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Messages - Kawa

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1531
SCI Syntax Help / Re: Sierra's SCI System Scripts
« on: February 11, 2016, 05:18:34 PM »
I was waiting eagerly for this moment.

In case you can't keep it there after all, I've already copied it to my stash.

1532
SCI Development Tools / Re: Voice acting in Space Quest V
« on: February 11, 2016, 02:43:22 PM »
*looks*

Ah.

That's a bit wasteful, innit? Cos no matter the gMessageType value, Messager::sayNext will have its own copy of the actual line.

Edit: It seems EcoQuest doesn't have a Messager -- it invokes Talkers directly, as if using text resources instead of messages.

Edit?: Aw dammit, my research took too long :D

1533
SCI Syntax Help / Re: Change Script from Phantasmagoria 1
« on: February 11, 2016, 01:43:02 PM »
You can't use MPG here, I'll tell you that much. And the last time I tried to use AVI, it wouldn't accept my file despite my best attempts to match codecs.

1534
SCI Syntax Help / Re: Change Script from Phantasmagoria 1
« on: February 11, 2016, 01:35:30 PM »
I was not aware MPG was a thing that was supported.

1535
SCI Development Tools / Re: Voice acting in Space Quest V
« on: February 11, 2016, 01:33:30 PM »
The SCI 1.1 template game supports all of this, btw. Text-only, speech-only, or both, with a button to switch between them. So it's just a matter of adapting that code.
Does it really support both though? Cos I'm looking at the template right now and it too uses either temp201 or @buffer. It too would logically try to display non-text data if it were set to "both", it seems to me.

1536
SCI Development Tools / Re: Voice acting in Space Quest V
« on: February 11, 2016, 12:44:22 PM »
Well aardvark4lunch, considering SQV reacted the same way my game did when I last tried to talkify it...

Other thing I've done to SQV: made the log part of the intro type character-by-character.

1537
SCI Development Tools / Re: Voice acting in Space Quest V
« on: February 11, 2016, 12:32:50 PM »
Tangentially related, but I did it! I got "both" to work in my game! No more trying to display audio as text!

First, in Talker.sc, I changed Narrator::say:
Code: [Select]
(method (say theText theAudio theCaller)
(if gIconBar (gIconBar disable:))
(if (not initialized) (self init:))
(= caller (if (and (> argc 2) theCaller) theCaller else 0))
(if (& gMessageType $0001) (self startText: theText))
(if (& gMessageType $0002) (self startAudio: theAudio))
; ...
Then in Messager::sayNext:
Code: [Select]
(if (!= theTalker -1)
(talkerSet add: theTalker)
(theTalker modNum: theModNum say: @buffer temp201 self theModNum noun verb case seq)
; temp201 being the audio handle and buffer being the text.
;;; (if (& gMessageType $0002)
;;; (theTalker modNum: theModNum say: temp201 self theModNum noun verb case seq)
;;; else
;;; (theTalker
;;; modNum: theModNum
;;; say: @buffer self theModNum noun verb case seq
;;; )
;;; )
(++ curSequence)
; ...

1538
SCI Development Tools / Re: Voice acting in Space Quest V
« on: February 11, 2016, 10:17:14 AM »
You gotta decompile it first. The whole thing, preferably.

1539
SCI Development Tools / Re: Voice acting in Space Quest V
« on: February 11, 2016, 09:03:53 AM »
I've actually tried this myself, by following the instructions Phil posted here. Unfortunately, something about it reduced the on-screen text to just "M". Same in my own game. I might be doing something wrong myself, but you're just missing a bunch of steps.

The default framework, the template as it were, that Sierra used is all set up to play audio (where available) for any message spoken by the Narrator or any Talker, depending on the value of gMessageType/global90. So yes, it would know.

Oh, also? There are parts that would not. The intro, for example, when Roger dictates a log and it appears word-for-word? That uses messages as a source, but neither Narrator nor anything derived from it, so that wouldn't be automatically voiced.

1540
SCI Syntax Help / Re: Change Script from Phantasmagoria 1
« on: February 05, 2016, 08:51:18 PM »
In SCI11 at least it's (gMessager say: nounNum verbNum caseNum 0 self) or something like that, but that first word may be different and it won't include anything about placement. I think it's basically the same in SCI2 but on the other hand Phantasmagoria may well do its own thing to display those msg lines.

1541
SCI Syntax Help / Re: Using the avoid script
« on: February 02, 2016, 02:01:51 PM »
(Though wonder if there's  a Sierra interpreter version that includes both AvoidPath and parser functionality)
ScummVM, if you muddle it up a bit.

1542
Or, god forbid, write your own parser :)

1543
I don't know much about the asm block myself, sorry. The only ones I've seen were entire method and procedure blocks that failed to decompile.

1544
Any thought into implementing asm?
You mean like this?
Code: [Select]
        (asm
code_088d:  pushi   #type
            pushi   0
            pushi   #new
            pushi   0
            pushi   #curEvent
            pushi   0
            lag     gUser
            send    4
            send    4
            sat     temp1
            send    4
That's from invi.sc, SCI11 template.

1545
SCI Syntax Help / Re: Using the avoid script
« on: January 30, 2016, 07:41:05 PM »
Dear lord that's horrifying :D

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