I've got the fly over sequence put together save for music. Also I might end up changing how I did the credits. They don't advance automatically, you have to click past each one, and the animation stops for it. I'd like it to just play through automatically like the EGA version but I didn't want to spend to much time on it right now. what I've got is adequate for now.
I've started working on the part with the dragon/QfG II teaser. I created place holder assets from the EGA assets and pulled the script directly from the EGA as well. I changed the script just enough to get it to compile. Unfortunately, as soon as it gets to the dragon script the game errors out with "65535.v56 not found". It does this even before it updates the pic. The script looks pretty straight forward to me, nothing stands out as out of place. I'll post some code below. If anyone has thoughts that could point me in the right direction, I'd really appreciate it.
(instance bigCarpet of Actor
(properties)
)
(instance ii of Prop ; View
(properties
y 143
x 236
view 920
cel 3
)
)
(instance trial of Prop
(properties
y 170
x 155
view 925
loop 1
)
)
(instance quest of Prop
(properties
y 55
x 183
view 920
)
)
(instance forProp of Prop
(properties
y 92
x 163
view 920
cel 1
)
)
(instance glory of Prop
(properties
y 97
x 247
view 920
cel 2
)
)
(instance claw1 of Prop
(properties
y 92
x 51
view 916
priority 3
)
)
(instance claw2 of Prop
(properties
y 87
x 127
view 916
loop 1
cel 1
priority 3
)
)
(instance head of Prop
(properties
y 49
x 87
view 916
loop 2
)
)
(instance flame of Actor
(properties
view 917
)
)
(instance dragScript of Script
(properties)
; (method (doit) I commented this stuff out because it looked like it deals with playing the music.
; (switch (gContMusic prevSignal?) I'm not ready to deal with that stuff yet
; (60 (= local0 1))
; (70 (= local0 3))
; (80 (= local0 7))
; (90 (= local0 8))
; )
; (if (not (gContMusic loop?)) (= local0 13))
; (if (and (> local0 state) (or seconds cycles))
; (= seconds (= cycles 0))
; (self cue:)
; else
; (super doit:)
; )
; )
(method (changeState newState)
(switch (= state newState)
(0
(= local0 0)
(curRoom drawPic: 906)
(bigCarpet
init:
view: 925
setLoop: 0
posn: -10 100
setStep: 3 3
moveSpeed: 0
cycleSpeed: 1
setCycle: Forward
setMotion: MoveTo 340 92
)
(= seconds 10)
)
(1
(claw1 cel: 0 init: cycleSpeed: 2 setCycle: EndLoop self)
)
(2
(ShakeScreen 3)
(= seconds 10)
)
(3
(claw1 stopUpd: addToPic:)
(claw2 cel: 0 init: cycleSpeed: 2 setCycle: EndLoop)
(= cycles theCycles)
)
(4
(claw2 stopUpd: addToPic:)
(ShakeScreen 3)
(head
setLoop: 2
cel: 0
setPri: 6
posn: 83 68
init:
cycleSpeed: (if (== howFast 0) 0 else 2)
setCycle: EndLoop self
)
)
(5
(head
setLoop: 3
cel: 0
posn: 87 49
init:
setCycle: CycleTo 4 1
)
(= seconds 10)
)
(6
(quest init: addToPic:)
(forProp init: addToPic:)
(glory init: addToPic:)
(= seconds 20)
)
(7
(ii init: addToPic:)
(= seconds 10)
)
(8 (head setCycle: CycleTo 5 1 self))
(9
(flame
posn: 85 76
setLoop: 0
setCel: -1
cel: 0
setPri: 8
ignoreActors:
illegalBits: 0
init:
xStep: 3
yStep: 6
setMotion: MoveTo 196 228
setCycle: EndLoop self
)
)
(10
(trial init: cycleSpeed: 0 setCycle: EndLoop self)
(flame
setLoop: 1
cel: 0
cycleSpeed: (if (== howFast 0) 0 else 1)
setMotion: MoveTo 196 228
setCycle: Forward self ;
)
(head setCycle: EndLoop)
)
(11
(trial setLoop: 2 setCycle: Forward)
(self cue:)
)
(12 (= seconds 50))
(13 (NextScript))
)
)
)