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Messages - lskovlun

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1
"Software Crafts"? Was he a contractor at that point?

2
That doesn't explain why graphical changes were made to both the AGI and SCI versions  For the IBM SCI version, I know that there were versions on 9 and 8 360K floppies (I had the 8 disk version). Abandonware sites seem to suggest that one of the Apple II versions came on three disks (dunno which one and I'm not itching to try). Maybe the cut down version is smaller.

Interestingly, Sierra had this Prolog-based tool for AGI that optimized the disk layout. They didn't make a similar one for SCI - with SCI it was all manual work.

3
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: January 24, 2025, 04:47:28 AM »
I've made an improvement to NewRisingSun's GAL decompiler to allow sysdefs like:
Code: [Select]
%var menaceIsHere       103     ALL
%var witchGrabbed       103     21
This means that menaceIsHere is generally the name of variable 103, except in room 21, where it is called witchGrabbed. This is useful because of the crowded variable space in both GAL and AGI. Something to consider?
(I don't think menaceIsHere is a good general name anymore, btw - its uses are far too varied)

4
Everything-Else / Re: Sierra art
« on: January 22, 2025, 09:23:35 AM »
My parents have an Andy Hoyos painting in a style that recalls KQ5 to me. No idea if it's him though.

EDIT: I see that some of those paintings come with a status bar included. Nice touch.

5
I'm necroing this thread to say that GAL picture support has been added to ScummVM:

https://github.com/scummvm/scummvm/pull/6388

6
SCI Syntax Help / Re: Adding a fourth loop to talker portraits?
« on: December 12, 2024, 10:58:17 PM »
Sierra bought the company that produced Rave. I found an article about the Rave system some time ago (which is easier when you have the designer's name), but I can't find it just now. I'd say that Rave tried to do some things that Sierra was already doing with their internal tools (lip-syncing was a major feature), so it was a bit superfluous.

EDIT: Found my own post here that linked the article: https://www.callapple.org/documentation/bright-stars-talking-heads-behind-the-scenes-with-hyperanimator/   Elon Gaspar was the name.

7
SCI Syntax Help / Re: SCI0: Issues implementing Trite Phrase Menu item
« on: December 11, 2024, 12:38:55 AM »
(Print  (Format @string1 029 47 gExpletive)
looks like you need to write @gExpletive instead? But one problem is that we don't have your code, so we are forced to guess all the time. I made some (admittedly vague) references to your variable declarations a long time ago.

8
SCI Syntax Help / Re: SCI0: Issues implementing Trite Phrase Menu item
« on: December 07, 2024, 08:12:19 PM »
Sluice's decompile has the menu item as switch 776. You define MENU_EXPLETIVE as $0309. 0x0309 is decimal 777, so presuming `^x is 776 this shouldn't trigger at all, right? You've said "If I use %s in my text file 290 1 it works but does not show a default Trite phrase when selecting it from the menu.".
But that's not what causes the crash (see my analysis in the other thread).

9
@pmkelly: In my experience, it doesn't work. It's hard to make it generate any output at all, and the paradigmatic differences between AGI and SCI mean that it can't do a very good job. I'm sure they tried, but if you read the history of how KQ4 came to be, there was a lot of crunch time where external programmers had to be brought in.

10
SCI Syntax Help / Re: SCI0: Varibles and changestates
« on: December 05, 2024, 09:55:37 AM »
Scripts can even dispose themselves. Sierra used this a lot. It's technically a use-after-free situation, so you must be careful what you do afterwards.

11
SCI Syntax Help / Re: SCI0: Varibles and changestates
« on: December 04, 2024, 08:44:09 PM »
It's to avoid heap fragmentation (where there is lots of memory available, but you can't allocate a single block that's large enough for the task at hand). I don't know how doomlazer connects this to a NULL gEgo, though. BTW, there is a kernel call ShowFree that tells you how much heap is available. It may be useful if you're having problems with free heap.

12
SCI Syntax Help / Re: SCI0: Varibles and changestates
« on: December 04, 2024, 11:17:35 AM »
startRoom is the usual place for this. LSL3 even overrides it, so there's a natural place to add your script (the LoadMany FALSE call).

13
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 03, 2024, 02:09:43 PM »
What about the script containing the Cage class? I'm thinking that the .SCO file could be broken, causing the compiler to generate bogus instances of the class.

14
SCI Syntax Help / Re: SCI0: Varibles and changestates
« on: December 02, 2024, 09:21:23 PM »
It must have picked up that change. After all, you couldn't start the game before, and now you can walk into the bar...? So gEgo is either being reset, or there's memory corruption going on. Given those suspicious bits of code I quoted earlier, I'm betting on the latter, though I'm struggling to see how the very first global variable could be affected. Is your string array declared correctly? Did you get rid of that "passwd = ken sent me" thing?

15
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 02, 2024, 12:17:08 AM »
The CanBeHere warnings show coordinates that are quite improbable. So there is definitely either a decompilation or compilation problem.

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