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Messages - lskovlun

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16
SCI Development Tools / Re: Sierra's Internal SCI Tools
« on: October 24, 2025, 03:28:48 PM »
MAKEVOLS doesn't use a where file as far as I know (it's possible that some versions do). Instead you need to have a section in your resource.txt that defines the resource types:
The one from LSL3 looks like this:
Code: [Select]
(setpaths
        resource        view            0x80    ../../view/view
        resource        pic             0x81    ../../pic/pic
        resource        script  0x82    ../../script/script
        resource        text            0x83    ../../script/text
        resource        sound           0x84    ../../sound/sound
;       resource memory 0x85    ;       (can not be loaded from disk)
        resource        vocab           0x86    ../../script/vocab
        resource        font            0x87    s:font
        resource        cursor  0x88    s:cursor
        resource        patch           0x89    ../../sound/patch
)
Then you reference that in your main section before actually building any volumes.

17
SCI Syntax Help / Re: SCI Tetris
« on: October 23, 2025, 11:15:35 PM »
Antara had PWADs in it. And some kind of Doom engine that I have no clue about. Never owned the game, never played it.

18
SCI Syntax Help / Re: SCI Tetris
« on: October 23, 2025, 06:27:04 PM »
Hi Rainer. I had no idea that was you.  :)

19
You can always have a dummy pic with just those commands in it, and force that picture to draw first on a room change before the real pic. Sierra used this technique sometimes (in KQ1 GAL!).

20
SCI Syntax Help / Re: SCICompanion compile issues with LB2CD
« on: October 09, 2025, 11:03:06 PM »
Talking Bear.sco
I find that rather hard to believe. Talking_Bear.sco contains only one object, and it's an instance, not a class. It doesn't have a class number of its own. Similar for some of the other talkers.

21
SCI Syntax Help / Re: SCICompanion compile issues with LB2CD
« on: October 09, 2025, 05:57:50 PM »
Does simply swapping the two class definitions help? (I'm talking about the location in the source file)

22
SCI Development Tools / Re: SCI Script Compiler - Open Sourced!
« on: October 03, 2025, 05:05:42 PM »
There was a guy who worked on improving the code (CMake, STL, some Google library, memory cleanups...), but apparently that project fizzled out. It has not been updated since January:

https://github.com/naerbnic/da-sci-compiler-pub

23
SCI Syntax Help / Re: Heap Space Fun
« on: September 22, 2025, 07:13:12 PM »
I don't know that in detail, but I would assume it's pretty much the same? But QfG2 (the game, not the interpreter) does some fairly disgusting things with creating polygons on the fly - corpses and rocks in the desert - (said specs get some hairy treatment as well). Maybe that code is not optimal.

24
SCI Syntax Help / Re: Heap Space Fun
« on: September 22, 2025, 05:06:50 AM »
Also, I was not aware that ScummVM allowed pathfinding on SCI0. Unless I misunderstood what you meant.
I was replying to the question about main new features in SCI01.

25
SCI Syntax Help / Re: Heap Space Fun
« on: September 21, 2025, 07:03:40 PM »
Come to think of it, Sierra did have some scenes where they would refuse to save, saying "Not now." That would happen when there was no memory for the Save/Restore scripts, dialogs and so on.

26
SCI Syntax Help / Re: Heap Space Fun
« on: September 21, 2025, 06:19:00 PM »
Well, the fact that the object list is garbled is a good hint. It means there are way too many objects. It occurs to me that there is no way to get a similar, complete list in scummvm (even though you can look up objects by name), otherwise I'd say you can still use scummvm for debugging :)

The main changes are MIDI is differen (and SCI1 compatible), you've got more memory, and there's a pathfinder if you need/want it.anything else of note?


27
SCI Syntax Help / Re: Heap Space Fun
« on: September 19, 2025, 11:02:38 PM »
Ha, one could write a heap visualizer taking SCI0 savegames as input. They aren't compressed, but of course the format is going to vary depending on the version. But I think the main takeaway here is that the heap is not very fragmented, there's just very little memory left. Maybe you'll have to scale back some of the animations/actors.

It's not possible to use the SCI0 template game in SCI01. There was a property lookup table (VOCAB.994?) that provided very fast property lookup for the properties where speed was an issue. That would have to be regenerated, and the standard classes modified to suit. You'd have to switch to the SCI01 template game

But even better? Just switch to ScummVM! Its engine uses a completely different design where this isn't a problem.

28
I'm not sure how much good it would do. In fact I question some of the design choices made in SCI3. They only made four games in SCI3 proper (and SCI3 was never ported to the Mac - the Mac versions were always SCI 2.1) - but part of the re-architecting seems to have been so that they could make those DLL-based games while keeping the backend (the Antara series, Shivers 2...). If indeed the only problem here is numerical constants, that doesn't justify lots of changes to the compiler.

29
That version of SC is not the latest one, unfortunately. Sierra created The Realm with SCI 2.1, a product which was sold off and has been in development since, and that is the version of the compiler that we have. However, Sierra continued their own development, from which came SCI3 and the CSC script format. We do not have those tools.

I agree with Kawa about the solution.

30
SCI Syntax Help / Re: Joke text resoruce LSL3
« on: September 03, 2025, 09:38:28 PM »
The original code (which we have) has a LAST_JOKE define which is equal to 42. The toldJoke array is a bit larger, because
Code: [Select]
        [toldJoke       (+ 3 LAST_JOKE)]                        ;**     a little extra never hurts
The code will try 1000 times to tell all the jokes (I don't care to calculate the probability of that happening), and it it can't, it jumps straight to the duck sequence. If we succeed before that, of course it doesn't take 1000 jokes.

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