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Messages - OmerMor

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1
I also recommend his post, as well as all the older ones. Great read!

2
SCI Development Tools / Re: SCI Decompiler?
« on: October 31, 2021, 05:34:02 PM »
Nice find!

In 2015 I managed to contact Jeff via LinkedIn.
Here's what he wrote:

Quote
I've been off-and-on aware that there are a number of folks out there reverse-engineering SCI. The stuff I've seen doesn't really resemble the original source language (which was syntactically like Lisp but with a message-passing kind of mechanism behind it that was kind of Smalltalk or Objective-C like). But then folks are basing the result on looking at the byte-codes rather than the source code, obviously.

I don't really remember whether I was around for SCI2 - I seem to have a sense that SCI2 was more about the graphics than the basic system, but that was all so long ago... Later stuff might well have incorporated real variables and more linkage between "rooms" in the game - SCI was originally designed to run on pretty small systems, and a lot more could be done on more capable machines.

3
SCI Syntax Help / Re: Script patch files
« on: September 28, 2021, 05:26:08 AM »
Oops #4 means that a given object pointer did not in fact point to an object. It's like a null pointer exception but it doesn't have to be 0.

Do we have a list of the interpreter exception ID numbers anywhere?

Here they are: https://github.com/OmerMor/SCI16/blob/master/INTERP/PMACHINE.H#L17-L32
Code: [Select]
#define E_BAD_DISPATCH        0
#define E_BAD_OPCODE          1
#define E_BAD_KERNAL          2
#define E_LOAD_CLASS          3
#define E_NOT_OBJECT          4
#define E_BAD_SELECTOR        5
#define E_CANT_FIXUP          6
#define E_ZERO_DIVIDE         7
#define E_STACK_BLOWN         8
#define E_ZERO_MODULO         9
#define E_LEFT_CLONE          10
//unused                      11
#define E_PACKHANDLE_HEAP     12
#define E_PACKHANDLE_HUNK     13
#define E_PACKHANDLE_FAILURE  14
#define E_ODD_HEAP_RETURNED   15

And their messages: https://github.com/OmerMor/SCI16/blob/master/INTERP/DEBUG.C#L864-L916
Code: [Select]
E_BAD_DISPATCH        "Dispatch number too large: %d"
E_BAD_OPCODE          "Bad opcode: $%x"
E_BAD_KERNAL          "Kernal entry # too large: %d"
E_LOAD_CLASS          "Can't load class %d"
E_NOT_OBJECT          "Not an object: $%x"
E_ZERO_DIVIDE         "Attempt to divide by zero."
E_BAD_SELECTOR        "'%s' is not a selector for %s."
E_STACK_BLOWN         "Stack overflow."
E_ZERO_MODULO         "Zero modulo."
E_LEFT_CLONE          "Clone without script--> %d"
E_VER_STAMP_MISMATCH  "The interpreter and game version stamps are mismatched."
E_PACKHANDLE_HEAP     "PackHandle failure, duplicate table error at $%x in heap"
E_PACKHANDLE_HUNK     "PackHandle failure, checksum error in loadlink at segment $%x"
E_PACKHANDLE_FAILURE  "PackHandle failure, missing handle is for $%x segment"
E_ODD_HEAP_RETURNED   "Heap failure, attempt to return heap at odd address. Address given is $%x "
E_INVALID_PROPERTY    "Invalid property %d"

4
SCI Syntax Help / Re: Decompiled game is crashing
« on: August 31, 2021, 01:15:55 PM »
Do you have a different game version?

Space Quest ]I[
Version: 1.0 P
Inter.: 0.000.453
Date: 3-22-89

this is what is says in my QAFiLE, I'm not sure how to tell what the source code version is though

It says so in the readme.txt file:
Code: [Select]
### Space Quest III (SQ3)
  Game version 1.018
  Interpreter version 0.000.685

  Tested to completion with no known issues.

5
SCI Development Tools / Re: Decompilation Archive
« on: July 07, 2021, 01:52:25 PM »
For a moment there you got me confused... I thought you meant this 1998 non-SCI game, while you meant the 1992 Nick's Picks one.  :)

6
SCI Development Tools / Re: Decompilation Archive
« on: July 04, 2021, 10:45:33 AM »
I wonder if Omer might have the source for any of these?

Unfortunately, I don't.

7
Zvika, maybe consider working with the script disassemblies instead of decompiled source?

8
SCI Development Tools / Re: Is there a SCI32 compiler? If not - why?
« on: July 01, 2021, 12:10:05 PM »
How easy is it to use those Sierra compilers anyway? I assume they won't just straight up work with Companion scripts?

No idea...

9
SCI Development Tools / Re: Is there a SCI32 compiler? If not - why?
« on: July 01, 2021, 11:00:54 AM »
As I've been told in other thread, Scicompanion can't compile SCI32 games. Do we have any other tool that can do that?

If not, is there a technical reason for this? Some complexity maybe? Or it's just that noone had the time/interest to write one?

You have Sierra's own compiler (SC.EXE). I *think* I shared various versions of that compiler, ranging from 1988 to 1996.

10
Amazing feat Zvika! Congratulations!

11
Just got back from reading about the LB1 randomizer crack.

My blog doesn't even compare.

Hey, don't be so hard on yourself - I love reading your blog! <3

12
I highly recommend sluicebox's (the most active SCI scummvm dev these days) blog post:
https://www.benshoof.org/blog/space-quest-iv-easter-eggs

In general I recommend sluicebox's and Kawa's blogs. Tons of SCI treasures!


13
That's awesome Kawa!

14
I have never heard of machine type 20 being referred to as 'AmigaOld'; that's a new one to me. (I never spent a lot of time with ScummVM; I always preferred NAGI when I needed a modern AGI engine (and I usually prefer to use the original Sierra binaries in DOSBox anyway). If someone has some more definitive information to confirm it, I don't mind adding it to the help file for completeness.

ScummVM documents the following:
Quote
Code: [Select]
* At least these Amiga AGI versions use value 20:
 * 2.082 (Space Quest I v1.2 1986)
 * x.yyy (Manhunter NY 1.06 3/18/89)
 * 2.333 (Manhunter SF 3.06 8/17/89)

It was added by Kari Salminen and Travis Howell back in 2008-2009.

15
I second Zvika's suggestions.
Additionally, you might try to reach out to Ken himself. He's on facebook.

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