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Messages - doomlazer

Pages: [1] 2 3 ... 33
1
I believe it's the MT-32 ROM that would be a copyright concern, just don't include it. MT32.DRV and SCIV.EXE are in the SCICompanion template games, so I wouldn't worry about those.

2
Everything-Else / Re: What's up peeps!
« on: January 28, 2026, 04:58:29 PM »
What I'd been doing is AGI3 remasters of certain fan games...

Cool stuff!

I've got my hands on a few projects atm, so I'll just mention one. French translator Ulyssom is working on a QfGIV translation that integrated AshLancer's awesome QfGIV-Enhanced. Only problem is that he's run into a few bugs that are verifiably caused by AshLancer's patches. Unfortunately, the source code for Ash's work was never released and decompiling the patches with SC has major issues for various reasons.

Since Sluicebox released his decompiler, SCI-Tools, I thought I'd fork Ash's repo, start with Sluice's qfg4-cd-dos-1.0 decompile, then decompile the qfg4-enhanced patches with SCI-Tools. That should give me a near perfect picture of Ash's changes, right? Well there were a few issues with that, the worst of which the method order being different in Ash's patches produced nearly unreadable diffs.

I spent a few days reordering those methods and resolving the other issues. Now I've got a clear reference for Ash's fixes. I still need to address a few things about compiling the source in SC, but that process should remove some of the unfortunate issues that found their way into Ash's patch files.

Also working on some fun projects with Threepwang and Avo323 that I won't go into here. Thanks so much to AGKorson for his support on Threepwang's projects and the incredible AGI PowerPack. A very special thanks to Sluicebox for tolerating me bugging him several times about the Ashlancer stuff.

3
Adding support for SCI2.1 KString, KArry, & KList is likely a much bigger ask that probably isn't doable, but I might as well put it out there. Also I think there is a SinMult/TimesSin and CosMult/TimesCos thing.

Edit: well, turns out I'm not completely clear what's up with the whole KString thing, so I withdraw the request. ty

4
Can't quite imagine how it'd be an issue but it's reasonable and doable.

If there are a games worth of compile errors to work through, I compile all, and to click on the next error I often have to scroll through a bunch of warnings. Commenting out unused instances can lead to... other issues I don't want to talk about (shakes fist at LB2)

The relevant checkbox has been added to the Preferences dialog box that defaults to "true". Barring unforeseen consequences this feature should be available in the next nightly build.

You're the best. thank you!

5
Would you be willing to add an option to suppress the unused instance warnings for compile all? They can make things more difficult when working through a bunch of errors. Hopefully I haven't asked for this before, because it's been an issue for me several times in the past.

6
Sluicebox managed to trackdown the cause, at least for the code I originally posted about. It's from using case values with switchTo.

SwitchTo doesn't use case values; adding them compiles fine, but leaves behind the garbage. You can see switchTo was used in the LSL1VGA source with case values, which results in the extra values when decompiled.

switchTo is used quite a bit in lsl1vga, and not always incorrectly either!

edit: fixed link

7
Great. This will be a pattern I use in my own fan mods from now on. :)

8
Ok, that's a satisfying enough explanation for me. TY

9
SCI Syntax Help / solitary vaules in QfGIV changeStage switch statement
« on: January 07, 2026, 06:27:37 PM »
What's the purpose of the solitary vaules such as this from QfGIV rm340:

Code: [Select]
(method (changeState newState)
(switch (= state newState)
(0
0 ; THE VALUE IN QUESTION
(theGame handsOff:)
(if (and (== (barrel x?) 116) (not (Btst 254)))
(self changeState: 6)
else
(= cycles 1)
)
)
...

I've looked at 'setScript' and some other possibilities and maybe it's setting the register value or something, but found nothing conclusive. Honestly, it just doesn't make sense to me.

They appear in both EO's and Sluice's decompile repos, so I don't think it's a mistake. Anyone know?

10
SCI Syntax Help / Re: SCI1.1 File::readString first byte
« on: October 27, 2025, 10:39:05 AM »
Ah, ok. I'll always set the max size to the size of the buffer then. TY

11
SCI Syntax Help / Re: SCI1.1 File::readString first byte
« on: October 25, 2025, 01:03:25 PM »
lol, nobody tells me anything around here! The site probably isn't sending out notification emails anymore though. At least not in my experience lately.

12
SCI Syntax Help / Re: SCI1.1 File::readString first byte
« on: October 25, 2025, 12:49:47 PM »
Avo323 (can someone please approve his registration?) is telling me File::read doesn't have this extra byte. I guess this lends credence to 0x00 string thing

13
SCI Syntax Help / Re: SCI1.1 File::readString first byte
« on: October 25, 2025, 10:43:23 AM »
I guess it is the trailing 0x00 string terminator. Kinda annoying though. It should know to stop reading via the max size. Why do I need to +1? Also, if you set max size larger than the file it knows to stop anyway. *shakes fist at clouds*

14
SCI Syntax Help / SCI1.1 File::readString first byte
« on: October 24, 2025, 10:43:07 PM »
Consider a text file containing the alphabet. If we use the File class's readString with a max size property of 5 and then print the string, the output is 'abcd', if the max size is 1, then we get a blank text box; max size of 2 results in 'a'.

A hex editor confirms that the first byte of the text file is 0x61 (a), so what's up with that 'empty' first byte in the max size property?


15
SCI Syntax Help / Re: SCICompanion compile issues with LB2CD
« on: October 10, 2025, 04:35:30 PM »
I guess it does explain that right in the notes above the instruction list. Makes sense now. ty

Edit: SC also seems to like to replace whitespaces in instance names; such as changing 'Talking Bear' to 'Talking_Bear'

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