Author Topic: SCI01 Template Game  (Read 53846 times)

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Offline Collector

Re: SCI01 Template Game
« Reply #60 on: March 13, 2020, 01:52:58 PM »
Many (most?) SCI0/SCI01 official games had right-click look.

Which LockerGnome? Redux had SciAudio.
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Offline gumby

Re: SCI01 Template Game
« Reply #61 on: March 13, 2020, 07:05:28 PM »
I really should get sciAudio into Sierra script format.
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Offline EricOakford

Re: SCI01 Template Game
« Reply #62 on: March 13, 2020, 07:08:59 PM »
Many (most?) SCI0/SCI01 official games had right-click look.

Which LockerGnome? Redux had SciAudio.

I'm using Redux's code as the basis, with the SciAudio portions commented out and their relevant scripts unused.
I also made the individual objects in the locker into PicViews by carefully removing them from the picture resource, then placing them into a view resource. This is kind of how QFG1EGA and QFG2 drew various non-moving objects as PicViews, rather than making them part of the picture.

In regards to right-click look... I know that QFG1EGA, QFG2, KQ1SCI, Conquests of Camelot, Codename Iceman, and Colonel's Bequest have this.
The ones that don't are KQ4, LSL2, LSL3, PQ2, and SQ3.

With SCI01, putting the mouseDownHandler in the game is enough to enable right-click mode. With SCI0, I need to research this further.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Collector

Re: SCI01 Template Game
« Reply #63 on: March 14, 2020, 02:49:04 PM »
I was not discounting your efforts, just noting that it restores a functionality that was in the official games. It is good to have it in or restored the template game.
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Offline EricOakford

Re: SCI01 Template Game
« Reply #64 on: March 14, 2020, 08:49:41 PM »
Here's my work on LockerGnome Quest: SCI01 Edition. It has been tested to completion, with the game responding to much of the possible parser commands, and includes a file containing output from the Feature Writer, which has been quite useful for writing the room's features.

And right-click looking was actually not a feature included in the original SCI0 template. That's one reason my templates are a huge improvement. :)
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline MusicallyInspired

Re: SCI01 Template Game
« Reply #65 on: March 14, 2020, 11:04:26 PM »
Nice. Does it also feature scrolling background transitions?
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Offline EricOakford

Re: SCI01 Template Game
« Reply #66 on: March 17, 2020, 01:24:59 PM »
Nice. Does it also feature scrolling background transitions?

Yes. The show styles are in the interpreter, which in this case is 1.000.172 (from Seasoned Professional EGA). This is a newer version than QFG2 and KQ1SCI's interpreters, which also have scrolling styles. It is also the final interpreter version with both EGA graphics and a parser.
« Last Edit: March 17, 2020, 01:28:51 PM by EricOakford »
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Doan Sephim

Re: SCI01 Template Game
« Reply #67 on: August 15, 2020, 12:07:14 PM »
I'm 99.99% sure I want to migrate my current project from SCI0 to SCI01!

I only have a couple questions:
1. Is the template generally complete? I guess it hasn't been tested a whole lot, so it's hard to say, but I just wanted to make sure.

2. I have the ability to mass extract resources from my project, but is there a way to mass insert resources while keeping all the same resource numbers, etc? Or am I going to have to do that manually? I have, ahem...a lot :)

Offline EricOakford

Re: SCI01 Template Game
« Reply #68 on: August 15, 2020, 06:29:37 PM »
I'm 99.99% sure I want to migrate my current project from SCI0 to SCI01!

I only have a couple questions:
1. Is the template generally complete? I guess it hasn't been tested a whole lot, so it's hard to say, but I just wanted to make sure.
Yes, it's just about complete.

Quote
2. I have the ability to mass extract resources from my project, but is there a way to mass insert resources while keeping all the same resource numbers, etc? Or am I going to have to do that manually? I have, ahem...a lot :)
If you're managing resources as patch files, it's just a matter of drag-and-drop. Pics and views are fully compatible. Sounds will need to be converted to SCI1.
My SCI templates
SCI0 SCI0.1 SCI1.0 SCI1.1
SCI2.1 planned

Offline Doan Sephim

Re: SCI01 Template Game
« Reply #69 on: August 15, 2020, 06:44:16 PM »
Thanks for getting back to me!

I don't know much about SCI1 and music. Would something like MT-32 sound work?

Would scripts generally be comparable, or is the syntax in the template skeleton too different from SCI0?

EDIT: I started migrating, but I think it's just going to be too much for me to handle. I'm still fairly amateur when it comes to programming, and having to wade through all the errors and looking through the template for potential answers is a bit tough for me at this time.

I really like the extra heap and other functionality, but I don't think I'm ready to overcome the barrier to entry (relearning new constants/methods/naming conventions/etc.)
« Last Edit: August 15, 2020, 10:43:17 PM by Doan Sephim »
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Offline Kawa

Re: SCI01 Template Game
« Reply #70 on: August 16, 2020, 03:48:49 AM »
Why wouldn't something like MT-32 work?

Offline robbo007

Re: SCI01 Template Game
« Reply #71 on: September 25, 2025, 04:23:19 PM »
Just opening up old posts...I'm not sure how much more memory and heapspace adjustments the SCI01 template has over the SCI0. For me this is the selling point. I can give it a test run with my game. To see if its worth migrating everything over.

How can I migrate my scripts to the SCI01 template? Do I need to create a new room and then copy and paste the code on for each room?

How can I migrate my Views, Pics, Vocabs, Fonts etc to the SCI01 template? Do I have to export as patch file and import one by one?

Any help most appreciated.
Regards.

Offline doomlazer

Re: SCI01 Template Game
« Reply #72 on: September 27, 2025, 12:31:41 AM »
You can export all patches in a few clicks with Game>Properties>Manage as patch files. Unchecking the option rebuilds resource.000 (Kawa - this generates a bunch "confirm delete y/n" alert pop-ups that might be good to suppress (tested w/ LB2)), but if the template game doesn't know about the new files I assume it's not going to import them into resourse.000. Or maybe it does, I haven't tested
« Last Edit: September 27, 2025, 02:05:06 PM by doomlazer »

Offline robbo007

Re: SCI01 Template Game
« Reply #73 on: September 29, 2025, 10:13:56 AM »
You can export all patches in a few clicks with Game>Properties>Manage as patch files. Unchecking the option rebuilds resource.000 (Kawa - this generates a bunch "confirm delete y/n" alert pop-ups that might be good to suppress (tested w/ LB2)), but if the template game doesn't know about the new files I assume it's not going to import them into resourse.000. Or maybe it does, I haven't tested

Are you using a different version of SC? I don' have Manage as patch files? Ive not found a way to mass import either into the template either?


Offline Kawa

Re: SCI01 Template Game
« Reply #74 on: September 29, 2025, 11:07:58 AM »
Yeah, you're probably right about the version difference.


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