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Topics - ZvikaZ

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AGI Development Tools / WinAGI: feature request - batch mode
« on: February 12, 2021, 02:46:47 AM »
(is it the correct place for feature requests? do you prefer single thread for each feature request?)

It'd be great if it was possible to run WinAGI in batch mode - i.e., from the command line, without GUI (like 'gcc', or other compilers).

I've started work on Hebrew translation for PQ1. My previous project was Hebrew translation for SQ3. In that project, I've exported all textual resources to an excel file, uploaded it to Google Drive, and then shared it with a team of volunteers. The translation, and discussions, were done on Google Drive. Then I had scripts that downloaded everything from the drive, made required changes, [compiled everything with SciCompanion (*)], and created zip file ready for distribution.

(*) I've written [compiled] in brackets, because that step couldn't be done automatically, as SciCompanion doesn't have batch mode. Thus, this step needed manual intervention.

I plan similar flow for PQ1, and it'd be great if WinAGI could be run from a script, without GUI.

I assume that for the current version, it'd be quite difficult to achieve, but please take this into account for your new C# version design.

Whenever I exit WinAGI it forgets the "Show message arguments by number" settings, while it remembers other settings.
I assume it'd be simple keep that setting as well?


AGI Development Tools / How to distribute fan made translation?
« on: February 11, 2021, 06:32:44 AM »

I've started checking the feasibility of Hebrew translation of AGI games:

I think I can solve most of the problems that I can foresee. However, I'm not sure what's the best way to distribute the translation, once it will be finished.
For the SQ3 project I distributed a zip file, containing a bunch of translated resources.

However, since AGI doesn't have patch file mechanism (or does it have such mechanism? and I'm just wrong here?...), I'd like to hear your opinion as to the preferred way to accomplish that. Or maybe someone already solved that problem?

The options that I currently think of (and their drawbacks):

  • 1. Compile the game in my computer, and distribute the compiled game.
  •     * Problem: It's piracy. And ScummVM won't accept it...
  • 2. Compile the game in my computer, save the binary diff between the result and the original, create a tool that will apply that diff, and distribute the tool with the diff file.
  •     * Problem: PQ1 (2gs version) comes with VOL.0 and VOL.1 files. When compiling with WinAGI, it combines them to a single big VOL.0 file. Opening it in a differ shows no resemblance to the original VOL.0 file. Thus, the 'diff' is actually (almost?) everything. Therefore, it's actually equivalent to the previous option.
  •     * Problem: It will require the user to have specific version. But it's not really an issue.
  • 3. Compile the game in the user's computer. I will distribute the modified resources, and create a script that will open the game in WinAGI in the user's computer, replace the modified resources, and then compile everything.
  •     * Problem: Currently, WinAGI doesn't have batch mode (as far as I know). But, @AGKorson, I assume you can add one in the future ;)
  • 4. Some other solution?
Thanks in advance...

AGI Development Tools / WinAGI 2.1.5 - fails to compile PQ1
« on: February 11, 2021, 02:39:59 AM »
I have loaded PQ1 (dos) to WinAGI 2.1.5, and tried to compile Logic6 (without changing anything...) - but it failed with:
Code: [Select]
563: Property or method not avialable until object is loaded.And then:
Code: [Select]
506: Invalid resource data at 66662 in VOL.0
Previously, I have loaded the 2gs versions of PQ1, and it worked fine, if this matters.

AGI Development Tools / WinAGI Character map
« on: February 10, 2021, 02:48:45 PM »

First, congratulations for the new WinAGI version.

I've found the Character Map tool in the help file (CTRL+INSERT, if anyone wants to use it).
It'd be nice to also have it available in the menus, or toolbar (or both).
Not everyone will think to search for such feature in the help file; and I'm quite convinced that when I will want to use it in a year, I won't remember that keyboard shortcut...


AGI Development Tools / Original AGI code?
« on: February 02, 2021, 04:13:26 AM »
You've mentioned in another thread the original Sierra AGI syntax.
How do we know what was the original Sierra syntax?
Is there original code, or maybe snippets, available?
Or some original docs?
Or something else?

SCI Development Tools / QFG1VGA - picture format problem?
« on: January 24, 2021, 08:48:35 AM »
Another problem with QFG1VGA.

I have just exported a single picture as a patch (300.p56), without changing anything, and it fails.
On ScummVM:
Code: [Select]
Unsupported pic-operation 0!On DOSBox it just gets stuck.

Am I missing (again...) some other file that I should export as well?
Or is it another strange format used by QFG1VGA, and not supported (yet  ;) ) by SciCompanion?

SCI Development Tools / Changing message - fails
« on: January 17, 2021, 04:56:08 PM »
I'm trying to change something in a message file, and it fails.

It's QFG1VGA, with Game->Properties->"Manage resources as patch files" turned on.
I've opened Message.206, Noun 3, Verb 11 (food ration), and just changed it to "food ration1".
Clicked "Commit", and then saved with Ctrl+S.

Now, in the SCICompanion Explorer, under "Status", it says "Resource load failed", and the size of 206.msg file is only 6 bytes...
If it matters, those 6 bytes are:
8F 00 E4 0C 00 00

Have I done something wrong?


SCI Development Tools / QFG1VGA - compile, export as patch - fails?
« on: January 14, 2021, 06:03:57 PM »
I've a strange problem...

I'm working now on QFG1VGA.
Tried changing something at some file. Compiling it, it works.
Then exporting as patch, and putting in a clean directory - it behaves badly.
Checked the game both in ScummVM and DosBox, tried using both Phil's SciCompanion, and Kawa's 3.2.30

More details:
The file is - room 203 - the hero creation screen.
I tried commenting out lines 584-597 - the second `Display` call at `namePlate.highlight`.
I've worked in a fresh clean directory, and that was the only change.
After compilation, I've opened it in ScummVM, and it was as expected - everything worked, and the commented code wasn't executed.
Then I've exported the patch file to another clean directory.
Now, when opening it in ScummVM, in that room, there are a lot of warnings in ScummVM's console, 'glpyh 99 drawn out of bounds' (and similar). And worse - the screen is drawn incorrectly. There are 'ch' strings instead of the numerical values, and few more glitches.
The commented code wasn't executed, so, at least that bit is OK...

I tried to revert it, and uncommented that code. But it still behaves the same (except, of course, that the previously-commented code is now executed).

Started over, from clean copy. Now, I've exported a patch *before* compilation. That one seems to work.
Done it all over, same bad results.
Comparing the good patch before compilation, and the last patch, after undoing my changes (which supposedly should have been similar patches), the latter is smaller.

Any ideas?
If someone could also check it, it'd be nice. Maybe I've missed something stupid...


Is there somewhere a list of translated games?
Either officially, or fan made.
It doesn't have to be a *list* - any means of this information would be nice.

While I'm asking this, I've found some solution - check ScummVM's detection tables.
However, is there something more user friendly?

The detection tables are nice, but not enough. Because there are fan made patches that don't need special detection in ScummVM.
They are listed as "English", while actually showing other languages.

BTW, I'm specifically interested in translation for QFG1VGA.
Google mentions Italian fan made translation, but I couldn't find it.
ScummVM's detection table mention Russian translations.
I didn't find it either.

If anyone is aware of other translations for QFG1 (remake), or can give me links to theses translations, it'd be great.

SCI Development Tools / Documentation for Sierra's original tools
« on: November 03, 2020, 03:55:51 AM »

Do we have documentation for Sierra's original tools? (
I see there few docs for specific tools, but there are so many .exe files, it's hard to tell even what files does what...

Let's take a concrete, surprising, example - suppose I'd like to replace some voice for a message in Freddy Pharkas - could one of these tools help me? which one? how can I know, beside trial and error of everything with a name that looks related?

Now that you've explained to me how to see the voices in SCICompanion, I've tried to experiment with some changes...

I exported two voices to wav files, and then imported them back - each text with the opposite voice - just to check that it's working.
ScummVM gave a lot of warnings, but it worked.
Then I tried some other change, and now it didn't work.

Should SCICompanion support this, anyway?

SCI Development Tools / Freddy Pharkas - messages voices?
« on: October 30, 2020, 07:56:17 AM »
I'm looking at Freddy Pharkas CD in SCICompanion, and can't seem to find where are the messages recording.
Let's take a concrete example - Willy's "speech" at the beginning of the game.
It's in room 230, noun 28.
(let's ignore for now the differences between the floppy's text + CD's voice on the one hand, and the CD's text on the other hand...)

But where is the corresponding voice?

In SCiCompanion's doc it looks so nice:
But for Freddy (at least mine...) it doesn't look like this.

I'm happy to announce that we (Omer Cohen, Niv Baehr and me) finished the Hebrew translation of Space Quest 3.
Thanks to Kawa, lskovlun, EricOakford, MusicallyInspired, OmerMor, gumby, Collector and anyone else who helped.

It's available at (with more screenshots), or at (with English instructions)

I have developed a few tools during the translation. They can be for help for another programmers. "One day" I will hopefully generalize them and document them. In the meanwhile, they are available at . I will happily answer questions regarding them, if anyone is interested.

AGI Development Tools / WinAGI help file
« on: October 06, 2020, 02:20:05 PM »
WinAGI help file looks quite impressive.
Is it possible to have it available online?
IMO it deserves more publicity...

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