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Messages - Kawa

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AGI Development Tools / Re: C# AGI Interpreter
« on: November 24, 2022, 02:07:47 PM »
Regarding the folder browser:

SCI Development Tools / Re: Can method parameters alias temporaries?
« on: November 22, 2022, 06:20:57 AM »
As I expected.

Code: [Select]
(procedure (AliasingTest A B C D &tmp T1 T2)
(FormatPrint "A = %d, B = %d, C = %d, D = %d, T1 = %d, T2 = %d" A B C D T1 T2)
(Print "Assigning to temp vars.")
(= T1 42)
(= T2 69)
(FormatPrint "A = %d, B = %d, C = %d, D = %d, T1 = %d, T2 = %d" A B C D T1 T2)

Run with arguments 1 2 3 4, and you get this:
A = 1, B = 2, C = 3, D = 4, T1 = 0, T2 = 200
Assigning to temp vars.
A = 1, B = 2, C = 3, D = 4, T1 = 42, T2 = 69
Run with arguments 5 6 directly afterwards, and you get this:
A = 5, B = 6, C = 3, D = 4, T1 = 3, T2 = 4
Assigning to temp vars.
A = 5, B = 6, C = 42, D = 69, T1 = 42, T2 = 69
So not only are C and D, which end up at the same location in memory, still 3 and 4, but T1 and T2 do in fact alias them. Which is exactly what I felt would happen.

I feel like you could easily write a diagram for this.

Everything-Else / Re: New Avatar for Kawa
« on: October 30, 2022, 05:52:08 PM »
Clearly, you don't know me nearly as well as you might think you do 😸

In User::handleEvent, it asks TheMenuBar::handleEvent to handle the event first. That in turn boils down to the MenuSelect kernel call, invoked in

According to the SCI11 source code, which still includes the SCI0 menu bar courtesy of Larry 6 using it, MenuSelect is what initially detects you pressing the Esc key.

Seems to me you might add your own "did we press Esc during the intro" check in, right over...
Code: [Select]
(method (handleEvent pEvent &tmp menuItem hGauge newSpeed newVolume wndCol wndBack hPause)
(= menuItem (super handleEvent: pEvent))
(switch menuItem

You could do it in User::handleEvent but it might seem a bit bad form to do game-specific hacks in a system script.

Sending you the source code for LSL3 (which I have) wouldn't do you any good if you don't know what to do with it.

If this is your first time working with SCI, I strongly suggest you do some smaller projects first, to learn the ropes. You don't have to show anything, you don't have to release anything. Just learn from it, and then try tackling a remake.

It's a SQ3 remake attempt of mine. It's quite a task, though lots of code can be elided by the Message system -- there's no need to write "if user looks at this, say that" -- but it's still quite a bit of work just to get this one screen done.

For LSL3 at least you can find the original source code, which is much easier to read and thus rewrite than a decompilation.

So basically you want to do this, but with Larry 3?

As far as I'm aware, KQ6 is the only Sierra game to have that kind of portrait.

Code: [Select]
lst      temp203
ldi      20
bnt      code_0518
pushi    1
pushi    1
callk    GetTime,  2
sag      global157
jmp      code_0518
jmp      code_0b1c
Load temp203 and 20 to the stack. Check if they're equal. If not, go back to code_0518, where the Print is set up. This consumes the 20 and temp203 from the stack.
Call (GetTime SYSTIME1) (one second res, 12 hours), store the result into global157, jump twice in a row which makes no sense.

Therefore, I judge this block to be FAULTY in context.

Code: [Select]
lat      temp0
bnt      code_0579
Jump to the above bit if temp0 is false. Simple enough. It's the part it jumps to what throws things off.

Might be some Weird Loop if the original at any point had a repeat block. Those never fail to fail decompilation. I like to find their jump instructions, remove them, decompile again, and then put the repeat back.

(The Power Pack will only run on a native MSDOS sytem, or in DosBOX- no other platforms are supported.)
Does this mean it uses some AGI functions that are not properly or accurately implemented in ScummVM?
I think it means the Power Pack does all its stuff by altering memory locations specific to DOS AGI. One does not simply increase the resolution like that.

SCI Development Tools / Re: Dynamix resources?
« on: September 16, 2022, 07:28:11 AM »

I figured I'd throw my own cowboy hat in the ring.

It's the SCI1 VGA interpreter with the parser still included.
Seasoned Professional is also available in 16 colors. I'm looking at LSL2-01 right now and it's very much still EGA.

I didn?t realize that interpreter still supported vector pics ? or did you have to rasterize them first?
You know that one screen in the endgame of Space Quest 4 where you flush a bunch of icons?

100% vector.

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