Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - lskovlun

Pages: 1 [2] 3 4 ... 54
16
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.

17
start speed running Magna Cum Laude.
Just to get it over with...?  :)

18
SCI Syntax Help / Re: SCI0: Varibles and changestates
« on: November 28, 2024, 07:18:23 PM »
OK, so this seems to be connected to the same issue as your earlier ego initialization problem (in the trite phrase thread). The debugger hits at a callb $1 instruction, which is the first instruction after the fault. callb $1 corresponds to (SetUpEgo), so the faulting instruction is one of the sends just before that line, which both send to gEgo. You can double-check by viewing the value of gEgo (global 0): In the debugger, press g then enter the number zero. The next input box after that lets you see the current value of global 0, and optionally to change it. I am guessing that gEgo is 0 at this point.

What did you do about the problem in the trite phrase thread?

19
SCI Syntax Help / Re: SCI0: Varibles and changestates
« on: November 28, 2024, 05:01:56 PM »
Have you fixed those things I pointed out with your variable declarations? Because those could result in memory corruption if you got them to compile somehow. If this is not a corruption bug, we'd need to see one or both room init methods.

20
SCI Syntax Help / Re: [KQ5 CD] StrSplit and kernel_123
« on: November 26, 2024, 06:15:36 PM »
The only official SCI game that I know of that language can be set from within the game is "Mixed-up Mother Goose Deluxe".
This is done using the SetLanguage kernel call which is available in most SCI32 versions. It's just that only MGDX used it. Of course, this is not an option in SCI1.0 or SCI1.1.

EDIT: And it only affects sound resources. The message resources are not touched.

21
SCI Syntax Help / Re: SCI0: Varibles and changestates
« on: November 25, 2024, 07:27:11 PM »
As for getting lost organizing your scripts: that's why you define enums for your states. Sierra sure did, and it's an example that helped me a great deal so far.
They did, and then they invented the switchto syntax for when the state machine is so straight-forward that no enum is nedded.

22
SCI Syntax Help / Re: SCI0: Varibles and changestates
« on: November 25, 2024, 12:46:35 AM »
There are several suspicious bits in the code you posted.
For example:
Code: [Select]
)
(local
    messageCount
peephole_open = 0
peephole_closed = 1
password = ken sent me
passwd
)
The "password =" line shouldn't even compile, and the passwd variable doesn't reserve enough space for a 45 character input. Then there is the STRINGS_EQUAL constant which I can't find in my Companion sources. If we're being sensible, it's defined to zero, but my sci.sh has only this:
Code: [Select]
(define STRING_LESSTHAN -1)
(define STRING_GREATER 1)
I'm not sure I agree with Kawa about using Said. I'd like a GetInput text box, as you have written.

23
SCI Syntax Help / Re: [KQ5 CD] StrSplit and kernel_123
« on: November 17, 2024, 06:10:21 AM »
Adding to that, since this version of 999.voc is a good deal larger (by 700 bytes), it may push the game into out-of-heap territory on SSCI - in which case put back the original file after compiling. It's not ideal, but there you go.

EDIT: I could make a version that omits ScummVMSleep...

24
SCI Syntax Help / Re: [KQ5 CD] StrSplit and kernel_123
« on: November 17, 2024, 06:05:42 AM »
I have added a command to my local scummvm that dumps the kernel table it actually uses for any given game (rather than the one found in the resources, which is almost always incomplete/outdated). Here's the one from KQ5CD. Try importing that into your copy of the game, and see if that makes the compiler behave (untested).

25
SCI Syntax Help / Re: Compiling script with yourself: [KQ5 CD]
« on: November 16, 2024, 07:36:01 PM »
Maybe things got compiled in the wrong order. Original SCI lacks a linker phase, while Companion does have a linker phase. Subtle bugs could arise due to this. You could try recompiling some of the base classes, tweak the order a bit and see if that helps.

(There are places in the SCI class library where they had to work around the lack of a linker phase; they test for class inheritance at runtime using respondsTo: instead of isKindOf:, which would be more natural)

26
SCI Community How To's & Tutorials / Re: Voice acting with variable values?
« on: November 11, 2024, 12:21:57 AM »
It doesn't - unless the TTS does some of the same work for you (in which case it would need to include a parser as well). But yeah, it was fun to work with, and I got a good grade for it. Generally, I work with innovative ideas. Some of them work, some of them fail. A fact of life.

27
SCI Community How To's & Tutorials / Re: Voice acting with variable values?
« on: November 10, 2024, 11:38:03 PM »
Actually, this was something I worked on in my BSc thesis. We gained access to a grammatical framework called XLE (Xerox Linguistic Environment) but no source code and no technical support. With this sort of stuff, integration is key, so we were in a bit of a bind. It didn't turn out as well as it could have.

You mention numerals, and that is indeed one application. Russian numerals, for example, require case changes according to the number.

28
SCI Community How To's & Tutorials / Re: Voice acting with variable values?
« on: November 10, 2024, 10:36:40 PM »
You could use something like sciAudio and an external TTS tool. The user would need to have this installed. I wrote a (rudimentary) implementation of sciAudio for Linux, so it's not hard. The class library could be changed to support this seamlessly.

29
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: November 07, 2024, 08:41:24 PM »
It seems safe to me. But let's see what sluicebox and bluegr say.

EDIT: I'll just attach the patch that I use, in case anyone wants to try.

30
SCI Development Tools / Re: Voice acting in Space Quest V - Part 2
« on: November 06, 2024, 10:40:51 PM »
OK, so I managed to get it to work. I had a stray file in the SQ5 directory that ScummVM somehow picked up even though it shouldn't. Once I got past that, I was able to look at the bug - and yes, it is a bug in ScummVM. It happens in a part of ScummVM that tries to synchronize the in-game settings with those of the main ScummVM UI. For various reasons (mostly related to SCI32 games), this code has a hard-coded list of games that support text and subtitles at the same time. Unsurprisingly, SQ5 is not among them!

I'll contact the right people next, so we can get this sorted (I do have commit access, but I haven't used it in years).

Pages: 1 [2] 3 4 ... 54

SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.06 seconds with 20 queries.