The BPR is just an XML, like the VS project files. Did you search for "BCB.05.03" or "BC 5.03"? It should be "BCB.05.03". Doing a little looking most of the advice was to avoid the older IDEs like a plague. There does not seem to be an upgrade path, so probably best to create a new project and import the source files. Having to do this, if it were me, I would move away from Borland altogether. Don't know if you have VS installed, but to me it is by far the easiest IDE to work with once you get used to it, especially for doing GUIs.
Thanks for the tip on 05.03 as opposed to 5.03!
The thing is, SCI Studio relies quite heavily on Borland-specific libraries that aren't portable. You'd have to take the meat of SCI Studio out and completely redo the interface stuff. VCL.H, for instance, is a required library and it only works with Borland C++ Builder specifically.
It also utilizes the SynEdit package. I got a hold of BCB6 and SCI Studio fails to function because the SynEdit package isn't installed. When I try to install it (because it's included in the source) it fails because it's made specifically for BCB5 and not BCB6. It's just all very confusing to me. Why are so many files meant for BCB5 when BC++ 5.02 doesn't support any of it? And it lists the next version that was released on the Wikipedia entry as 5.5, which isn't even an IDE, just a command line compiler. There is another one that says Borland C++ Builder 4.0 + Borland C++ 5.02 with a tag that says "Bundle combination to facilitate the migration to C++Builder." So is Borland C++ Build 4.0 newer than Borland C++ 5.02? It's all very confusing.
Gumby and I were looking at Studio VGA a wile back. It looks like Brian was very close. Not sure how close the compiler was though. Gumby would probably have a better idea about that. The editors look like they are ready. The template game scripts are mostly finished. The resources would still need to be stripped down to a single room and all of the LSL specific stuff stripped out or replaced, but that would be the easy part.
There are some little glitches and bugs, though. The view editor, for instance, cannot have negative numbers in the x/y fields (used for origin pinpointing) when it can open previously created views with negative x/y fields no problem. That seems like just an interface error. Also, when you edit a View it can't edit the palette and doesn't seem to save or embed it properly, so all-black pixels turn into white pixels in-game for some reason. The standalone VGA View editor doesn't have this problem and can edit and embed palettes just fine, but it has no origin x/y setting fields whatsoever so the animations are all completely off center when drawn on the screen. Very annoying to work with. It's these little things I wanted to try to fix. But I can't even get it to compile! If I knew what I was doing I could just strip out the meat of the View editor (or the Pic importer for that matter) and make a new program, but at points everything still becomes gibberish to me and I can't make entire sense out of what I'm seeing in the code.