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Messages - L@Zar0

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16
Ok, a bit of reporting.

Let's see, I think I put "Preposition" because when I opened it, I didn't see any class assigned to it:



Now, with SCI Studio, I have assigned "Conjunction" class. But It is not shown in SCI Companion (I don't know why).
In any case, I updated the code with this (for english and spanish):



And this seems to work well. I should check why is not appearing as conjunction. I think I used a vocab from another translation, I will have to check it.

Thanks a lot for the help.

17
I tried with "of | de" as "Preposition". There is not "Conjunction" in KQ4.

The only choice I've seen until now to solve this is to call the Pandora's Box (Caja de Pandora) with another name like "Cajita de Pandora" where "Cajita" is a "small box". But in spanish, the real Pandora's box is really called "Caja de Pandora".

In any case, if I use "get box pandora" or "coger caja pandora" is not working either.

18
I'm trying this but it is not working:



I'm not sure what is the order in this case. I need the "Said get>" to continue the other words. You can get also the chicken. I tried putting "Said get/box/pandora" standalone (out of the get> conditional) but it is not working either.

If I would like to say this in english, would be something like:

"get box of pandora"

It is very odd this is not working.

19
Hi,

After finishing KQ5 CD and KQ6 CD spanish adaptation (for GOG release), I decided to translate also KQ4 EGA. I done the translation of all text, adjusted vocab files with spanish words, etc... Now I am in the testing stage, and nearly completed the game following Sierra's walkthrough.
Right now, I'm in the storage room where Lolotte (now dead because of love) has the hen and the pandora's box.

Ok, I can get the hen (english: "get hen", spanish: "coger gallina"). This is easy (and works naturally without changing anything).

But I have a big problem (tried dozens of choices) when trying to get pandora's box. You can get it in english with: "get pandora's box". But in spanish I should do: "coger caja de pandora". This is the script (for remember it):



I want maintain also the english words (I played until the storage without touching them). So, how could do it in spanish?

I have in vocab.000:

[get | coger]                                     (imperative verb) -Here I have a lot more verbs, of course-
[pandora | | pandoras | pandora's]     (noun)
[box | boxes | crate  | crates | caja | cajas | cajon | cajones] (noun)
[of | de]                                           (nothing)

When I put "coger caja de pandora" (I could do also with article: "coger LA caja de pandora"), this is not working. I tried things in Said like:
- "/pandora<box"  (then I can do "coger caja pandora", but NOT "coger caja DE pandora").
- "/caja<de/pandora" (is not working)
- "/of<box/pandora" (is not working)
others...

I know I have some limitations, but I think this is possible to do.

Any help in this?

20
Hi,
I have finished the first release of the mod for adding subtitles to King's Quest V CD Talkie English version (GOG edition).

I would like that some english speaker test the game in english under ScummVM and report issues or other behaviours of the mod. I tested the spanish part from begin to end and about 90% of texts without issues. But I think in english there are some transcripts different from floppy version. So,  it would be grateful to have them corrected. I used a webpage with transcription, but maybe I forget something.

The mod is a patch, and it is mandatory to use ScummVM 2.9.0 daily build because some feats of this game are very specific when we talk about language or localized texts and a fix has been provided to that version to make the localized texts work.

Ok... so, it seems nobody is interested in test this patch after some views. I decided then to release it here. I'm thinking to release an installable version for GOG edition of the game, but this will be available outside of this scope. If you need to contact you can do it here, or in ScummVM discord. This is the patch. Read the Readme.txt for further instructions if needed:

https://mega.nz/file/vJhm3YZT#Mkf5CZZes6bM7ZcR7j9r9MIT-fVwA2gtHkULP5co224

Some samples:

h.t.t.p.s://youtu.be/8ghh08towI0

h.t.t.p.s://youtu.be/_8V5YVW38mo


== HISTORY ==
UPDATE v1.0a: Added dialogue boxes for help messages. (21/12/2024)

21
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 03, 2024, 04:17:09 PM »
If you are asking to me, I didn't know there was an Eric decompile project also, like the one of sluicebox. If I had known, I had used both projects. In any case, for this scripts (witchRegion.sc/200.scr) the code is the same. So, unless we are speaking here of another compiler (not SCI Companion), I think that the behaviour will be the same.

If you are speaking of another compiler, then let me know. Maybe I could give it a try if I need to do so for some specific scripts.

I decompiled practically all the scripts and about 98%, after applying modifications of sluicebox or adapting some code (or even using the own assembler code), I had been able to compile succesfully. But as Charles was saying posts ago, maybe the bytecode is not correct for the interpreter. So, I try to use as few compiled scripts as possible.



Now I found another place that stops me (again) from advancing. It is the harpy isle. Well, I will open another post if I need some bit of help with dialogue boxes overlap. :P

22
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 03, 2024, 05:17:29 AM »
I finally adopted the script of sluicebox, so, you can get it from Github. I tested the original and his and the result is the same.
As I said, in a vanilla game, only compiling 200.scr as a patch and using it, this problem happens. So, there is something different in the resulting compiled code in 200.scr.

As 200.scr is a "Region", that is used inside a room, maybe the compiler "forgets" or it does not do something (like calling an offset) between the region and the own script. But who knows, I have not checked the source code of SC. I think you guys are more experienced than me with that code.

Normally, when I try to change things in a script and I do my own tool, try to compare the result with the original code. If there is any difference, I know where is the issue (more or less). I talk about tools I've done to change bitmaps (for translation) with its own structure. Of course, I can understand a compiler/decompiler is a bit more complex to reach the same result. But well, we can always compare the codes (at least in assembler we should see the differences).

PD:
The witch has also a strange property:



That observeBlocks is unknown for me, apart, the Cage block is only a defined class, without props and with only the init method without code.

PD2: Maybe there is some type of issue with regions. I tried to modify also X/Y pos of portraits of 220.scr (boatRegion), and the compiled file crashes the game also. This happens when get by the roc, got the amulet and hawk saves me. Just when doing the room change, it crashes. (Mmmm... maybe the compiler does not addresses correctly this regions?)

23
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 02, 2024, 04:38:28 PM »
I don't want this post will be about who has reason, but we don't know if it decompiles correctly/successfully or compiles correctly/succesfully.

My assumption is that it decompiles correctly but compiles successfully, but with errors or something different. But well, it is only an assumption.

In any case, I have avoid to compile again this script (although if it is possible finally to compile it, would be interesting). And a part of that, I'm a bit worried in case some scripts that I need compiled as patch and they are necessary for my project have some unknown error.

24
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 02, 2024, 06:05:23 AM »
I would like to use the more advanced 3.2.5 versi?n of SC. But everything I compile break the game. And I dont know why. This script works with 3.2.5 as patch?

About the zap in other rooms you are right. It works well, I tested it. The only place that freezes is here, room 22.

PD: Ok, I answer myself, just tested and I can not make it work with 3.2.5, gives me a "lookupSelector" error. But it really decompiles correctly the code with the modifications in variables and the procedure. That's curious.

25
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 01, 2024, 06:57:33 PM »
Ok, understood.

The freeze happens just going into room 22 (where the bridge is, in dark forest), it just freezes. No mouse, no movement, no toads, no witch appareance, only digital music. I can do a fast test of this for example using a compiled 200.scr SCI Companion as patch, starting a game, then use the debugger and going to "room 22". If you use the normal 200.scr, it works well, and then appears the witch and shots the fireball to Graham. It even crashes scummvm. I have to click mouse button some times to close scummvm with a crash. This is what the console reports when crashing scummvm:



Maybe there is something more that I'm not aware...

26
SCI Development Tools / Re: [KQ5CD] Issue when compiling script
« on: December 01, 2024, 05:33:02 PM »
I think the variables changing is a red herring.

There's no bounds-checking for arrays in SCI.  In either example, you could replace references to local1 with [local0 1] and it'd work just the same.

Here, the 2nd decompile is just taking the 1st two variables of each 9 variable array and declaring them as individual variables... but that doesn't really change anything.

If the game is breaking when you re-compile, then I would assume despite it looking correct, it's not actually decompiling correctly the first time. Try comparing your decompile with sluicebox's https://github.com/sluicebox/sci-scripts/blob/main/kq5-cd-dos-1.000.052/src/witchRegion.sc or Eric's https://github.com/EricOakford/SCI-Decompilation-Archive/blob/master/kq5cd/src/witchRegion.sc.

I've personally seen incorrect decompiling when there are nested arrays, so it could be that but who knows.
Thanks for answering. I used the code of sluicebox also, and the issue is the same. I will try to talk with him if I can, but I don't want to bother too much. KQ5CD is a bit of unknown land as far as I can see. I opened recently a bug in the tracker of scumm for this version of the game.

It is a good idea to initalize the array the way you say, but for now, I will use an alternative method and modify the X/Y Position of the portrait in other portion of the code (other script), so I will leave all this untouched. As a result of the tests I have done, the problem here comes when we find a procedure (localproc_0012), but I have other scripts with procedures after arrays and seem to work well. This is very odd.

I have deleted procedure 0012 (so there is not X/Y modification) but the script seems to compile well. BUT, the game freezes anyway. The original  code (in .scr format as patch) works always.

27
SCI Development Tools / [KQ5CD] Issue when compiling script
« on: December 01, 2024, 02:32:41 PM »
Hi,
I need to modify this script, witchRegion.sc (200) of KQ5CD. When I decompile it, I get this (seems correct):



Then I compile it again (without touching it), delete files (witchRegion.sc and witchRegion.sco) in scr folder, and then decompile it again.
This is the result:



As you can see some of the variables are changed, and this results in freezing the game when I reach the Dark Forest part with the witch.
This is the first script I can not compile to use in the game, I've modified other scripts previously and they seem to work well. I could avoid to recompile this script, but first I want to know if there is any method to compile it (I need to change some values of the variables and the first procedure values) and make it work. The rest of the code, procedures and instances seems to be decompiled correctly this second time. So, the issue is only with the variables and procedures (in this case only one procedure).

I'm using SCI Compiler 3.0.1.7 (and checked also 3.1.0.3 and kawa versions without any good results). I have tried also using disassembled version, but as the variables are shown in the same way, the problem persists also.

Well, let me know if you have any idea to bypass this.

Thanks in advance.

28
SCI Syntax Help / Re: Question about passing array variables
« on: November 21, 2024, 04:32:03 PM »
Ok, I will answer myself. I finally found that I must use WordAt to get the value of the index in an array.

29
SCI Syntax Help / Question about passing array variables
« on: November 21, 2024, 01:12:55 PM »
Hi,
I looked a lot of places and did some tests and I can not understand how I can access a value in an array. I talk of something in KQ5CD, trying to advance a bit more.

We have the proc762_1, which I have modified a bit, adding two variables (I don't need them, but help for making tests):



Ok, the problem is that I want to get the variable index 1 (93) and index 2 (46) of the array param1 into dX and dY variables. The original array is (local164 in this case as example):



And the calling of the procedure is:



I need to get that 93 and 46, and I thought I was accessing correctly the variables. But it is giving me problems because I didn't get the expected result. If I put in dX and dY directly 93 and 46 it works well.

What am I doing wrong?

30
SCI Syntax Help / Re: [KQ5 CD] StrSplit and kernel_123
« on: November 20, 2024, 12:13:51 PM »
Theorically, scummvm uses in the .ini the lang=es (or fr, en, it, de...) flag. But the problem I described is in the own code of scummvm, because it is doing something that the original SCI interpreter does in a different way. I opened a ticket with the issue and sluicebox has confirmed it.

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