS_CZE.

FYI, for the full detection table entry, you'll probably want to add the MD5 hash for the PATCHES/13.msg as well as the english resmap.000 & ressci.000 to distinguish it from the english version. Wouldn't want to do that during testing/development though because every time 13.msg changes, it would require recompile of the custom scummvm.exe

Code: [Select]
// Larry 7 - English DOS CD (from spookypeanut)
// SCI interpreter version 3.000.000
{"lsl7", "", {
{"resmap.000", 0, "eae93e1b1d1ccc58b4691c371281c95d", 8188},
{"ressci.000", 0, "89353723488219e25589165d73ed663e", 66965678},
AD_LISTEND},
Common::EN_ANY, Common::kPlatformDOS, ADGF_NO_FLAGS, GUIO_LSL7 },

// Larry 7 - Czech DOS CD (fan translation by miracle.flame)
// SCI interpreter version 3.000.000
{"lsl7", "", {
{"resmap.000", 0, "eae93e1b1d1ccc58b4691c371281c95d", 8188},
{"ressci.000", 0, "89353723488219e25589165d73ed663e", 66965678},
{"PATCHES/13.msg", 0, "xxxxxxxxxxxxxxxxxxxxxxxxxxxx", xxxx},
AD_LISTEND},
Common::CS_CZE, Common::kPlatformDOS, ADGF_NO_FLAGS, GUIO_LSL7 },

You use scummvm.exe from the command line to generate the MD5 information.
Code: [Select]
c:\scummvm.exe --md5 --md5-path=path/to/13.msg --md5-engine=SCI

8
I'm asking how to get that forums issue fixed.

Did you see there is a polish version of LSL7 in the Scummvm detection tables. Says GOG.com release, but is it an official Sierra release? Pardon my ignorance, but is the character set similar to Czech? If they were able to do it, I'd imaging it must be possible somehow.

9
I used these instructions and Visual Studio 2019 to compile. It's a bit of a process for me, but the wiki did provide enough info to work through it.

Do you not have the "Envoiyer la reponse" button (see attached)? If not I'll ping one of the admins to look into it.

And if you set it to Japanese and disable the DOS to Windows remap feature in SCI Companion, it can correctly show and edit the text for PC-98 Police Quest II. Isn't that wild.

That is pretty cool.

10
In ScummVM, each game should have it's own language setting. Have you tried setting it to Czech (if that is an option)? In my test, I believe I left it set to english, but changing it might resolve the problems you're seeing. I'll check when I'm home from work and make sure I didn't set it to French or something. The language is usually deturmined in ScummVM by the detection table for each game, but should also be manually assignable.

As for Abandonware France, you need to post a few times before Direct Messages are enabled, so I'd recommend starting by posting a brief introduction in this thread.

The game translation sub-forum is here. Feel free also start a new thread there as well. I'm going to let my friend Theepwang know you've joined and see if they can bypass the post requirements for DMs.

Edit: looking at ScummVM with LSL7, I can't change the language - it's set by the detection tables. That means a custom version of scummvm would be needed to change the setting to Czech. If it works in testing and the translation is completed, the Czech version could be submitted for inclusion in tables. Are you comfortable compiling a custom version of ScummVM?

11
SCI Syntax Help / Re: ERROR debug
« on: June 21, 2025, 12:47:07 PM »
Is there a correct way to load it?

12
I feel like that has to be it. Wish my brain remembered more gooder. There was mention of alt-shift to switch keyboards. I have an option in my menu bar to switch between french and english. I always switch before launching scummvm or dosbox because I don't think they respect the change after launch. Maybe that's a contributing factor? I know you can dictate which keyboard is used in the config files.

As for other resources, you might like to connect with the French and Spanish translation forums. I just use deepl to post on those, but I could provide a warm introduction to SCI translators if that would help. Lots of cool people on either site who might have some insight.


13
I switched my keyboard to the French layout because I knew I could type [e acute] directly using the number 2 key. That's how I both edited the message patch and entered the commands in-game.

Take anther look at the German 13.msg because I noticed the encoding is different from my test with e-acute. The German extended characters are not what I'd expect to see in game or typed by the player. I should know the answer to this but my brain refuses to remember this or anything to do with codepages

14
SCI Syntax Help / Re: ERROR debug
« on: June 19, 2025, 11:00:12 AM »
OK, I thought it might be LoadMany; which is certainly a better name, IMO. Thank you for clarifying and always good to remember that the SCICompanion documentation might not map 1:1 in all situations.

I don't work with the SC template games much, so the idiosyncrasies throw me off a bit. I think EO's templates correct some of the issues.

I like that you have to specify a resource type; a convenience function with limited convenience if you need multiple types. IDK, maybe just support &rst in Load?

15
I'm pretty sure messages came around after the switch to wider resource numbers.

So should SC not suggest exporting them as .013? Completely trivial, of course

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