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SCI Development Tools / Re: snd to wav ?
« Last post by Kawa on January 15, 2026, 05:04:52 PM »SV can do it. In fact...
;(40.snd (-p10) ;sDoorOpen matjsx
; (seq\DoorO1.mid)
; (savesmp\DoorO1.smp[mat])
;)
;
;(41.snd (-p10) ;sDoorClose matjsx
; (seq\DoorC1.mid)
; (savesmp\DoorC1.smp[mat]) gameFlags 111 ; bit flags start at 111 and end at 118.
endGameFlags 118 ; This gives a maximum of 128 (8*16) flags.Followed by an enumeration of flag names, split into groups of sixteen. LSL3 helpfully adds the running global number in a comment to the first of each group.flagArray 111 (procedure (TestFlags &tmp i)
(DbugStr "Clearing 4*16 flags...")
(for ((= i 0)) (< i 4) ((++ i))
(= [gFlags i] 0)
)
(DbugStr "gFlags should be cleared. Checking...")
(for ((= i 0)) (< i 4) ((++ i))
(if [gFlags i]
(DbugStr "[gFlags %d] is NOT zero: %d" i [gFlags i])
(DbugStr "Returning early.")
(return)
)
)
(DbugStr "Setting 32 flags in order...")
(for ((= i 0)) (< i 32) ((++ i))
(Bset i)
(DbugStr "%d = %d" i (Btest i))
)
(DbugStr "Clearing flags in order...")
(for ((= i 0)) (< i 32) ((++ i))
(Bclear i)
(DbugStr "%d = %d" i (Btest i))
)
(DbugStr "Test complete. Now let's see what the log has wrought...")
)Clearing 4*16 flags...
gFlags should be cleared. Checking...
Setting 32 flags in order...
0 = -32768
1 = 16384
2 = 8192
3 = 4096
4 = 2048
5 = 1024
6 = 512
7 = 256
8 = 128
9 = 64
10 = 32
11 = 16
12 = 8
13 = 4
14 = 2
15 = 1
16 = -32768
17 = 16384
18 = 8192
19 = 4096
20 = 2048
21 = 1024
22 = 512
23 = 256
24 = 128
25 = 64
26 = 32
27 = 16
28 = 8
29 = 4
30 = 2
31 = 1
Clearing flags in order...
0 = 0
1 = 0
2 = 0
...
29 = 0
30 = 0
31 = 0
gFlags should be cleared. Checking...
Test complete. Now let's see what the log has wrought...(procedure (SetFlag flag)
(= [gFlagArray (/ flag 16)]
(| [gFlagArray (/ flag 16)] (>> $8000 (mod flag 16)))
)
);***** Enumerations for global flags ******
(enum
forceAtest ;Room 13
seenJodi ;Room 13
beenToFountain ;Room 10
takenMoney ;Room 10
fountainKicked ;Room 10
monnies ;Room 10
slotJackpot ;Room 514
twentyTaken ;Room 027
henchettesActive ;Room 030
gaveThreeRoses ;Room 030
SodaMachineUsed ;Room 033
lottoMachineUsed ;Room 033
gaveWax ;Room 035
mayaScored ;Room 036
gotMembership ;Room 039
sq3Journey ;Room 040
hasBike ;Room 050
doneLana ;Room 080
usedElevator ;Room 505
)
I'm more curious what the original source code looked like that ended up compiling to that. Do any of the games that have had the original code released (there are a few I think, like maybe one of the LSLs?) have logic like that?Probably used those long defines that Companion doesn't support. Sometimes Sierra had two versions of such defines which were subtly different. Maybe mistaking one for the other?
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