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1
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« Last post by Charles on May 08, 2022, 10:40:29 PM »
On the original QFG Anthology CD release in 1996 includes the french documentation for QFG4, stating in the readme file:
Quote
Question: There is French documentation for QG4 in the \DOCO
directory on the QG Anthology CD, but there is no QG4 French game
on the CD.  Why?
Answer: The documentation was printed in French, but we never released
a French versionof QG4.  We included the French documentation on the
CD in case someone needed it.

The later 1997 QFG Collection re-release also includes the french QFG4 documentation, with a slightly rewritten FAQ answer:
Quote
Question: There is French documentation for QG4 in the \DOCO
directory on the QG Collection CD, but there is no QG4 French game
on the CD.  Why?
Answer: The documentation was printed in French, but we never released
a French version of QG4.  We included the French documentation on the
CD in case someone wanted to take a look at it.
2
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« Last post by Kawa on May 08, 2022, 12:12:49 PM »
The German version also has a translated QfG4 logo, Schatten des Bösen. The Italian and Spanish versions don't seem to have one.
3
The Games and other Sierra Adventure stuff / Re: Rare SCI Games
« Last post by Threepwang on May 08, 2022, 11:26:53 AM »
I discovered that in the game Quest for Glory 3, the view.884 is the French translation of the title of Quest for Glory IV: shadow of darkness / Les Ombres des Ténèbres.
http://www.image-heberg.fr/files/16520232401861764759.png
So the Sierra guys had planned or thought about a French version of episode 4, but it never came out.
4
Hi Spiffythedog!
Thanks for answering me, that's great!

Ah ha, I already recolored Roger sprites for SQ3 ;D

It's all in my translation patch with the game fixes. You can see that here: https://sciprogramming.com/community/index.php?topic=1920.45 But I would look at your SQ3 patch with pleasure.

I worked on version v1.018 and there was a problem of lag of some lines of the VOCAB + a bug in navigation screen for the text "COURSE ALREADY ACHIEVED". With ScummVM this text did not appear. Everything is fixed now. My patch includes the DOSBox and ScummVM fixes. But ScummVM made the update thanks to Sluicebox.

However for the US VOCAB version with the original text in English, I recommend the doomlazer fixe: https://sciprogramming.com/community/index.php?topic=1920.30

For SQ1, it's the first time I've translated an AGI game, the challenge is huge. Fortunately I can count on my friend doomlazer and on AGKorson who works live on the accented fonts. But if I succeed I intend to do SQ2 and use your patch  ;D I watched everything and I really like your work, you're a fan you can see right away!

Ok I will credit Kawa as well.

Thanks again!

PS: I hope I'm not too confused in my explanations; because my English is sometimes approximate.
5
Dear Threepwang,

I'd be absolutely delighted for you to use the recoloured sprites (and anything else you may like) for your project! Regarding the arm sprites below, I think those are for when Roger is manning the controls in the escape pod, which you can only do after putting on the grey flight suit.

I'd also be happy for you to use the recoloured Roger sprites I made for SQ2 as well (and SQ3 when I release my patch for that - just be sure to credit Kawa as well for the back of Roger's head).
6
AGI Syntax Help / Re: Understanding how goto and else work
« Last post by troflip on May 05, 2022, 01:09:31 AM »

The closing curly brace for ending block A happens BEFORE the end of block B. If you tried to compile this, the compiler would think that the 'endif A' curly brace is 'endif B', and vice versa. Blocks have to be fully nested.

Ok, yep. Makes sense in that context!
7
AGI Syntax Help / Re: Understanding how goto and else work
« Last post by AGKorson on May 05, 2022, 12:38:19 AM »
It would be nice to have scripting for the modern AGI IDEs/compilers use the same scripting as the original Sierra used, like Phil did with SCI.

Have you seen this post?

The original Sierra scripting syntax is completely known. 'else' and 'goto' are both supported. There are some significant differences between 'fan syntax' and 'Sierra syntax'.

And there are some really good reasons for not going back to 'Sierra syntax' for serious programming. Having that as an option for nostalgia and completeness might be worth doing at some point, but it's not a priority for me.
8
AGI Syntax Help / Re: Understanding how goto and else work
« Last post by AGKorson on May 05, 2022, 12:27:58 AM »
Hmm... isn't that just an if/else inside an if?

Sorry, my example was a bit too simple. I didn't specify that there are additional statements between the end of testA block and the destination for the goto statement. The code block should actually be
Code: [Select]
if (A)
{
  if (B)
  {
    statement1;
    goto(Label1);
  }  [endif B
  statement2;
} [ endif A
statement4;
Label1:
statement3;

Now you can see how it fails:
Code: [Select]
if (A)
{
  if (B)
  {
    statement1;
  }
  else
  {
  statement2;
} [ endif A
statement4;
  }  [endif B
statement3;
The closing curly brace for ending block A happens BEFORE the end of block B. If you tried to compile this, the compiler would think that the 'endif A' curly brace is 'endif B', and vice versa. Blocks have to be fully nested.
9
AGI Syntax Help / Re: Understanding how goto and else work
« Last post by troflip on May 04, 2022, 07:02:37 PM »
I forgot I had written some pretty detailed blog posts on decompilation. I dunno if they might be useful? There are some links to white papers on control flow analysis in part 2.

https://mtnphil.wordpress.com/2016/04/09/decompiling-sci-byte-code-part-1/
10
AGI Syntax Help / Re: Understanding how goto and else work
« Last post by Collector on May 04, 2022, 06:17:13 PM »
Looking through the leaked lsl source I don't notice any GoTos, but there are if/else statements

From RM0.CG:
Code: [Select]
if (Controller( cAbout))
{
if (gameHours)
{
Print( 18);
}
else
{
Print( 19);
}
}

It would be nice to have scripting for the modern AGI IDEs/compilers use the same scripting as the original Sierra used, like Phil did with SCI.
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