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Messages - gumby

Pages: [1] 2 3 ... 68
1
SCI Syntax Help / Re: Status line vertical size
« on: May 27, 2021, 09:16:41 AM »
Thanks for that explanation Kawa

2
SCI Syntax Help / Re: Status line vertical size
« on: May 26, 2021, 07:40:11 PM »
I think another way to do it would be to use the SetPort kernel call.  I found examples of this when digging around in the TitleScreen.sc.

3
SCI Syntax Help / Re: Status line vertical size
« on: May 25, 2021, 06:43:31 PM »
I got it figured out.  Just needed to trigger another call to update the status line code during the init of the room, after the picture is drawn.

EDIT: Better still, I just threw it in as the last line of the drawPic method in the room class.

4
SCI Syntax Help / Status line vertical size
« on: May 25, 2021, 09:51:19 AM »
I'm trying to get the status line to be a few pixels taller, the font I'm using has some characters that drop below the status line and get chopped off.  I was able to get the status line code modified to be larger, but when DrawPic commands are executed, they look to be getting applied at a y=10 and effectively overwriting the status line pixels that extend the 10th y pixel.

Anyone know if making a larger status line is possible?

5
AGI Syntax Help / Re: Need help adding text to parser
« on: May 19, 2021, 06:27:30 PM »
In SCI, you can do this by appending the string into the buffer before showing the parser input box.  Is something similar possible with AGI?

6
Looks great, your project is progressing well!

7
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 25, 2021, 06:31:41 PM »
Out of curiosity I did some testing with the random pattern tool.  I was able to get corruption multiple times with any size of random pen.  All I did was create a new pic, set the visual screen and just clicked a bunch of times with the random pen tool.  Saved and then went back into the pic and corruption was there in the form of off-screen lines (in the thousands), fill commands or set palette commands at the end of the command list.

8
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 23, 2021, 09:32:25 PM »
Do you still have the original (broken) pic and attach it here for help troubleshooting?  Which version/build of Companion are you using?

9
Both very good reads, thanks for sharing the links.

10
SCUMMCompanion?  That's awesome.  Looks like a .NET project?

11
Followed.  Nice idea for getting motivation to continue a project!

12
SCI Community How To's & Tutorials / Re: Fun (?) project for someone.
« on: March 22, 2021, 07:32:17 PM »
Thanks for this sample code Troflip.  I didn't go as far as you suggested, but I did wire it into where the debugging usually goes within Main.sc

Code: [Select]
(define UNLISTED_VAR_COUNT 4)
(define VAR_OFFSET 8)
(define NAME_OFFSET_OFFSET 16)

(procedure (FindNextObject start &tmp i value)
(= i start)
(while (u< i $fffe)
(= value (Memory memPEEK i))
(if (== value $1234)
; Found an object
(break)
)
(+= i 2)
)
(return i)
)

(procedure (PrintObjectName location &tmp listVarCount endExclusive)
(= listVarCount (Memory memPEEK (+ location 2)))
(-= listVarCount UNLISTED_VAR_COUNT) ;First 4 vars aren't listed
(= endExclusive (+ (+ location VAR_OFFSET) (* listVarCount 2)))
(if (u> location endExclusive)
    (return FALSE)
)
(DebugPrint "%x - %x: %s" location endExclusive (Memory memPEEK (+ location NAME_OFFSET_OFFSET)))
)

At first, I was getting an infinite loop when I ran the code until I added a check to make sure that the start address had to be before the end address - not sure it was the right solution or not, but it seemed to work.

Then I just added this case in the handleEvent
Code: [Select]
(KEY_ALT_o   ; show all objects in memory
(= i 0)
(while (u< i $fffe)
(= i (FindNextObject i))
(if (not (PrintObjectName i))
   (break)
)
(+= i 2)
)
)

With this, I was able to determine that dynamic scripts that were being loaded by my game were never being unloaded.  From there I was able to mitigate the issue.

13
AGI Development Tools / Re: agikit 0.4 + Visual Studio Code
« on: March 13, 2021, 10:16:25 AM »
Making games in VS Code? That's awesome 😎

14
Here's how I do it (there may be different/better ways).  Reference the entire inventory, then update based on the index of the item in the inventory using the constant defined for the inventory item in game.sh.

To set the value:
Code: [Select]
    ((gInv at: INV_TEST_OBJECT) count: 3)

To get the value:
Code: [Select]
    (FormatPrint "count = %d" ((gInv at: INV_TEST_OBJECT) count?))

15
I would suggest introducing a 'count' property to the inventory item class (Iitem).  That way you can keep track of the count within the inventory item itself and you won't have the headache of having to keep track of the count with other global variables.

In the code I posted, just swap out the reference that prints out the view # for your new count property.

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