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81
AGI Development Tools / Re: AGI v1 resource extractor and sound converter
« Last post by vapidlapwing12 on September 28, 2025, 01:11:01 PM »
I found a copy of the right version of Space Quest on Archive.org - someone has collated a big pile of disc images there:

https://archive.org/download/20220303_20220303_0527

I extracted CNVRTSND.EXE from the relevant image.
82
SCI Development Tools / Re: SCI01 Template Game
« Last post by doomlazer on September 27, 2025, 12:31:41 AM »
You can export all patches in a few clicks with Game>Properties>Manage as patch files. Unchecking the option rebuilds resource.000 (Kawa - this generates a bunch "confirm delete y/n" alert pop-ups that might be good to suppress (tested w/ LB2)), but if the template game doesn't know about the new files I assume it's not going to import them into resourse.000. Or maybe it does, I haven't tested
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SCI Development Tools / Re: SCI01 Template Game
« Last post by robbo007 on September 25, 2025, 04:23:19 PM »
Just opening up old posts...I'm not sure how much more memory and heapspace adjustments the SCI01 template has over the SCI0. For me this is the selling point. I can give it a test run with my game. To see if its worth migrating everything over.

How can I migrate my scripts to the SCI01 template? Do I need to create a new room and then copy and paste the code on for each room?

How can I migrate my Views, Pics, Vocabs, Fonts etc to the SCI01 template? Do I have to export as patch file and import one by one?

Any help most appreciated.
Regards.
84
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« Last post by Collector on September 25, 2025, 08:10:41 AM »
Looks like you are making good progress.
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AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« Last post by AGKorson on September 25, 2025, 02:19:25 AM »
Text screen editor is done. All code from VB6 version has been ported.

https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha21.0

Now I'm working on integrating help, and doing a lot of code cleanup and refactoring. A Beta release is just around the corner.
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SCI Syntax Help / Re: Heap Space Fun
« Last post by lskovlun on September 22, 2025, 07:13:12 PM »
I don't know that in detail, but I would assume it's pretty much the same? But QfG2 (the game, not the interpreter) does some fairly disgusting things with creating polygons on the fly - corpses and rocks in the desert - (said specs get some hairy treatment as well). Maybe that code is not optimal.
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SCI Syntax Help / Re: Heap Space Fun
« Last post by Charles on September 22, 2025, 04:32:06 PM »
How robust is it compared to SCI1 pathfinding?

I recall in QFG2 when walking left/right in the desert ego would walk around large rocks that were in it's path, instead of just coming to a standstill.
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SCI Syntax Help / Re: Heap Space Fun
« Last post by lskovlun on September 22, 2025, 05:06:50 AM »
Also, I was not aware that ScummVM allowed pathfinding on SCI0. Unless I misunderstood what you meant.
I was replying to the question about main new features in SCI01.
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SCI Syntax Help / Re: Heap Space Fun
« Last post by Kawa on September 22, 2025, 03:46:48 AM »
Another neat memory-saving trick is how Codename Iceman, if I understood correctly, has its inventory items in a few different modules, one per main act of the game. So anything you won't ever need in a given act won't be loaded. Which isn't a lot for inventory items but it's a neat trick to consider.

Also, I was not aware that ScummVM allowed pathfinding on SCI0. Unless I misunderstood what you meant.
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SCI Syntax Help / Re: Heap Space Fun
« Last post by lskovlun on September 21, 2025, 07:03:40 PM »
Come to think of it, Sierra did have some scenes where they would refuse to save, saying "Not now." That would happen when there was no memory for the Save/Restore scripts, dialogs and so on.
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