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 - troflip

Pages: [1] 2 3 ... 104
1
Is there a checkbox for "Manage resources as patch files" in Game properties?

Not sure if that was a private thing I added or not... or how well tested it was.


2
Make sure you have the MFC components installed for your visual studio.

3
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 03:29:49 PM »
Awesome.

Musically Inspired, note that if you use those same pasted commands, the picture will still be corrupt. You'll need to delete any random pen commands that end with any hex number 77 and above (there's about 10 of them), then it should save correctly.

4
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 02:12:01 PM »
Ok, I checked in a fix to the main branch, but I'm not set up to build (or test it, but it should be fine).

5
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 02:06:51 PM »
Ahh... that fix never made it into the official branch, I see.

In CPicView::_MakeRandomNR() and CPicView::_OnPatternRClick(), the 128 should be changed to 119.

Hold on...

6
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 02:01:19 PM »
Musically Inspired, are you sure this image wasn't created with an old version of SCI Companion? Or some other program?

The third pen command contains an invalid random pattern:

Code: [Select]
Pen: 121x119 Pat-C (2-69)
Pen: 129x119 Pat-C (2-15)
Pen: 137x118 Pat-C (2-78)  // 78 is too big... max allowed is 76

7
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 01:52:51 PM »
Seems to have something to do with the the pattern index (the random part) being too large (>= 120) and being interpreted as a new command instead of a continuation of the pattern command. However, when you're drawing, the code clamps the value to 118, so that should never happen.

8
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 28, 2021, 12:59:46 PM »
Ok... this shouldn't be too hard to figure out... it's failing on the third pen command...

9
SCI Development Tools / Re: SCI Companion Pic Editor saving bug?
« on: April 26, 2021, 07:09:09 PM »
This looks like the fix for that bug (January 2017):

https://github.com/icefallgames/SCICompanion/commit/b97e9c5c29b037cacb9bad1d02c659382194908c#diff-a65be7d67191b6bf6f9da1b8cbf0256927977ef8d8d229c1f585d56d125d8ede

A Kawa build from 2018 should have had that fix in it though...

Sorry you lost a bunch of work.

10
Very cool anyway, I'm sure you'll get that working before too long.

Does .net stuff run on ok Mac/Linux these days? My biggest regret with SCI Companion was relying way too heavily on Windows-only stuff for the UI. Really wish I'd used a cross-platform widget library.

11
SCI Syntax Help / Re: Out Of Heap - DosBox vs ScummVM
« on: January 02, 2021, 01:58:39 PM »
And actually it looks like ScummVM just returns a hardcoded number:
https://github.com/scummvm/scummvm/blob/4a7248627906ca34a45118d65bd0e51656f6421c/engines/sci/engine/kmisc.cpp

0x7fea (or decimal 32746)

12
SCI Syntax Help / Re: Out Of Heap - DosBox vs ScummVM
« on: January 02, 2021, 01:54:15 PM »
If I recall correctly, in ScummVM each script has its own 64KB segment on the heap, and any new objects you create are put on a separate 64KB segment too. So I don't think you can tell too much from asking how much free heap there is in ScummVM.

13
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 17, 2020, 11:21:35 AM »
You made quick work of that!

14
SCI Development Tools / Re: Batch export vector draw commands one by one
« on: October 14, 2020, 03:22:54 PM »
Real support for this would include sub-command frames. For instance a large fill operation could take up several frames. So it draws slowly just like AGI did on computers back in the day. (Or was that just on the Apple II?)

15
I can't think of any reason it would not work in the main script. But it seems like this would belong more in a Rgn (region).

I don't exactly understand your original problem:

Quote
This works fine except it will only run the case which I call from the said statement without going to the next case after =cycles x or =seconds x.

... but it sounds like you might be calling changeState on a script that already has cycles or seconds set on it. You probably want to zero those out before calling changeState.

Pages: [1] 2 3 ... 104

SMF 2.0.14 | SMF © 2017, Simple Machines
Simple Audio Video Embedder

Page created in 0.15 seconds with 21 queries.