Author Topic: Decompilation Archive  (Read 91543 times)

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Offline Kawa

Re: Decompilation Archive
« Reply #60 on: January 22, 2020, 04:05:51 AM »
COMBO BREAKER!

for real though, nice work!

Offline EricOakford

Re: Decompilation Archive
« Reply #61 on: January 26, 2020, 02:19:23 PM »
And here is the decompilation for LSL1VGA, version 2.1.

So far, there are no known issues, and I've fixed a few script errors I found while playing.
For example, I realized that with the DSelector class, I mistakenly identified the type as "dSelected" instead of the correct "dSelector". This made the list of save games not appear in the save/restore dialog. Obviously, I didn't catch that with the demos.

Next up, SQ1VGA!
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Offline Collector

Re: Decompilation Archive
« Reply #62 on: February 21, 2020, 06:59:52 PM »
How about KQ6 CD? Be nice to see this with the actual system scripts and with the original Sierra names for defines, globals, scripts, and procedures, etc.
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Offline EricOakford

Re: Decompilation Archive
« Reply #63 on: April 14, 2020, 10:47:27 AM »
Here's a new one - Space Quest I VGA!

Also, here's an updated decompile of QFG1EGA.
Several bugs have been fixed:
Code: [Select]
Cleaning the stables no longer crashes the game
Entering Meep's Peep no longer crashes the game
The Fairy Ring now works properly
Some code that was undecompilable has been recreated and works properly.
The following new procedure names were taken from their equivalent methods and instances in QFG3 and QFG4.

Code: [Select]
DisposeCode -> StartARoom
AddToScore -> SolvePuzzle
EatRation -> EatMeal
SetGameTime -> FixTime
ReduceSP -> UseStamina
ReduceMP -> UseMana
ReduceHP -> TakeDamage
PrintGameTime -> ShowTime
IncrementGameTime -> AdvanceTime
ChangeEgoWalk -> ChangeGait
SleepUntil -> EgoSleeps
Rest -> EgoRests
GetMaxMana -> MaxMana
GetMaxStamina -> MaxStamina
GetMaxHealth -> MaxHealth
GetTotalWeight ->  WtCarried

Oh, and I decided to post what I did for a KQ6 decompile, if anyone wants to finish it up. Nearly all of the original system scripts are there, as are all of the system globals. Quite a few defines (including talkers and verbs) are present as well.

Now, I think I should get to work on QFG1VGA. With my newly-gained experience, I should run through that one again.
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Offline Charles

Re: Decompilation Archive
« Reply #64 on: April 14, 2020, 03:20:41 PM »
Oooh, neat. Updated QFG procedure names. I'll have to update my QFG1EGA mod project.

Does this mean you've made work decompiling QFG4?  I keep running into problems when I try it due to the fact they moved all the system scripts into the 65000 range.

Offline MusicallyInspired

Re: Decompilation Archive
« Reply #65 on: April 14, 2020, 05:44:16 PM »
SQ1SCI source will be invaluable for SQ1VGA Retro! Thanks!
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Offline Charles

Re: Decompilation Archive
« Reply #66 on: April 23, 2020, 10:21:56 AM »
I've built off of Eric's latest QFG1EGA source. There was one more bug that needed fixing -- the Goblin Ambush could crash when the goblins follow you -- and I've also manually decompiled all the remaining asm code. 

There are now zero asm bits in QFG1EGA. It fully compiles and the manually decompiled bits appears to play properly.

Offline Collector

Re: Decompilation Archive
« Reply #67 on: April 24, 2020, 03:07:04 PM »
Great. Now if we could only restore the original comments.
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Offline ZvikaZ

Re: Decompilation Archive
« Reply #68 on: May 06, 2020, 04:27:55 AM »
This archive is great.
But maybe it's possible to have all the information in one place?
Maybe update the first post in the thread all the decompilations?

Or maybe it's already collected together and I have just missed the link?   ???
If so, maybe it'd be nice to put the link in first post in the thread...

Offline OmerMor

Re: Decompilation Archive
« Reply #69 on: May 06, 2020, 06:00:13 PM »
This archive is great.
But maybe it's possible to have all the information in one place?
Maybe update the first post in the thread all the decompilations?

Or maybe it's already collected together and I have just missed the link?   ???
If so, maybe it'd be nice to put the link in first post in the thread...

Agreed.
Or - even better - put the decompiled sources on Github.

Offline cromer

Re: Decompilation Archive
« Reply #70 on: May 06, 2020, 06:40:42 PM »
Github would be a great choice, that will open up pull requests to make it easier to add new stuff.
Chris Cromer

Offline Kawa

Re: Decompilation Archive
« Reply #71 on: May 06, 2020, 06:43:18 PM »
Or - even better - put the decompiled sources on Github.
"Masterful stroke, Mr. Scruemall."

Offline MusicallyInspired

Re: Decompilation Archive
« Reply #72 on: May 06, 2020, 08:49:16 PM »
Another vote for Github.
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Offline EricOakford

Re: Decompilation Archive
« Reply #73 on: May 07, 2020, 08:41:53 AM »
Here you go, the first wave of decompilations is up.
« Last Edit: May 07, 2020, 08:47:24 AM by EricOakford »
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Offline OmerMor

Re: Decompilation Archive
« Reply #74 on: May 08, 2020, 05:30:55 AM »
Thanks Eric!

Why are the binary SCO files needed?
Do they contain any information not contained in the script files?
If they're needed for SCI Companion, would it be possible to re-create them from the scripts?


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