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 ... 33 34 [35] 36 37 ... 48
511
SCI Development Tools / Re: Brian's SCI1 Script Compiler
« on: December 12, 2015, 08:55:27 PM »
If I compile script 255 successfully, I get a "Freeway pather not available!" error displayed whenever I try to type something. No idea what that means...
That means that the mapping between kernel function names and numbers must be redone for the older interpreter. You are invoking the Intersections kernel call (which was never used in a released game IIRC, and was always a stub) instead of Said.
I can't remember whether the VOCAB.999 file is correct in this game... Sierra stopped updating it at one point.

512
SCI Development Tools / Re: Leaked Original SCI Source
« on: December 02, 2015, 04:39:29 AM »
Code: [Select]
        myself:

This is obviously not SCI in its final form. SCI in its final form calls this yourself (even KQ4), even though the purpose is the same: To pass the address of the newly created object on to the outer expression (adding it to the list), rather than what the second-to-last message would otherwise return.

513
SCI Development Tools / Re: Leaked Original SCI Source
« on: November 27, 2015, 01:46:24 PM »
It *could* be an issue with SCI, since there is no garbage collection
There is in ScummVM  :P

514
SCI Syntax Help / Re: PChase doesn't seem quite right
« on: November 27, 2015, 10:01:08 AM »
I changed them from Prop's that were init'ed to use addToPic instead and the stutter has gone away.
You could also have called stopUpd on them.

515
SCI Community How To's & Tutorials / Re: SCI Companion documentation
« on: November 11, 2015, 04:15:28 AM »
Certainly less work than writing something to scrape that html and come up with something that works in restructuredText (which is the document format I'm using for the documentation).
Have you given pandoc a go? It supports numerous formats...
http://pandoc.org/installing.html

516
SCI Community How To's & Tutorials / Re: SCI1.1: Persistent Settings
« on: November 02, 2015, 10:59:51 AM »
Clarifying edit: it considers DOSBox' "settings" first, but loads from "id-settings" if that's there too.
This is necessary, in case the game ships with a settings file. You never know. On the other hand, ScummVM already saves the volume separately, so this could cause trouble down the road.

517
SCI Development Tools / Re: SQ6 pic mystery
« on: October 30, 2015, 08:35:25 PM »
This one involves a dedication and typing a phone number on a keypad...

518
SCI Development Tools / Re: SQ6 pic mystery
« on: October 30, 2015, 08:12:18 PM »
I've attached the SQ6 decompiled source if anyone's interested to browse it.
Easter egg spotted.

519
The full game has the following

Demo versionFull version equivalentUsed for
StrSplit(0 50)RemapColors(2 254 60)50/60% shaded shadow
StrSplit(1 112 175 62)RemapColors(1 253 112 175 62)Torch effect in starting cave
/td]
RemapColors(0)Cancels the current remapping settings

520
Except in the QFG4 Demo, which assumes color 254 and doesn't accept anything else~
(I was talking about SCI32)
My current thinking on the "divided in two" thing is that this may be platform specific. The 236 displayable colors are a limit set by Windows in an 8-bit graphics mode, so it makes sense to use the remaining colors for something else. I'm not sure what a Macintosh running in 8-bit graphics mode would allow, but it's possible that the Mac version allows 246 displayable colors and sets aside fewer for remapping. The division in two would then allow games to run on Mac with no code changes, but with slightly higher color fidelity.

521
What does remapcolors do? How is it different than just setting a palette entry?
More concretely, the colors between 236 and 254 are treated specially (actually, that range is divided in two for reasons that I don't fully understand). When a view contains these colors, they affect things that are drawn on top and below (by altering their brightness, by displaying them in black & white, etc.). The desired effect of each color in that range is set with an initial call to RemapColors (typically in the room init) and the system takes care of the rest. This is in contrast to setting palette entries manually, where the script must do something on each game cycle.

522
Hmm, the only reference to such a message I can find in ScummVM is with message resources. Can you check whether your message files are readable in Companion? The version check in SSCI (one of the few places that have one) looks like it's flexible enough to let a broken resource through in your case.

523
There are a few really good examples in GK1, such as the sunbeam in the Schloss Ritter entry hall.

524
which is what I was trying to say. If the order of the subfunctions is different, then it won't work. I wasn't sure, and now you've told me.

525
That depends. I think if the full SCI32 interface is just a superset of the SCI1.1 one, there is no reason to go out of our way to prevent SCI1.1 games from using it.  I'm not sure if this is the case exactly, but if you look at the source code for FileIO, it is shared with the older file API. SaveGame and friends, too.
Tisn't quite. Comparing s_defaultKernelNames[] and sci2_default_knames[], if those numbers are supposed to be right... for example SCI0/SCI11 has Clone as function 4, but it's function 7 in the other list. DrawCel of all things seems to be missing entirely.
I'm not talking about the order of kernel functions, I'm talking about the order of subfunctions of RemapColors. Where it gets mapped to in the kernel table doesn't matter (there's a bunch of things going on for SCI2/2.1 in that regard, too)...

Pages: 1 ... 33 34 [35] 36 37 ... 48

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

Page created in 0.064 seconds with 20 queries.