Author Topic: Decompilation Archive  (Read 76791 times)

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Offline Collector

Re: Decompilation Archive
« Reply #90 on: May 16, 2020, 02:54:47 PM »
I believe I could have gotten rid of them for SCI Companion (along with the 'use' statements), but I just made it have "compatibility" with SCI Studio as a first step, so they got left in.

If we could convert all of the fan games to Sierra Script then we could dump all of the backwards compatibility stuff and leave Studio and its script in the past.
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Offline lskovlun

Re: Decompilation Archive
« Reply #91 on: May 16, 2020, 03:21:04 PM »
If we could convert all of the fan games to Sierra Script then we could dump all of the backwards compatibility stuff and leave Studio and its script in the past.
The linkage system in original SCI was terrible (it involved a text file on a network drive...). I don't thhk I'd prefer it. And if Companion is able to do a build from scratch, then it doesn't matter anyway. Just put *.SCO in .gitignore and be done with it.

But everyone ships those files, so I'm not sure about that.
« Last Edit: May 16, 2020, 03:23:03 PM by lskovlun »

Offline OmerMor

Re: Decompilation Archive
« Reply #92 on: May 16, 2020, 05:16:30 PM »
Just put *.SCO in .gitignore and be done with it.

This is what I was aiming for. I tried a bit to see if I can drop the SCO files, but failed.
That's why I was asking.
Have someone managed to build a game using just the script files?

Offline troflip

Re: Decompilation Archive
« Reply #93 on: May 16, 2020, 07:57:40 PM »
It should work if you compile over and over (unless two scripts have cross dependencies). It probably wouldn't be difficult to modify SCI Companion to just automatically generate the .sco file if none exists (e.g. it doesn't need a successful compilation, just syntax pass).
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Offline Kawa

Re: Decompilation Archive
« Reply #94 on: May 17, 2020, 09:17:52 AM »
unless two scripts have cross dependencies
Main and ColorInit come to mind.

Offline Kawa

Re: Decompilation Archive
« Reply #95 on: June 04, 2020, 06:51:02 AM »
The recently-added fixes for QFG1V got me to update SCI Companion.

Code: [Select]
- (and (<= `a evtMsg) (<= evtMsg `z))
+ ;EO: For some reason, `a and `A compile exactly the same,
+ ;despite the different cases.
+ ;This makes inputting a proper name (e.g. Eric)
+ ;impossible without the keys.sh defines.
+ (and (<= KEY_a evtMsg) (<= evtMsg KEY_z))

This is because indeed the part of the compiler that works out backtic sequences uppercases what follows. This should now be fixed. There's a build that should leave the case alone in the stash linked in my signature.

Offline EricOakford

Re: Decompilation Archive
« Reply #96 on: June 04, 2020, 10:35:17 AM »
Yes, it seems to work properly now. There's a similar instance of this in the Monolith Burger menu in SQ3.

Quote
If we could convert all of the fan games to Sierra Script then we could dump all of the backwards compatibility stuff and leave Studio and its script in the past.

I have actually been doing this, like I did with LockerGnome Quest and Betrayed Alliance Book I. With my templates and decompilations, I've done away with the Studio defines, using the original Sierra defines instead. With backtic sequences now being case-sensitive, I can finally dump key.sh.
« Last Edit: June 04, 2020, 10:53:29 AM by EricOakford »
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Collector

Re: Decompilation Archive
« Reply #97 on: June 07, 2020, 11:59:00 AM »
What about the Studio games that used assembly?
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Offline Collector

Re: Decompilation Archive
« Reply #98 on: April 25, 2021, 08:29:53 PM »
Eric, Did you ever anything with a decompile of LB1 or 2?
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Offline EricOakford

Re: Decompilation Archive
« Reply #99 on: April 26, 2021, 11:12:45 PM »
Eric, Did you ever anything with a decompile of LB1 or 2?

I've done the demos, but not the full games, since I have never played them that much.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Collector

Re: Decompilation Archive
« Reply #100 on: April 27, 2021, 10:44:55 AM »
Do you have them? If not, PM me.
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Offline EricOakford

Re: Decompilation Archive
« Reply #101 on: April 27, 2021, 11:06:41 AM »
I do in fact have the games (taken from the 1997 KQ collection). I guess I should start work on them.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Kawa

Re: Decompilation Archive
« Reply #102 on: April 27, 2021, 12:24:03 PM »
What about the Studio games that used assembly?
You mean with (asm ...) blocks in 'em? I don't see why those would be a problem.

Offline EricOakford

Re: Decompilation Archive
« Reply #103 on: June 07, 2021, 07:47:09 PM »
Finally, the LB1 decompilation is ready for testing! You can find the code here, or for convenience, attached here.

On to LB2!
« Last Edit: June 07, 2021, 07:50:03 PM by EricOakford »
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Collector

Re: Decompilation Archive
« Reply #104 on: June 08, 2021, 11:14:04 PM »
Nice! Looking forward to the LB2 decompile.
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