Here's a linkI won't keep it up there for too long (there are still some Sierra view resources in there, so I don't want to keep it up there).
You should be able to Create New Game, and choose SCI 1.1 template, and it should run (and compile).
Of course, you'll need DosBox, and right now the cmd file that runs it has a hard-coded path to c:\Program Files (x86)\DOSBox-0.74
You'll notice the terrible audio problem when you enter the first room (Feel free to remove brookSound and recompile :-) ).
A few more notes:
- snd resources are not supported for SCI 1.1, in fact trying to open them might crash. However, snd resources are supported for SCI0! You can import midi and set cues and stuff. Aud resources are fine. You can drag wav files into the audio resource view and it will add them, and you should be able to preview them (of course, they aren't working properly in Sierra's interpreter (ScummVM is fine)).
- I have barely tested anything with this release, so I'm sure there are lots of bugs. I haven't been focusing on SCI1 at all, so it's possible I've made some assumptions to make things work well with SCI1.1, and broken other VGA-ish resources in SCI1.
- You should be able to edit SCI1.1 views, palettes, pics, messages, and of course scripts.
- right now there is still sort of a need to occasionally "rebuild resources". For SCI 1+ there are no longer any duplicate resources in the resource.map, but they are still in the package files (just haven't bothered to code that up yet). There is no ill effect, except your package file will get larger and larger the more times you save a resources (and SV.exe will show the old resources, which will in turn crash it when it tries to cross-reference mismatched heaps and scripts)
If you want to play around with the Decompiler, it's in the script menu under "manage decompilation". Generally you would start with "Set Filenames" to give things good filenames, and then you can shift-click to select all scripts and click Decompile. As it decompiles them, it will find better names for global variables, so you might want to them Decompile them all a second time to fix up the scripts with the proper global variables.
Finally, the main thing I hope people do is play around with the SCI 1.1 template game, and see what the various classes do. For instance, why does the main character spin around when he changes direction in the first room (110), but not the second room (105)? (which is accessible by walking south from the first room - you have to click right on the bottom edge of the screen). What about setting up poly paths, and trying path navigation? What's the best way to set up interactive objects or areas of the screen?
The left-hand pane has quick links to switch between message and script resources (which will be a common thing, as message resources are pretty core to SCI1.1). In the first room I added one object that responds to the look verb. Try to add messages that make it respond to other things. Maybe play around with trying to get different talkers working?
If anyone wants to take a stab at making some resources for the template game (like a main character resource that can be used legally), that would be wonderful.