Author Topic: SCI01 Template Game  (Read 44199 times)

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Offline EricOakford

SCI01 Template Game
« on: November 26, 2018, 10:21:07 PM »
After a bit of work, here is my SCI01 template game!
I based it off the QFG2 demo, and used the interpreter from the EGA 1990 Christmas Card.

The choice of the interpreter was an important one - it's the last pre-1991 interpreter, and still has its internal debugger on top of that!

11/27/2018 EDIT: I solved the problem with the game not recognizing new words -- SCI Companion thought the parser vocab was 000 instead of 900. To fix this, I went into the version detector and set the parser vocab to 900. Now it recognizes new words!

1/16/2019 UPDATE: The template is now on Github! From now on, you can get it there and make updates to it.
TODO
Work on R44Q SCI01 remake (I can do the scripting, but I can't do the graphics all that well).
« Last Edit: January 22, 2019, 10:03:03 PM by EricOakford »


My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline lskovlun

Re: SCI01 Template Game
« Reply #1 on: November 27, 2018, 02:47:20 AM »
After a bit of work, here is my SCI01 template game!
I based it off the QFG2 demo, and used the interpreter from the EGA 1990 Christmas Card.

One problem I came across was the fact that when adding new words to the vocab file, the compiler works fine with the new words, but the game doesn't recognize them. A problem with the vocab editor?
Could be a problem with VOCAB.901 ... ScummVM refuses to load the demo at all, complaining about a problem with said resource. Perhaps the reading and subsequent writing by Companion silently exacerbates this somehow. Or more likely, SSCI lets this pass because the parser isn't really used in the demo. Of course if any of this is the case, taking the VOCAB files from a different (SCI01) game ought to work.
« Last Edit: November 27, 2018, 03:28:36 AM by lskovlun »

Offline MusicallyInspired

Re: SCI01 Template Game
« Reply #2 on: November 27, 2018, 08:32:46 AM »
Nice! Now I gotta migrate KQ2SCI to SCI01. ;)
Brass Lantern Prop Competition

Offline OmerMor

Re: SCI01 Template Game
« Reply #3 on: November 27, 2018, 02:39:16 PM »
Nice!
Would it be possible to also support the VGA SCI01 version of the 1990 Christmas Card?
That would allow for developing VGA parser based games.

See here for troflip's proof of concept: http://sciprogramming.com/community/index.php?topic=1553
And some history: http://sciprogramming.com/community/index.php?topic=27.0

Offline Collector

Re: SCI01 Template Game
« Reply #4 on: November 27, 2018, 07:12:41 PM »
Then we would just need an SCI1.0 template.
KQII Remake Pic

Offline Kawa

Re: SCI01 Template Game
« Reply #5 on: November 28, 2018, 05:32:05 AM »
Then we would just need an SCI1.0 template.
On it.

Edit: aaaand the interpreter is convinced I want the invalid language code -10031.
« Last Edit: November 28, 2018, 06:13:30 AM by Kawa »

Offline lskovlun

Re: SCI01 Template Game
« Reply #6 on: November 28, 2018, 07:24:17 AM »
Then we would just need an SCI1.0 template.
Nah, SCI32 is missing too.

Offline MusicallyInspired

Re: SCI01 Template Game
« Reply #7 on: November 28, 2018, 08:21:20 AM »
I wish I could translate assembly. I just cannot do it. I've made a lot of progress modifying KQ5floppy, but I can't alter the Main script for this reason.
Brass Lantern Prop Competition

Offline Kawa

Re: SCI01 Template Game
« Reply #8 on: November 28, 2018, 10:05:02 AM »
Redid the thing, up to the point where it broke last time. Made a backup, and a backup of the backup. So let's see what we can whittle off next, hmm?

Offline Collector

Re: SCI01 Template Game
« Reply #9 on: November 28, 2018, 10:33:12 AM »
Then we would just need an SCI1.0 template.
Nah, SCI32 is missing too.

Of course, but since Companion does not support anything higher than 1.1, so I was not considering anything higher. Not sure if its compiler would have any issues with 0.1 or 1.0 games, either. As fantastic as it would be to have Companion fully work with and create all SCI versions we cannot count on anything higher than what we have now.
KQII Remake Pic

Offline Kawa

Re: SCI01 Template Game
« Reply #10 on: November 28, 2018, 03:44:32 PM »
I give up. I try to remove all but one of the inventory items, game won't start -- get either an invalid language code (whaaat?) or Oops 4. I don't edit LLinvItem.sc at all and merely recompile it, I get error 4. Which is weird cos I've recompiled all of this several times before?

So I figure I'll go edit rm100.sc instead, turn the polygons into a .shp file so the editor and my &getpoly command can handle them. This after removing events like the cop, clap, cab, and cars. That worked fine.

Oops, error 4.

So fuggit, you figure it out.

Offline EricOakford

Re: SCI01 Template Game
« Reply #11 on: November 28, 2018, 08:48:14 PM »
Here's the new version of the SCI01 template! It fixes a few bugs (such as GetNumber not working properly) and I have gone through most of the system scripts! They now closely match that of the SCI16 scripts (taking into account the SCI01 differences, of course) Everything seems to compile and play fine now.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Kawa

Re: SCI01 Template Game
« Reply #12 on: November 28, 2018, 09:24:03 PM »
...Maybe I'll try another game...

Offline MusicallyInspired

Re: SCI01 Template Game
« Reply #13 on: November 29, 2018, 07:59:28 PM »
I'm definitely going to look into migrating my KQ2SCI project over to this at some point if the kinks have all been worked out. It's been so long, I can afford to start from scratch on a few things. I really want those moving screen transitions.
Brass Lantern Prop Competition

Offline OmerMor

Re: SCI01 Template Game
« Reply #14 on: November 30, 2018, 03:09:05 AM »
Eric, I managed to easily convert your template to VGA SCI01.
I created a github repository for it here: https://github.com/OmerMor/SCI01-VGA-Template

Now we can start making parser-based VGA games!  8)


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