Is there something I'm not taking into account, here?
You mean besides the fact that they're hard numbers and not the strings they should be? Nah, I think that's about it.
That actually really helped. Replacing the decimal addresses with the actual strings themselves has completely circumvented the problem.
Another problem: decompilation of script files isn't perfect, even if the program says it is. Important properties of instances seem to be almost randomly omitted for some reason, causing corrupted graphics and cursor hotspots (eg. the monitors and dials in room 8, the bartender's body and the little purple guys in the Rocket Bar, the radar in the loading bay of DBU, etc.). Simply looking through the disassembly of each script and manually re-adding these properties fixed this.
Additionally, while the script for the Deltaur armory room was successfully decompiled with no reported errors, a conditional statement involving the droid killing you if you show him the ID 3 times was corrupted somehow, as showing him the ID for the third time causes him to threaten your extermination and then just walk into the back room like he usually does. I'm currently wrangling with this one and still no dice.
Is there something I'm not taking into account, here?
How are you getting to room 45 when you test these changes? If this is from a save game that has script 45 loaded and is from an older version of the code, then there could be problems. This is more likely in SCI1.1 though, since you'll get the old heap resource (from the save game) mixed with the new script resource. But things can still go wrong in SCI1.0.
I've actually been avoiding that one (eheh) and am presently focusing on problems that are more within my current abilities (that is to say, not a lot), and I haven't exactly been going through the game room by room.
Speaking of current abilities, here are a few things I managed to fix so far:
- About 95% of all grammar, spelling and formatting errors in the remaining narrator text strings have been cleaned up (while hopefully preserving the writers' proper intent)
- Offering the jetpack to the salesbug produces a response via his on-screen yellow text instead of a grey narration box like usual
- The salesbug's response to offers of common items no longer runs off-screen (as it has been properly split into two separate strings)
- Showing 'Robbie' the bar coupon in the DBU loading bay produces a mechanical/'talking' sound effect like it should
Some other things I've noticed and plan to address:
- The triple-breasted alien girl and the yellow slug guy in the bar have several animation loops that go completely unused (at least in my copy)
- Some descriptions/text strings for certain environmental features in some rooms also go completely unused (eg. DBU loading bay, the Star Generator room, etc.). As a result, these rooms just feel really barren and lacking in interactivity
Script #0 ('Main') will also be another tricky one to tackle, as that contains all the inventory descriptions and doesn't decompile cleanly in SCI Companion. Wish me luck, I guess.