Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - lwc

Pages: [1]
1
LSL6 VGA has an actual debug mode whereas the SVGA version has just "leftovers" (also in TCRF here and here).

But those "leftovers" are mostly just a very closed list version of the real debug mode's Get item, so I was wondering if you can migrate what the VGA version already has. Or are they too different apart?

2
Surprisingly, SCI0 games' internal debugger doesn't offer direct support for the most basic plot features in SCI - teleport and setting event flags.
But at least for teleport the wiki suggests an indirect way - to modify global variable 13 into the desired room number.
Is there a similar indirect way to set/test/clear event flags (the debugger allows changing global, local and temp flags, but not event ones which are a subset of global variables)?

3
SCI Syntax Help / Event flags VS Object flags VS ScummVM debugger console
« on: December 30, 2023, 07:53:59 AM »
Unlike most SCI games (including its prequel), EcoQuest 2 barely uses flag events (from global110). It instead mostly uses a Main.sc (script #0) local variable called gCurrentRegionFlags which uses set/test/clear procedures that are defined in Flags.sc (script #985).

Thankfully, the kind people here made EcoQuest2's restored debug smart enough to handle both types using a yes/no question of "Flag Object?" (for alt+b/l/k). If the player chooses yes, it uses gCurrentRegionFlags set/test/clear and if the player chooses no, it uses the standard SetFlag/TestFlag/ClearFlag.

So my questions are:
  • Why would Sierra use 2 different ways to track events possibly only in this game, and why barely using the official way? Because of it ScummVM's console flag feature (sf/tf/cf) can barely discover anything in this game, since they expect only the rarely used official way...
  • Why isn't a global like global110 considered a Flag Object too? After all, it contains multiple flag events inside itself. I mean, why did the people here that restored the debugger consider the answer of "no" to "Flag Object?" to mean using a global that stores many flags?
  • Hope it's okay to ask since it's a bit off-topic, but as far as you know, is there any to use breakpoints to discover such flags in ScummVM's debugger console? The usual way would be bpe 0 3 (since 3 in this game SetFlag is 3), but it isn't worth much due to being barely used. And bpe 0 150 (since gCurrentRegionFlags is 150) is never triggered. Likewise l 150 always shows the same value (assuming because it's an object).
    An easy test is in room 840 - climb the right wall and every time you pull the snake's tale it either runs gCurrentRegionFlags set: 1 or gCurrentRegionFlags clear: 1.

Stats:
  • gCurrentRegionFlags test has 458 matches in 34 files practically in every room
  • isFlag has 65 matches in 18 files out of which just 9 rooms
  • gCurrentRegionFlags clear has 33 matches in 13 files practically in every room
  • ClearFlag has 14 matches in 9 files out of which just 2 rooms

Thanks!

4
Eco1 has a copy protected code. It's entered into the initial room's door's keypad.
The room is 400.sc and the keypad is 65.sc (aka keyStuff.sc).
Half the websites that mention eco1's copy protected code state it's 9721 while the other half state it's 9731.

The CD version removed the keypad scene completely (clicking the keypad is equal to clicking the door, which just opens it directly).
But the floppy version does something very weird:
  • If you enter a random code, there's a red light but the door gets opened anyway
  • If you enter the correct code, there's a green light and the door gets opened
Both provide exactly the same points too.

So my question was the Floppy's SCI code hacked into to make any code work? If so, why not just color every random code as green too? I've deleted all SCR files and still it was hacked.
Both floppy versions do so via rm400.sc's:
Code: [Select]
(self setScript: (ScriptID 65 0) self) ; keyStuffIf their code mention 9731 (see screenshot) how come every code works too? And what controls the red/green light?

5
It always bothered me Quest for Glory 3 skips to Manu the monkey's second encounter if there wasn't a first encounter before the conference. There were 4 SCI games in that series and I don't remember any similar avoidable skip, especially as the character acts like it already met you. I mean, all the game had to do was patiently wait until the user went to the Lost City's overhead map and meet Manu for the first time. In fact, the game does exactly that in another event (Thieves have to randomly go there in order for a prisoner to appear in the Simbai village).

In fact I've even tried to fix it myself by taking the original conditions of:
  • Crossing from room 160 (Savannah panorama) to 170 (Jungle panorama)
  • After having Flag 43 (After Conference) set
And adding to them:
3. Having Flag 109 (Manu Released) set.

But this of course means you'll have to meet Manu at room 180 (Lost City panorama) and then go back to room 170 (Jungle panorama), which the game never anticipated. This means you'll re-meet Johari (treated like her final encounter) while browsing the Jungle itself (170 will make you enter random Jungle room 700).

Is there any way to avoid this?

A SCI diff file of what I've tried + a ScummVM savegame (before meeting Manu for the second time without the first time) are available at https://bugs.scummvm.org/ticket/11432

If you manage to make it work, please consider also converting it to ScummVM so all future players will enjoy it.

6
A similar question on ScummVM's forums didn't get a proper reply, but their forums in general aren't too responsive, so maybe there'll be more luck here.

So ScummVM's SCI patches go in https://github.com/scummvm/scummvm/blob/master/engines/sci/engine/script_patches.cpp but maybe since there's no guide there's practically 99.9% (especially in recent years) rely on a single person (the one and only sluicebox, who comes and goes as he pleases and almost never communicates).

Can you a short and easy guide how to get any SCI patch to ScummVM?

7
Quest for Glory 1 VGA is the only game in the SCI series to not allow adding a specific skill (usually Alt+K), could you modify it to do that and thus assist in this game's debugging?

You can see it requested on https://tcrf.net/Quest_for_Glory:_So_You_Want_to_Be_a_Hero_(1992)#Debug_Mode but note Alt+K is already taken, but Alt+M and Alt+N are vacant...

Thanks!

8
Sluicebox' archive has multiple versions of this game and none of them have files with the titles of debug.
But a content search reveals 3 files - Game (see from CD version), Main (see from CD version) and n804 (see from CD version).

Can you restore the debug like you did with this game's sequel?
This is even more challenging to hack than its sequel, as ScummVM put this specific game under the dreaded (only) Suspected of having a debug mode...

Since there are multiple versions please at least try it on the CD version as it's supposed to be the latest.

9
Both Sluicebox' eco2 and EricOakford' eco2demo have debug scripts but it seems they're just like the game's built-in 98.scr and 98.hep files which do nothing but an initial WhereTo? dialog at boot (whereas leaving the room or doing any actions gets the game stuck!).
That was also the case with QFG1VGA and QFG3, yet EricOakford somehow managed to restore their full debug functionality on his own. Since both archives might never get another update, can anyone here do the same here like what was done with QFG1VGA and QFG3?

Pages: [1]

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.028 seconds with 18 queries.