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SCI Development Tools / Re: SCI Companion V3 - alpha build notes/bugs/feature requests
« on: Yesterday at 05:43:16 AM »
I thought the source code of SV was lost and unrecoverable?
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I'm more curious what the original source code looked like that ended up compiling to that. Do any of the games that have had the original code released (there are a few I think, like maybe one of the LSLs?) have logic like that?Probably used those long defines that Companion doesn't support. Sometimes Sierra had two versions of such defines which were subtly different. Maybe mistaking one for the other?
(LoadMany
rsVIEW
805
792
764
763
230
231
232
233
234
235
236
237
238
(if (== gDay 2)
214
218
16
4
5
7
585
)
(switch gDisguiseNum
(0 ; outlaw
0
1
2
)
(1 ; beggar
36
37
38
)
(2 ; jewler (no rouge)
29
30
31
)
(3 ; jewler (rouge)
29
30
31
)
(4 ; yeoman
33
34
35
)
(5 ; abbey monk
23
24
27
)
(6 ; fens monk
16
17
18
)
)
)
Someone who knows the PMachine knows that that won't work.
(method (changeState newState &tmp temp0)
(switch (= state newState)
(0
(HandsOff)
(if (not (IsFlag 129))
(NormalEgo)
)
(switch register
(1
(cond
((== local0 220)
(cond
(21
36
37
38
50
56
67
75
98
99
103
115
119
135
167
(if
(and
(> (gEgo x:) 35)
(< (gEgo x:) 150)
)
(= global104 155)
)
)
(
(and
(> (gEgo x:) 170)
(< (gEgo x:) 285)
)
(= global104 165)
)
)
)
This should most likely have been (if (OneOf gForestRoom blah) blah) because there are numerous of those in the script. Typo, cut/paste error, or intern.
(gCurRoom setInset: inDial)with(Animate gCast 0)
(gCurRoom setInset: inDial)(maybe change the 0 to 1 here if that doesn't work)
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