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Messages - L@Zar0

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31
SCI Syntax Help / Re: [KQ5 CD] StrSplit and kernel_123
« on: November 19, 2024, 09:58:04 AM »
I finally made some tests for StrSplit (with the new vocab 999). It seems to work well, at least playing in DosBox. I can even change the language in-game in the options windows (I had to add it because in KQ5 CD is inexistant). I have yet to update "King's Quest V..." horizontal position.



After pushing the button:


But the issue that has appeared is that ScummVM is not accepting this language thing. No matter what I do, it always shows the english language (or the first entry as default). I made a question in scumm forums, but  I don't know if anybody will answer it. Maybe you people, after proving your expertise and knowledge can help me a bit more with this multilanguage feature (in the ScummVM part). I changed also the scummVM.ini parameters and changed "language=en" for "language=es" and updated Main.sc with printLang and parseLang with 34 (spanish). So, I think the issue is in scummVM, as in DosBox it works, but in scummVM not.

Let's see if you can help. The last chance I have is to open a bug in scummvm tracker.

PD: Anyway, issue solved.

32
Ok, thank you very much. :)

33
Ok, so it rebuilds all in only one RESOURCE.000 file. I must be confident that it will work well, right?

34
Well, that is what it says here:

https://scicompanion.com/Documentation/intro.html#adding-new-resources

So, I used it for do that (delete duplicated resources), but it has left me only 1 resource file.

35
Ok, now is possible:  ;)



Put the limit in 1999 (the last resource number existant in Views).

Apart of this, I have another question, if needed I will open a new thread, but well, let's see if you can help here. I've done in SCI Companion the option "Tools->Rebuild resources", to delete all the duplicated resources. I had until now RESOURCES.000 (about 580kb) and RESOURCES.001 (about 16Mb). But after doing that rebuild, it has left a RESOURCES.000 file with 16Mb. How can I rebuild the resources in the same resource files?

36
Yes, changing the version to SCI1.1 can not even reload the game. xD

Ok. I thought as an alternative changing the view for the english one (946), or put it in an inexistant number, like it could be 999 and then, change in scripts 1040 for 999.

But I want to maintain the english version, as I will try to leave the game with english/spanish subtitles. So I will need number 946 for that menu. I could change then 1040 for 999, but I would like to leave the original game numbers as they are. In fact, for strange that it seems, this version of the game (GOG) of KQ5 CD, has the menu for German language, which is 1026. But it is not even used. I would like to use spanish though. But as I have not resource 1040, I can not even test it. xD I can not even do a patch if I use DosBox, for example.

I will try to hack SCI Companion for accept at least a number greater than 999... if I have not another choice, like a resource tool, as resource viewer, but with the feature to add new resources.

37
Hi,

I need to import a resource View over 999. This is the spanish resource for menus, buttons, graphical texts, number 1040. I think this resource for other languages goes over this number also. But I get this warning when importing it in that number:



How can I import the resource in that number? The own game has even resources over 999. I understand that SCI0 has 999 as limit and SCI1.1 has 65535. But KQ5 CD is SCI1.0. So...

I could change the version of SCI in SCI Companion, but I don't know if it will break anything and I will be able to accomplish this goal.

Well, any help would be appreciated.

38
SCI Syntax Help / Re: [KQ5 CD] StrSplit and kernel_123
« on: November 17, 2024, 09:31:37 AM »
Ok, thanks.

It seems that with this new 999.voc is compiling when I use StrSplit. In any case, I'm not sure if it works as it should. I have not been able to perform the split in the script. I will need to follow the code and see what it does when calling it.

39
SCI Syntax Help / Re: [KQ5 CD] StrSplit and kernel_123
« on: November 17, 2024, 06:09:22 AM »
But in this game there is no kernel 123 as I can see:



So, how can the decompiler assume is kernel_123? There is Parse and Said, but they are not for the same purpose.
Also I think 113: Intersections is called MoveCursor.

@Iskovlun: I will try later, now I must go.

40
SCI Syntax Help / [KQ5 CD] StrSplit and kernel_123
« on: November 17, 2024, 05:21:53 AM »
More quiz about KQ5 CD.   ::)

Let's see. I'm trying to compile Language.sc. It has the method (or kernel procedure, I'm not sure what is) kernel_123 when decompiled.
Ok, looking at sluicebox decompiled sources, it seems to be the StrSplit procedure. But when I try to use StrSplit, I get an error when compiling:



I'm asking this because I want to use this function for separate two types of strings depending on language (I see this works in another mod), but I can not make it work when trying to split the string (the separator is {#S} in a string for example {Hello#SHola}.

So, here the question would be if kernel_123 is working as expected, as StrSplit function, or even why I can not use StrSplit? I read StrSplit is of SCI 1.1 and AFAIK KQ5 CD uses SCI 1.0. Should I change the SCI version in SCI Companion? I'm a bit lost on this...

41
SCI Syntax Help / Re: Compiling script with yourself: [KQ5 CD]
« on: November 17, 2024, 05:10:08 AM »
Amazing. That seems to be a good tip. I put the method "yourself" in Obj BEFORE the "init" method, and it seems to work well now. :O



I hope this change doesn't break anything.

42
SCI Syntax Help / Re: Compiling script with yourself: [KQ5 CD]
« on: November 16, 2024, 04:43:16 PM »
I see that the bust, eyes and mouth are Props.



I saw Prop is a class of View in Actor.sc, then View is a class of Feature, and then Feature is a class of Obj, which has (Obj) the yourself method (very simple definition).

So, is the method inherited after the definition of all this classes? If it is, I assume the compiler has an issue, right?

In any case, I can compile correctly AND working CodeCue.sc using the assembler code in that script (specifically the init method only). But I'm encountering some parts impossible to compile if I use decompiled code and I need to use the disassembled code for it to work (cdIntro5.sc is another script where I had to use disassembled code).


43
SCI Syntax Help / Compiling script with yourself: [KQ5 CD]
« on: November 16, 2024, 03:29:35 PM »
Hi again. I'm trying to compile the script CodeCue.sc from KQ5 CD. When decompiled it has a Prop called "yourself:". But I can not compile the script with it, and I don't know if there is any alternative to this:



I can use "self" directly, but I don't know if it is the same, apart the game crashes when using it. I'm using SCI Companion 3.0.1.7 for this.

Any help would be appreciated.

44
Ok, I understand. Thanks a lot. I will try to understand the KQ5 CD sci code. I will try to check the viability to put text subtitles.
Maybe I have more questions in the future. I tried to do the intro speech+text (spanish), and this is the result but I can not put here links.

But I'm not sure if I did well the code and the most problematic was synchronizing the texts with the audio.
And it is a lot of work do all this, so I'm not sure yet if i will be able to continue.

Anyway, thanks again.

45
So, definitely, we can avoid '?' because ':' can be used for both things, can't we?

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