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Messages - Dhel

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1
SCI Development Tools / Re: SCI Script Compiler - Open Sourced!
« on: October 28, 2024, 09:41:45 AM »
With great pleasure I am excited to announce the original SCI Script Compiler is now open source through the graciousness of Digital Alchemy Studios who are the current owners of The Realm Online. As the maintainer of this repo I have added scripts and syntax changes for building with OpenWatcom 2 and executable under modern Windows.

https://github.com/Digital-Alchemy-Studios/da-sci-compiler-pub

Another piece of Sierra history has been preserved. Maybe more to come!

Great news! Can you say what other original Sierra assets are owned by Digital Alchemy Studios?

I will have to look into this to know what I am able to share as to not speak out of bounds. But anything else I find that can be released I will be sure to have it done asap!

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SCI Development Tools / Re: SCI Script Compiler - Open Sourced!
« on: October 28, 2024, 09:29:33 AM »
Or do you mean a build environment to compile SCI games? That would be helpful! I have some resources to help with that as well.
Yes, that was what I meant.

On a side note, I don't have a compiling version of MakeVols at the moment but I was going to look at getting that compiling as well. There is a good chance Digital Alchemy might also open source it if I request it.
Aren't people simply going to use Companion for that part? It's one thing to want an original compiler experience, but I don't see the value of makevols. Maybe if you want a scripted build process. I have never tried to use it myself; but I think Kawa has.

I can still remember when one of the original Sierra people (I think it was Jane Jensen) saw Companion and said "that's what we should have had back in the day!" :-)

I would be interested in helping out getting a build environment working and seeing if we can get some of the games from the decompile project in recompiling mode. I have done a couple of minimal attempts using the SCI32 kernel Omer has posted but have run into selector errors. Wouldn't mind give it another try now that there can be more involvement though.

I might be wrong, but I think one of the benefits to the MakeVols code over SCI Companion at the moment is SCI32 asset compatibility. Although I have the beginnings of some SCI32 compatibility started in a SCI Companion branch I started earlier this year. Otherwise the MakeVols can rebuild resmaps and ressci resources.

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SCI Development Tools / Re: SCI Script Compiler - Open Sourced!
« on: October 27, 2024, 11:41:03 PM »
Yay, this is cool. I've had it for a while, but now more people can have it. Maybe add a binary? Not everyone wants to fiddle with Watcom C... I've got a binary of the old version 4.111, and a quick diff shows that the differences are minor. Then what's next is some instructions for setting up an actual build environment (I could help with that). I don't think I've built anything with this version (I have successfully used the 16-bit version), but the process is mostly the same AFAIK.

Actually there is a executable binary in the release section for those who don't want to compile it. Also in the readme is instructions for the build environment. Very easy to do, just install OpenWatcom 2 to the C:\watcom and run the build scripts  :). Or do you mean a build environment to compile SCI games? That would be helpful! I have some resources to help with that as well.

I figured the source was out there since I have an older 16bit version that I have never compiled. But this I think was the latest that was created from Sierra, then past to Codemasters and still in use today to compile scripts for the Realm.

On a side note, I don't have a compiling version of MakeVols at the moment but I was going to look at getting that compiling as well. There is a good chance Digital Alchemy might also open source it if I request it.

4
SCI Development Tools / SCI Script Compiler - Open Sourced!
« on: October 27, 2024, 05:08:02 PM »
With great pleasure I am excited to announce the original SCI Script Compiler is now open source through the graciousness of Digital Alchemy Studios who are the current owners of The Realm Online. As the maintainer of this repo I have added scripts and syntax changes for building with OpenWatcom 2 and executable under modern Windows.

https://github.com/Digital-Alchemy-Studios/da-sci-compiler-pub

Another piece of Sierra history has been preserved. Maybe more to come!

5
SCI Development Tools / Re: Old Dos Sierra Game ? King Quest VII
« on: July 07, 2024, 09:44:04 AM »
If you want to edit the graphics then FotoSCIhop should work without any issues. Like Kawa has mentioned, SCICompanion is not yet SCI2+ compatible. Not sure about the audio editing though.

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SCI Development Tools / FotoSCIhop v1.4+
« on: June 12, 2024, 12:55:06 AM »
Hello everyone,
In another thread mentioning SCI32 tools I mentioned I was in the process of restructuring and modifying FotoSCIhop to allow for more editing function and that I planned to share it publicly. I finally found some time to organize this and post the first public beta release to Github. All source code has been posted in honor of the original GPL license, and permission has been given from Enrico to maintain it through the Github repository.

The repo can be found here
https://github.com/RetroLoom/FotoSCIhop

Keep in mind that even though this version of the application is functional and stable it is still in beta. Most of the backend code has been revised to allow for easier access to modification of view and pic properties which has surely introduced new bugs. There is a lot of cleanup that needs to happen, especially in the user interface. All properties can be edited, even if they shouldn't be. Since I have been using this tool for a development on an active project, there may be code lingering that is specific to this project that may need to be adjusted.

Feel free to keep me posted on any problems or suggestions you find. I will also try to create documentation for changes that have been made.




7
SCI Development Tools / Re: SCI2.1 script compiling?
« on: December 31, 2022, 07:49:44 PM »
I'm trying to create script patch files for the SCI2.1 windows game Shivers. I've managed to use SCIcompanion to decompile most of the script files but I have not been recompile with SCIcompanion or know of any way to compile something to SCI2.1. Is there any tool that can do that?

If there's not any way to compile those files, I think it's possible to write assembly directly as patch files. Are there any resources on the assembly language SCI2.1 ends up as?

Were you ever able to get to compile?

8
SCI Development Tools / Re: SCI32 Templates
« on: December 31, 2022, 07:48:55 PM »
That does not seem to be included with the in-house tools that Omer posted. On a side note, this 16-bit program will run via WineVDM.

Thanks for the tip on WineVDM, this will be very helpful. I have also learned that this has full support for sci view files around 1995 - 1996 and even supports link points. In WVE they are referred to as registration points.

10
SCI Development Tools / Re: SCI32 Templates
« on: April 17, 2022, 08:55:08 PM »
Anyone have the oem tool WinVE?

I ask because I have not see it referenced or listed here so I am not sure if it is available or even known of.

Its the only official Sierra windows version of view editor that I am away of, and it seems it might be compatible some where up to sci2.1.  It seems to be a native win95 program so my testing has only been a little use on windows xp.

It does not work with the views that I am working on, so I am not sure exactly where compatibility lies, and I have not really tested it on anything else. But there is evidence that it was being used to edit LSL6 views in 640x480 mode.

Not sure if anyone is familiar or knows a little more details about it and it's capabilities?

11
SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 09:33:59 PM »
Here is the interpreter and some system stuff.

Have you been able to build this yet by any chance?

12
SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 09:17:56 PM »
A little update with the progress of my FotoSCIhop fork. Right now I have the restructuring finished for both view and picture files. I have a modify properties window that allow to modify pretty much every aspect of the view file. This even allows for adding and subtracting loops and cells, and support for editing 10 link points. Right now it is pretty raw, as I plan to clean up the ui a little more before releasing. But I am already having some fun modifying view files to see what everything does exactly. I have also implemented link point drawing so I can we finally see what those vectors are doing and how they work. The pic files need a little more work, but I was able to finish the main restructuring today. I have some ideas to allow for full cell and priority editing directly in fotoscihop.


13
SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 09:09:53 PM »
Here is the interpreter and some system stuff.

Thank you! I am excited to check it out!

14
SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 09:03:00 PM »
Any interest in some INN source?

Definitely!

15
SCI Development Tools / Re: SCI32 Templates
« on: April 16, 2022, 12:00:03 PM »
Interesting. You are doing this with Omar's sci32 source? Do you have it compiling in DOS? Has it worked in recompiling for any games yet?
Missed this post. Everything I just described is based on Omer's SCI16 source, version 1.001.100.

I tried to recompile SCI32, but that wouldn't run anything and the code had implied int all over so no semi-modern compiler would take it as-is.

Ahh ok I see in your sci11 repo now. Thats cool I might play around with that.

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