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Messages - lskovlun

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1
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« on: September 01, 2026, 10:55:48 PM »
Buried in this SCIW_V.EXE is the string:

PKWARE Data Compression Library(
)
Copyright 1990-92 PKWARE Inc.  All Rights Reserved.
Patent No.
,745
Version 1.03
I am not sure what it is doing there if it was not packed with it, but as I mentioned, unlzexe will not handle it.
Oh, PKWARE DCL is used for the resource volumes and for savegames. It is not an executable packer.

2
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« on: September 01, 2026, 07:50:47 PM »
I was looking at the EXEs from Hoyle 4. The Windows SCIW_V.EXE interpreter readily unpacks with unlzexe
Hm, that's odd. LZEXE doesn't usually work with Windows executables.
Quote
It looked like that it was not packed since it has a lot readable strings as is, but I see no trace of a version number. Any ideas on what is going on? If it is packed, what can unpack it?
Microsoft's EXEPACK could be the culprit here. It doesn't actually compress very well, but it does mangle text strings. Do you know about Ben Castricum's old UNP tool? It knows about LZEXE and EXEPACK and a bunch more. A one-stop shop.

3
My advice would be, maybe don't use it with ScummVM, because who knows how it might interact with the script patching infrastructure. I will, of course, when I get around to it.  :)

4
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« on: August 20, 2026, 07:18:50 PM »
Quote from: Collector link=topic=25.msg7689
I would love to add it to the tool. I am not quite sure about what to look for with the NB00 and NB02 signatures. A list of the text strings to get me started would help, too.
The NB00 and NB02 markers are literally just those bytes in succession. They indicate the beginning of a Microsoft Codeview symbol table. The first executable I found with one of those was the Hoyle4 executable. I got a collection of EXE files from you at one point, so I know you have it  :)

5
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« on: August 19, 2026, 12:05:36 AM »
You ninja'd me with this, so I'll just make a separate post to make sure you see it: It's also possible that it's just the EGA thing. Are the others VGA?
I don't have the interpreter 1.SQ4.056 in VGA. Only in LOWRES-EGA. I think it's an interpreter specifically for a LOWRES-EGA edition. However, with the interpreter 1.SQ4.057, the game is in VGA in English, Spanish, as well as French. The German edition uses the interpreter 1.SQ4.030.
Which is exactly what I was trying to say. OK then, it seems safe to assume that the only difference between 1.SQ4.056 and 1.SQ4.057 is the graphics mode. In fact, this should be discernible from the name of the executable (SCIDHUV.EXE for VGA, and I think SCIDUV.EXE for EGA?)

6
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« on: August 18, 2026, 11:11:19 PM »
You ninja'd me with this, so I'll just make a separate post to make sure you see it: It's also possible that it's just the EGA thing. Are the others VGA?

7
I'll definitely have to look closer at this sometime!

8
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« on: August 18, 2026, 10:30:47 PM »
Hmm, that might be a nice thing to add to the version detector then. Does it contain debug symbols (Detectable by looking for NB00 and NB02 signatures) or the SCI debugger (detectable by looking for any number of telltale text strings). It's also possible that it's just the EGA thing. Are the others VGA?

9
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« on: August 17, 2026, 01:44:22 PM »
A curiosity: Space Quest 4 (Game version 1.000, Interpreter version 1.SQ4.056) Bilingual, Spanish/English. It's the interpreter that caught my attention. Indeed, for foreign localizations of this game, it is normally 1.SQ4.057. So, it might be a beta version? Also reported in the ScummVM detection table by jvprat.
It's possible they shipped it with the debugger enabled, or debug symbols, or both. 1.SQ4.056 would be the version that included them, and 1.SQ4.057 without.

10
I just have to reiterate here that the 3.002.097 version of AGI that we have in the source distribution is not "odd" as such. It is a "where"-type interpreter, to be used before the vol files are built. This was a perfectly ordinary dev environment. The "build new vol files every time" that we have now is not what Sierra did. Not in AGI, not in SCI.

11
SCI Syntax Help / Re: Script disposal question
« on: August 01, 2026, 08:39:31 PM »
dispose: is just a method. There is no magic there; it does what it was written to do.
The real magic and the answer to "how come things still mostly work after disposing" is in what the kernel calls do, and I already went through that.
Yeah, but accessing a disposed Script object is only undefined behavior in the case where the Script object is a clone, and it usually isn't. When the Script object is not a clone, this is perfectly well-defined. Which is what I wrote already.

12
SCI Syntax Help / Re: Script disposal question
« on: July 31, 2026, 04:42:48 AM »
dispose: is just a method. There is no magic there; it does what it was written to do.

13
SCI Syntax Help / Re: Script disposal question
« on: July 30, 2026, 04:49:21 PM »
It also depends on whether the script is a clone or not. It is not the usual case - scripts are usually instances for which DisposeClone does nothing. But you can clone script objects in order to use them on several actors, for example. And then there's DisposeScript, which is another thing entirely (but which is also allowed to leave bits and pieces behind in a readable state).

(script dispose:) also has the side effect of resetting some properties, so that the script can be reused later.

14
I would say, as a long-term Linux user, that those OCX's were the most scary things for me. Since I'm more of an SCI guy, I tend to use SCI Compsnion more, and it has a weird effect in Wine, where Companion has this tendency to open panes when any useful action would result. In my case, the code seems to enter into a resize-animate-resize loop, which continues indefinitely.

15
SCI Syntax Help / Re: Stopping IconBar eating mouse events.
« on: July 16, 2026, 04:13:21 PM »
There is a newer decompiler by Sluicebox, which does better. The LSL6 decompilation is here: https://github.com/sluicebox/sci-scripts/tree/main/lsl6-dos-1.000/src

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