Author Topic: SCI01 Game Using SCI0 Template?  (Read 962 times)

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Offline Doan Sephim

SCI01 Game Using SCI0 Template?
« on: December 11, 2020, 08:32:07 AM »
Quick counter-intuitive question: Is it possible to make an SCI01 game using the standard SCI0 Template?

I know it's counter-intuitive and it'd make more sense just to use the SCI01 Template that Eric has provided, but not being a programmer and there being no tutorials or anything for the SCI01 template, I have found it to be too difficult for me.

That being said, the additional 9000 byte increase in heap space SCI01 offers is something that would make my life a lot easier!

So the question is, can I get that heap while also using the older SCI0 Template?


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Offline MusicallyInspired

Re: SCI01 Game Using SCI0 Template?
« Reply #1 on: December 13, 2020, 09:55:10 AM »
Is it that different? I figured everything would be mostly the same apart from additional features like scrolling screen transitions and stuff.
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Offline Kawa

Re: SCI01 Game Using SCI0 Template?
« Reply #2 on: December 13, 2020, 10:57:18 AM »
That's what I thought. You might want to recompile your scripts to ensure any PMachine changes are applied but yeah.

Offline Doan Sephim

Re: SCI01 Game Using SCI0 Template?
« Reply #3 on: December 13, 2020, 11:13:03 AM »
Is it that different? I figured everything would be mostly the same apart from additional features like scrolling screen transitions and stuff.
Maybe I oversimplified. Eric had mentioned this in the Betrayed Alliance 2 Development Journal post:
An idea could be to move to SCI0.1 (which is what QFG2 uses). It fully supports SCI0 views and pics, but sounds will need to be upgraded to the SCI1 format. It also manages memory much more efficiently - between my SCI0 and SCI01 templates, SCI0 has 20618 bytes of free heap space in the test room, while SCI01 has 29456 bytes of free heap - nearly a 9000 byte difference!
SCI01 also has the doVerb method, which can be mapped to parser commands, as used in KQ1SCI and QFG2, as well as support for polygon-based paths.
Just an idea if it turns out heap space will be a problem.
So maybe it doesn't *have* more space, but manager the space it has better? But I guess I would be running into some weird internal problems if I tried to use the SCI0 scripts in the SCI01 frame. I should just stick with what I know and not make things overly complicated for myself

Offline Kawa

Re: SCI01 Game Using SCI0 Template?
« Reply #4 on: December 13, 2020, 01:50:27 PM »
The doVerb method is entirely script-based, as it is in SCI1 iconbar games. QFG2 may have this whole thing where your parser input is mapped to doVerb but literally nothing says you have to use it. You can just keep using your SCI0-style plain ol' Said checks.

Importantly, note the phrasing "QFG2 may have". Not "SCI01 may have". Conversely, there's actually not that much to stop you from implementing the SCI1 icon bar in SCI0, including doVerb.
« Last Edit: December 13, 2020, 01:53:23 PM by Kawa »


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