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Messages - EricOakford

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SCI Development Tools / Re: Decompilation Archive
« on: July 13, 2021, 07:12:44 PM »
Another one down - Codename ICEMAN is ready for testing! This is based on version 1.033, which is the version that GOG sells.
I can see that this game extensively uses feature sorting, a special MouseDown handler, and the procedures in GoToSaid. Not too many games used those.

SCI Development Tools / Re: Decompilation Archive
« on: July 06, 2021, 06:49:45 PM »
And here's the decompilation for Larry's Casino. I haven't found any issues as of yet. It's much like LSL1 with a bit of LSL5 thrown in, both of which I've already got covered.

SCI Development Tools / Re: Decompilation Archive
« on: July 04, 2021, 12:54:34 PM »
I wonder if Omer might have the source for any of these?

Unfortunately, I don't.

Yeah, I thought not. If a game doesn't have a vocab.997, and the one in another game isn't fully compatible, I can't do a decompilation of it.

On the plus side, I've just put up a decompilation of the KQ7 demo. It plays to completion with no known issues. And I've noticed that there's a LOT of placeholder messages and unused code in the scripts, suggesting that it was based off of a beta build.

SCI Development Tools / Re: Decompilation Archive
« on: July 04, 2021, 08:23:24 AM »
I wonder if Omer might have the source for any of these? If so, I wonder if it would allow a glimpse into these issues that could help with the others Nick's.

Probably not, but these are stripped down versions of the full games. I could use the full games' selector tables to help in decompiling Nick's Picks.

King Graham's Board Game challenge = hoyle3
Roger Wilco's Spaced Out Game Pack = sq4
Leisure Suit Larry's Casino = lsl1
Parlor Games with Laura Bow = ??? (doesn't decompile right at all)
Robin Hood's Game of Skill and Change = RH

They all appear to have been built on June 5, 1992, well after their full games.

SCI Development Tools / Re: Decompilation Archive
« on: July 03, 2021, 12:49:55 PM »
Eugh, minigames. They make the decompiler give up so often, it seems...

The Nick's Picks might be a problem. Of the five, only Leisure Suit Larry's Casino has a selector table. Also, they are missing certain scripts like SAVE, hence why Game's save: and restore: methods don't decompile. I came across this problem with other games like the 1992 Christmas Card. Transplanting the missing scripts allowed them to decompile properly.

SCI Development Tools / Re: Decompilation Archive
« on: June 30, 2021, 05:28:12 PM »
And here is the decompilation for LB2CD. All scripts can be compiled. It's ready for testing!

SCI Development Tools / Re: Decompilation Archive
« on: June 07, 2021, 07:47:09 PM »
Finally, the LB1 decompilation is ready for testing! You can find the code here, or for convenience, attached here.

On to LB2!

SCI Development Tools / Re: Decompilation Archive
« on: April 27, 2021, 11:06:41 AM »
I do in fact have the games (taken from the 1997 KQ collection). I guess I should start work on them.

SCI Development Tools / Re: Decompilation Archive
« on: April 26, 2021, 11:12:45 PM »
Eric, Did you ever anything with a decompile of LB1 or 2?

I've done the demos, but not the full games, since I have never played them that much.

"It will also use the music from the Macintosh version as it has native General MIDI tracks (unlike the DOS version, which uses a music patch for the MT-32 tracks)."

Thanks for posting this. I'm going to guess that they (MT->GM and "native" GM) are one and the same.. but in case not, can you send me the SND files from the Mac version? :)

Also, have you found this with any other Mac version?

I just sent you a link to the files. They are in fact redone in native GM, not patched MT-32 tracks. I have no idea if the other Mac versions got the same treatment.

The link doesn't work.

Apparently, it violates the Terms of Service, since it is allegedly infected with a virus. Try again. I think the Vpatch.exe is what set it off. Fortunately, the .vpj file, the important uncompiled patch file, is still there.

And if you modified any of the resources found in external patch files (of which I recall QFG1VGA had plenty), you'll need to do something about them too... external patches take priority over ones in resource.000.

Yes, RESOURCE.MAP will need to be patched as well, since I had to convert it from SCI1.0 to SCI1.1 to be compatible with the new interpreter. As for the external patch files, they'll just be removed, as the upgrade will incorporate them internally.

Here is my work on the patch, with the new drivers and interpreter. You just need to drop in the original RESOURCE.000 and RESOURCE.MAP. However, the built executable fails to work, giving the "unable to open source file" error, even if the original unaltered resource files are in the same directory. Am I doing something wrong?

In short, all that needs doing is to create a binary patch for the resource files. I guess VPatch is a good choice, since it was used in the KQ4 Amiga sounds installer.

That installer is mine. I had to include a separate patch for each of the supported versions that the user might have. VPatch is included with NSIS and can be used from the command line or from the included GUI. You can easily invoke the generated patch from an NSIS script.

I think I've figured it out now. With VPatch, I just need to patch RESOURCE.000. As far as I know, all DOS releases of the game (original floppy, Anthology/Collection, GOG/Steam) use exactly the same resource file, so there's only one version of the game to worry about.

SCI Syntax Help / Re: Importing a Character (a la Quest for Glory)
« on: February 09, 2021, 12:34:39 PM »
And here are my recreations of the QFG3 Import and CharSave scripts! It's interesting that the game saves your inventory and whether you bought the blackbird from the junk dealers, since QFG4 doesn't use those at all (as you start with no items).

EDIT 2/10/2021: The import and export scripts for QFG4 are here! Also, I slightly updated the QFG3 scripts.

that sounds awesome! would that fix the problem I had with changing and adding msg resources?
The problem that old format message resources were blanked out on save? That's been fixed recently, for the record.

Changing all old format message resources to new does mean you get to use references, cutting down on repeated lines in the same resource.

Yes, I know that's been fixed. The reason for the upgrade from ME 3 to 4 is thus entirely because the new interpreter (1.001.072, as taken from the interactive demo for Pepper's Adventures in Time) does not support the older format. Nor does it support digital samples in SND files, hence why the samples are now in AUD format.

And yes, I have seen repeated lines in the same resource, especially in the Ogre room. The newer format will allow the redundant lines to be removed.

I have actually completed phase one of the project; it's just a matter of creating a binary patch for the resource files (so that the ScummVM team doesn't blacklist it as a pirated version, which it would be if I just distributed it as is).
Phase two will upgrade the interpreter to 1.001.097 (as taken from the INN demo). It will also use the music from the Macintosh version as it has native General MIDI tracks (unlike the DOS version, which uses a music patch for the MT-32 tracks). The issue with the newer interpreter is that color 254 is now reserved for transparent views, so that you'll find missing pixels in the views. They will need to be altered to not use color 254.

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