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Topics - doomlazer

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SCI Syntax Help / Is this an official Sierra release?
« on: May 18, 2024, 03:52:24 AM »
Anyone know if this is an official release?

SCI Syntax Help / QfGIV text wrap
« on: April 20, 2024, 12:46:23 PM »
Anyone know where the character limit for wrapping strings to a newline in QfG4 lives? For Print statements you can set a custom "width:", but that doesn't work with messenger lines so a translator was asking how to change the default text width.

SCI Syntax Help / LB2 Floppy questions are a burden to others
« on: February 05, 2024, 09:55:02 PM »
I'm having trouble with the floppy version of Laura Bow 2. If I try to decompile v1.000 all the properties are replaced with "sel_". If I recompile, it produces thousands of errors.

Alternately, if I try compiling using sluciebox's sci-scripts the property names are correct, but SCICompanion doesn't recognize any of them.

In the attached pic you can see SCICompanion's decompile issue on the right, and the sci-scripts compile attempt on the left.

I've never seen a problem like this with any other game, so if anyone knows what's up or can point me in a direction to investigate further, please let me know.

Tangentially, I was pleasantly surprised to see a Patrick McGoohan quote used as a pat response for the Question Icon in LB2. Pretty funny.

SCI Community How To's & Tutorials / SQ3 uncensored death [NSFW]
« on: January 19, 2024, 02:34:06 AM »
Everyone likely remembers the conveyor belt death in SQ3:

But few have seen the uncensored version because it only partially exists.

It's well known that there is an unused resource, view.35, that has Roger getting mulched. The blood is cyan; perhaps an intermediate step before the final censor text. IMO, the change to a text box was probably made because it's funnier, not because there was pressure for censorship, but who knows.

It's easy to recolor the gore red and add a blank cel to the end of loop 1, but there are other issues.

Roger's priority is incorrect for a few frames when he appears in front, not behind the railing; an often unnoticed bug in the retail version of the game.

In addition to changing the censored view from 20 to 35 it also needs to be repositioned.  The original values are commented out and replaced.

edit: Editing priorities in pic.010 isn't needed once the view is correctly repositioned.

The final result might represent what Scott & Mark first considered putting in the game.

If you're sick enough to want to see this in-game the patch files are attached below.

SCI Syntax Help / ((or temp1025 temp1024) nsLeft:)?
« on: January 03, 2024, 09:44:25 PM »
In the LSL5 SCI-Scripts decompile line 250 is:
Code: [Select]
((or temp1025 temp1024) nsLeft:)

SCiCompanion will not compile the code, but:

Code: [Select]
(= temp0 0)
(= temp1 5)
(Printf {%d} (or temp0 temp1))

Results in 1, not 5. The following would work:

Code: [Select]
((if temp1025 else temp1024) nsLeft:)
But does 'or' ever?

SCI Syntax Help / SCI1 View Format
« on: October 07, 2023, 06:52:15 PM »
I'm trying to convert SCI0 Views to SCI1. If there is an existing tool, please let me know. It can be done by exporting each cell in SC then importing as an image sequence, but it's tedious to do.

The SCI0 view format is straightforward enough. I can parse the file and export all loops and cels which gets me most of the way there, but it would be nice to convert to .v56 instead of having to rebuild the view by hand in SC.

Here's the problem. A comment in Scummvm's repo says the SCI1 view should be:

// LoopCount:WORD MirrorMask:WORD Version:WORD PaletteOffset:WORD LoopOffset0:WORD LoopOffset1:WORD...

but when looking at 0.v56 from KQ5, I can find the loop count [8] at 0x26, but nothing else seems correct. Loop 1 should mirror loop 0, and since that's the only mirrored loop, the mirror mask should be 0x0200. The Palette seems to be tacked on to the end of the file and is nowhere near the supposed palette offset. Loop offsets also appear incorrect.

For VGA11 is formatted a bit different, but I'm still having the same problem - I can find the loop count, but nothing else seems to match up.

Any thoughts as to where I'm going wrong here?

The Games and other Sierra Adventure stuff / EQ1-CDR and PQ2PnC
« on: July 16, 2023, 03:29:35 PM »
I'd like to announce that my friend Threepwang has just completed his restoration and French translation of Eco Quest 1 CD!

The CD release of EQ1 added some amazing voice acting to a beautiful undersea adventure, but it's riddled with bugs, palette issues, and scaled down graphics. We worked closely together for over nine months to fix every bug, transition, missing/broken message, and restore the original floppy pics & views. It's been throughly tested in both DOSBox and ScummVM and should objectively be the best possible way to experience the game. An English version of the restoration can be downloaded here.

Also nearing completion is my friend Pakolmo's Point n Click conversion and Spanish translation of Police Quest 2.

This is a complete conversion of PQ2 allowing it to be played entirely with a mouse! Several game mechanics have been reworked to support the new control scheme such as the driving, phone and computer interfaces. The Spanish patch is complete, but the English version is wrapping up testing and may still contain Spanish text in some places.

It's been a pleasure working with both Threepwang and Pakolmo on these ambitious projects. I look forward to the next collaboration and many thanks to them both!

SCI Syntax Help / New SCI0 class using patch files
« on: July 14, 2023, 05:23:58 PM »
If I mod an existing SCI0 game only using patch files and need to add a new class, it doesn't seem to work. ScummVM complains about an unknow species. This happens even if the new class is defined-in and only-used by the patch I'm exporting. Of course the class works as expected when running the rebuilt resource files.

I've tried 'compile all' in SC after adding the class and exporting scprit.000 along with the class patch hoping that might help, but it's the same issue. Anyone know how I might add a new class only using patch files?


SCI Syntax Help / Large cel doesn't respond to setMotion: MoveTo
« on: April 30, 2023, 01:00:45 AM »
A SCI0 cel must be less than 2,116 pixels (46 x 46) or it will not respond to (self setMotion: MoveTo xPos yPos).

If you try to get around that with something like this:

Code: [Select]
(if (> (self y?) 75)
(-- yPos))
(self posn: 160 yPos)

 You get major graphical glitches with cels containing over 2,116 pixels.

This behavior is exactly the same in DOSBox and ScummVM. It's a bit annoying.

The Games and other Sierra Adventure stuff / LSL in EQ1
« on: March 01, 2023, 02:29:22 PM »
I didn't see this on any of the easter egg sites I checked, but that's clearly Larry. It's even named larryDoll in the game files.

Threepwang pointed out that's a flamingo from Dr. Brain and believes the boxers might be a reference to another egg in the SQIV mall clothing store.

Not sure if the bear is a Sierra reference.

When MTBLAST.DRV or MT32.DRV are used with Space Quest III game version 1.018, the menu options for toggling sound on/off and changing volume are enabled, but they have no effect on the game audio. It always stays on and at constant volume. Switch back to SNDBLAST.DRV and the sound controls work fine.

Is there an updated interpreter or sound driver that would make the controls work? Seems odd that MT-32 would be supported, but the menu options are non-functional. If it's expected behavior I'd just like to know.

Also, the music I'm getting through MUNT doesn't sound as good as some of the youtube SQ3 MT-32 videos I'm comparing against. Is there anything I can do to get better results? Ideally, I'd like to keep the digital audio sample from the intro cutscene working as well.

The Games and other Sierra Adventure stuff / 16-bit wavs in SQ4CD
« on: January 05, 2022, 08:03:50 PM »
I'm trying to figure out why SQ4CD doesn't support 16-bit wavs. I can import an unsigned 8-bit file from audacity fine, but when I use a 16-bit wav in SQ4CD I get a klaxon-like alarm sound in-game. I see that SQ6CD has 16-bit speech; both games are SCI1.1, so is there an easy fix?

SCI Syntax Help / evKEYBOARD question
« on: October 27, 2021, 11:12:31 PM »
In Police Quest 2 room 8 the game responds to F8 and F10 key presses (PQ2's gun shortcuts), with the message, "Calm Down. You have no need of your gun here."

If I'm interpreting this code correctly CTL+ALT+SHIFT+SCR_LOCK also triggers the same message.

Code: [Select]
(== (= eventMessage (event message?)) 16384)
I'm making some assumptions here based on the enums in, so maybe I'm mixed up, but I'm curious as to what that key combination would have been used for on a DOS machine. I checked the PQ2 manual and searched online for the key combination, but I'm not seeing anything relevant.

It seems like an odd way to trigger Sonny's firearm. Any clue what might have been intended here?

A question about the number 16384, because I'm still trying to wrap my head around this. Would 43168 return true as well or does it only match in that order?

A final question about PQ2. In the background pic the computer is branded HOYT +++, but in the game it overlays a sierra brand. Any idea what HOYT might be?   Edit: that would be PQ2 programmer Chris Hoyt I guess. The Sierra label that covers it is called "Shaw" in the decompiled code likely in reference to another PQ2 programmer, Jerry Shaw.

Can you guess what the two synonyms for DOS in PQ2 are?

SCI Development Tools / resource.00x limitations
« on: October 19, 2021, 01:50:45 PM »
I'm packing every possible SCI background pic and overlay from the different KQ4 versions into a single project and starting to get concerned about possible resource file limits. As a precautionary measure I'm now putting backgrounds into a new resource file, but are there any known limits for these files other than FAT file limits (which I'm nowhere near) or disk/media storage limitations? I believe resources are loaded as needed, so I'm not expecting memory to be a problem, but I also don't want to paint myself into a corner here.

Thinking a bit more broadly, what are the other factors that limit maximum resource usage. Forgetting heap, I would assume the hard limit for maximum of any particular type of resource to be 999, but that should be about it, right?

You could theoretically get around that limitation and create massive games, by having a second 'game' that could be transitioned between using saves. Unfortunately with a game that large, or one that even approaches the 999 limit, the bottleneck would probably be inventory items, which always exist in SCI0 heap. I'm not planning to build anything on that scale, so feel free to ignore this paragraph as daydreaming.

SCI Development Tools / SCI10 SCI1.1 export/import
« on: October 14, 2021, 02:15:25 PM »
I'm finding exported views, pics, and sounds have problems going between SCI10 and SCI1.1. Are the formats supposed to be incompatible between the two versions? If I export a view from PQ3 and import it into any of the template games I either get a grey box or wildly garbled cels.

Is there a tool to covert these without cut&pasting each cel? I get having to do that between AGI/SCI, but from SCI1 to SCI1.1 seems like it should be compatible.

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