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Topics - Brian Provinciano

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1
Mega Tokyo SCI Archive / SCI Homebrew Games
« on: May 30, 2004, 05:09:06 AM »
I don't want to hear an uproar as some of you want to question my actions in matters such as this.

I have noticed a number of fan made SCI games popping up, some with questionable content. You are free to create any game you wish with SCI Studio. However, I personally, do not want to be associated with them (an Osama game comes to mind, among others).

I never guessed what would be done with the view of myself included with SCI Studio. I simply thought it would be neat, if someone started the tutorial, then ended with a game, and myself in the game saying "hi". Who would have thought someone would use it in their game in an inappropriate situation. Regardless, that's not what this is about.

This is about the fact that the template game, as I am the author of it, has my name in the "About Template" dialog, and the "Restore;Restart" one. I also had figured, that if one were to put the effort into a game of their own, they would do the simple task of replacing my name with their name to tell the world they are the author. After all, all it takes is a simple change of two lines in the code, and the did script a whole game. However, it seems that the majority of people don't even bother!

I know I can't ask every author to recomplile their games, as I'm sure many projects are dead. All I ask, is that authors of websites which have them available for download run this little utility. All it does is replace "About Template", "Template Game" and "Brian Provinciano" with "About Game", "Game" and "(no name)". Nothing more, nothing less. If you can run it in the same directory as the resource.001, it will fix the game, and then can be deleted.

http://www.bripro.com/scistudio/files/scirepl.zip

Much like how nearly all browsers, even the new Internet Explorer in Service Pack #2 must have built in copy protection, the new pack for WinXP has a built in firewall, and most email programs and many IPs have to integrate junk mail protection, we often underestimate how things can be abused. As a result, the next verision of SCI Studio will have the view removed, my name stripped from the text in the template game, and so forth.

This is nothing personal to everyone who has made an SCI game and left the "About Template" dialog and such intact with my name in it. I simply only want to be associated with my own work.

I hope you understand, bud if you do not, please try to put yourself in my shoes.

2
Mega Tokyo SCI Archive / SCI Decompiler Scripts
« on: May 22, 2004, 02:20:06 AM »
Are we there yet? hehe

I've been lurking since the first "When will it be done" topic was posted, but figured I'd let all of you sort it out for me :)

Anyway, I decided to give you guys some decompiled scripts to keep you happy for a few days or so, heh.

http://www.bripro.com/scistudio <-- updated

3
Mega Tokyo AGI Archive / AGI Demo Pack #4 -- TANDY
« on: September 26, 2003, 07:01:06 AM »
I was sniffing through the logics of Demo Pack #4 when I came across this interesting tidbit. Open up logic.001 and scroll down to where it has "set(f226);". Simply comment it out, compile and run. What will it say? In big letters, "TANDY",  in place of the standard "Sierra" text. Hmmm...interesting. I wonder if some exist like this normally? I guess we'd never know for sure unless original official disks were found.

4
Mega Tokyo AGI Archive / AGI's word.to.string()
« on: September 22, 2003, 03:48:48 AM »
As it turns out, the AGI Studio compiler and help file handle the word.to.string command incorrectly.

The help file states:
"word.to.string(wA,sB); -- This command is supposed to convert a word to a string, but I have not been able to get it to work."

Well, it does indeed work. What it does is retreive a word from the player input (a words.tok word), and place it in a string. However, it's actually "word.to.string(sA, B)". The sA is the destination string, and the B is an immediate number for the word number starting at 0.

For example, if the player enters "look at door", the interpreter parses it as "look door", and "look" would be word 0, "door" would be word 1.

code example:
if(isset(f2)) {
  word.to.string(w5,s1);
  print("WORD #1: %s5");
}

Put that in your logic.0 or whatnot, and see it in action. Note that the correct form would be "word.to.string(s5,1);", but the compiler incorrectly parses the arguments.

6
Mega Tokyo AGI Archive / Hacking AGI--changing colours
« on: May 05, 2003, 02:22:02 AM »
I received an email today asking about how one would go about changing the message box colours in AGI. If you really want a custom interface, the best thing would be to modify NAGI, as you can easily do anything you like, and do it in C :)

However, if you do want to just change the colours in the original AGI, it's quite simple. Get a hex editor and search for the following hex strings. "xx" means any value. the "[xx xx]" are the values you change.

; window colours
83 xx xx
b8 [xx xx]
50
ff 36 xx xx
ff 36 xx xx
e8 xx xx
83 c4 06


; menu colours
b8 [xx xx]
50
ff 36 xx xx
ff 36 xx xx
e8 xx xx
83 c4 06
8b 44 0c

Happy Hacking!

7
Mega Tokyo SCI Archive / SCI Studio 3.01 Released
« on: March 16, 2003, 01:30:22 AM »

8
Mega Tokyo SCI Archive / LockerGnome Quest Released
« on: March 05, 2003, 10:43:35 PM »
For the upcoming SCI Studio segment on TechTV, I was asked to write a little game unique to the host of the show Call For Help. The result is LockerGnome Quest.

Get it at:
http://www.bripro.com/scistudio


Enjoy!

9
Mega Tokyo SCI Archive / SCI Studio 3.0 Released
« on: March 05, 2003, 10:41:58 PM »
It's finally here. After working all day everyday to get it done by today. You wouldn't believe the sleep I've missed, but it's here!

Enjoy!

http://www.bripro.com

11
Mega Tokyo SCI Archive / New SCI Studio
« on: February 02, 2003, 04:26:25 AM »
I fixed the compiler in SCI Studio 2.14 (it was set in SCI1 mode, I simply set it to SCI0 mode in my code!), but when I was about to release it, I noticed the serious view/font editor bugs which I had heard about before, but since I was running XP, they didn't come up. Now that I'm using ME, they appear and are major. I debugged and stepped through the code for hours, yet the error was coming up at random places. If I was running XP, I might be able to figure them out, but since I am not, it baffles me.

This being the case, I will not be releasing 2.14A. I have released 2.13A which suggest everyone use. It fixes the SCI version checking so Lightfoot's CoreQuest will open.

Now, I have started a major reconstruction of SCI Studio. Since I have been working on it for nearly four years (can you believe it!), and constantly adding things to it, it's become a huge jumble of mess. Everything is all over the place, and this is the source of the memory problems and such.

I don't want to release a buggy version to the world on TechTV that don't work well unless you use NT or XP. So, I will be working 7 days a week, all day until the show to create a major new version. It will be based around memory management with lots of pseudocoding.

How will I accomplish the recoding of four years of work in only a month? Well, for one I'll be working every single day all day. However the main reason is because I will reuse much of the same code. I'm basically reconstructing the whole shell, IDE and frame from scratch. Then I will implement the general resource handling routines from the previous version.

Here's the main thing--I feel that SCI Studio EGA is too buggy leave behind for SCI Studio VGA. So, I am reconstructing a versatile shell, which will have all the room it needs to just "plug in" an EGA module. Then, using the exact same shell, plug in a VGA module. Since I've already written the EGA studio, and stand alone VGA editors, this will be a snap. So, I will have the EGA one done by the show, then after the show, finish the VGA module. Then, hopefully I'll be on again to promote it.

By the way, since the VGA compiler is done, and recoding the VGA class system, it really will just be a matter of implementing the VGA resource modules.

I'm being ambitious, but I also have the motivation, so, wish me luck, and SCI Studio 3 will be solid as a rock!

12
Mega Tokyo SCI Archive / SCI Studio compiler fix
« on: February 01, 2003, 05:42:20 AM »
I've finished the compiler fixed version of SCI Studio 2.14. I will be packaging it up and releasing it Saturday February 1st, some time in the evening.

As stated, I will then finish up 2.15 and release it soon after. After 2.15, 2.20 will be the next thing, which I plan to have done for the TechTV spot.

Thanks to all,
Brian

13
Happy Holidays! Though I check them daily, I'd been keeping rather quiet on the message boards for the past little while to surprise you all with this special Christmas gift--SCI Studio 2.14!

Some of you probably doubted the development on SCI Studio had been continuing since the last release was in August. Well, if you did, this will be an even greater surprise! The development on SCI Studio never stopped, and it's still going!

The new edition of SCI Studio includes bug fixes, but also a load of great new features to make your life easier! Some of the additions:
   - The char selector in the font editor is completely rewritten and highly optimized. It runs perfectly now, and much better than the last version.
   - A cel selector has been added to the view editor! You can now simply click on the picture of a cel in the current loop to edit it, and then click another to edit that! No more clicking arrows repeatedly!
   - A feature long requested--You can now export all the cels in a view onto a single bitmap! No longer will you need to coping and paste each cel individually for external editing!
   - Scrolling through pictures in the picture editor has been updated with some bug fixes! It should run much better now!
   - In the explorer, it allows you to view the views and pics animating so you need not click repeatedly though the arrows.
   - Incorporated SoundBox with SCI Studio so you can double click on sounds, and it will automatically extract them and execute SoundBox! So though you can not yet edit sounds within SCI Studio, you can still edit them from it!


I will be away for the next two weeks and not able to access my email or the message board, so you'll have to wait until I get back to ask any questions you might have for me.

Merry Christmas and Enjoy!

http://www.bripro.com/scistudio

14
Mega Tokyo SCI Archive / SCI Fan Game: Al Pond 2
« on: August 06, 2002, 01:14:19 PM »
Thanks to Chris for finding this! There's a fan made SCI game under development called Al Pond 2, and it includes quite a number of rooms! It's just a demo but looks very promising! Though it uses a view based off LSL3's Larry, the rest of it looks very nice!

http://www.hot.ee/alpond/

15
Mega Tokyo SCI Archive / SCI Studio 2.13 Released!
« on: August 02, 2002, 06:10:33 PM »
Here's SCI Studio 2.13! It's a great improvement, and a MUST download! As a result of my view system rewrite for 2.12 and zoom system rewrite, there were some new bugs. They've been fixed. There are also other important updates/additions/fixes.

-Script Compiler includes the ability to do inline assembly.
-Script Compiler now is as flexible as it can be! You can do switches and loops in any expression.
-Script compiler now includes incredibly flexible case statements.
-Script compiler has improved bracket detection! If you forget to put a closing bracket, it will tell you on the next method rather than at the end of the file so it's easier to find them!
-Vocab Editor bugs fixed.
The save dialog doesn't appear twice
It doesn't index a letter in the vocab file if no words exist
-Cursor Editor bug fixed.
It allows zooming in and out again. (occurred in 2.12 after the zoom optimization rewrite)
-View Editor bugs fixed.
The current cel isn't cleared when adding a new cel (occurred in 2.12 after the view editor optimization rewrite)

Download it now!
http://www.bripro.com/scistudio

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