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21
SCI Syntax Help / Re: SCI0: GoToIfSaid ?
« Last post by troflip on May 22, 2026, 09:43:14 PM »
Wouldn't you need pathfinding support for "GoToIfSaid" type functionality? I don't think that was added until after SCI0.
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SCI Syntax Help / Re: SCI0: GoToIfSaid ?
« Last post by robbo007 on May 22, 2026, 09:49:45 AM »
ok thanks. I'll have a play around with this.
Regards.
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SCI Syntax Help / Re: SCI0: GoToIfSaid ?
« Last post by Kawa on May 22, 2026, 06:16:04 AM »
Considering they're both script functions, not engine or language features, the only reason they wouldn't be accepted is if you simply don't have that script file, or forgot to use it.

As for how it's used, looking at Sluicebox's decomp here's an example from [?]Codename ICEMAN[/i]'s beachHuts3.sc:
Code: [Select]
((Said '[/door]>')
(cond
((TurnIfSaid self event 'look/*'))
((Said 'look[<at]') (Print 12 3) ; "This is the door to hut #2.")
Note that this is hutDoor::handleEvent, so self is the hut door.

So it makes sure to turn toward the door if you need to turn toward it first, which stops the cond block. If you're already looking at the door, this condition fails and (Said 'look[<at]') gets a turn.

This script is also known as GotoSaid.sc in the leaked Larry 3 and 5 code, though it's unused there. The proper definitions of both IfSaid functions are:
Code: [Select]
(GoToIfSaid obj event theTargetOrX theDistanceOrY optSpec)
(TurnIfSaid obj event optSpec)
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SCI Syntax Help / SCI0: GoToIfSaid ?
« Last post by robbo007 on May 22, 2026, 05:43:20 AM »
Hi guys,
I was reading through the SCI0 changes/updates file and saw this. Does this work in SC? What syntax is correct as TurnIfSaid and GoToIfSaid are not accepted?

Code: [Select]
9/22/89 Pablo: GOTOSAID: The end of "not close enough".

TurnIfSaid is a new version of Mark Hood's procedure for making ego
face whatever was mentioned. For example if the user types "look chair"
ego will turn in place to face the chair before getting a response.

GoToIfSaid is similar but, as the name implies, it moves ego to a
specified point or object vicinity before reprocessing the Said event.

These procedures are only useful if sortedFeatures are in use. Grooper
and avoider are used to turn and move.

* This takes up ZERO bytes if you don't use it.
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SCI Development Tools / SCI0: SNDBLAST.DRV Patch
« Last post by robbo007 on May 01, 2026, 10:36:32 AM »
Hi guys,
I was having issues getting the SNDBLAST.DRV working with newer Soundblaster cards, like the SBPro and SB16.  I saw that the SNDBLAST.DRV hardcoded IO: 220, IRQ:7 and DMA:1

I've written a couple of assembly programs to tackle this. One that that detects a Sound Blaster cards configuration and another that will write those settings to the SNDBLAST.DRV.

This is handy if you want to embed wav files into your SCI0 Sound files with NRS addwav.exe and use a SoundBlaster card that is not configured to the hardcoded configuration. This would lockup SCI0 when playing back.

Let me know if anyone has any issues.
Regards.
26
SCI Development Tools / Re: SSCI, ScummVM, and polygons
« Last post by lskovlun on April 30, 2026, 06:28:17 PM »
Ask the man himself?
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SCI Development Tools / SSCI, ScummVM, and polygons
« Last post by Kawa on April 30, 2026, 05:39:59 PM »
Some two hours ago, another commit was made to ScummVM involving differences between its pathfinder and Sierra's. In this case, it involved SQ6 and a spike shape in one of the rooms' polygons which is removed by a script patch. Another commit fixes a barred-access poly that extends beyond a contained-access poly which trips up the logic. I've seen patches like this before where a problematic polygon shape needs to be tweaked (LB2 comes to mind, not sure if correctly) and now I have to wonder.

What exactly are the problematic shapes that ScummVM's pathfinder has trouble with? Knowing what to avoid and how could help home-made SCI games run correctly on both interpreters.
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SCI Development Tools / Re: Looping Audio in SCI1.1?
« Last post by Collector on April 28, 2026, 07:38:49 PM »
in LB2 most songs are MIDI, but "The Archaeologist Song" has both a MIDI version and an audio version with lyrics. So you can call the MIDI version with 312 or the digital version with 1312.

As in KQ5 where The Weeping Willow song has both.
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SCI Development Tools / Re: Looping Audio in SCI1.1?
« Last post by lskovlun on April 28, 2026, 07:04:07 PM »
Yeah, that's what one game does. But there is code in the interpreter to make sure that it generally doesn't matter whether a sound resource is MIDI or Wave.
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SCI Development Tools / Re: Looping Audio in SCI1.1?
« Last post by doomlazer on April 28, 2026, 06:57:22 PM »
(using unused numbers, as Sound and Audio assets share a namespace).

I believe that despite seeming to share the same resource numbers you can differentiate between sound and audio by prepending a 1 before the number to use digital audio.

For example, in LB2 most songs are MIDI, but "The Archaeologist Song" has both a MIDI version and an audio version with lyrics. So you can call the MIDI version with 312 or the digital version with 1312.
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