Author Topic: Parser  (Read 8065 times)

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Offline gumby

Parser
« on: November 23, 2010, 08:11:01 AM »
I've been toying with the idea of porting a new parser for SCI.  I know where to insert it into the current scripts, so that part is done & tested.

I've been looking at using the Inform parser which I've been working with quite a bit lately.  It is really robust, almost too robust.  I think there shouldn't be any problem with data types & storage,  I am concerned about the heap however.  I'm not sure what other limitations there might be here.  I believe I read somewhere that the longest input string in SCI could be 50 (or maybe I saw that in the code) which is probably OK.

Thoughts?


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Offline Collector

Re: Parser
« Reply #1 on: November 23, 2010, 02:33:13 PM »
Could this be done without other changes to SCI? I suppose if any, it would be mostly with the template game. I'm just wondering about any kind of compatibility problems.
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Offline gumby

Re: Parser
« Reply #2 on: November 23, 2010, 03:29:17 PM »
Could this be done without other changes to SCI? I suppose if any, it would be mostly with the template game. I'm just wondering about any kind of compatibility problems.
I think so.  All the logic would be performed in procedures & methods, just like all the programming for SCI games is done now.  So as long as the game can be compiled (and rendered bug-free) it should be fine from a compatibility standpoint.
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Offline gumby

Re: Parser
« Reply #3 on: November 23, 2010, 04:07:01 PM »
After further investigation, I'm not sure this is worth the effort.  I guess lets just 'fix' the shortcomings of the existing parser with custom scripting.
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Offline Collector

Re: Parser
« Reply #4 on: November 23, 2010, 04:25:30 PM »
Is there anything in the source of Studio that may help? Again it would be good if we had the source for Companion.
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Offline MusicallyInspired

Re: Parser
« Reply #5 on: November 23, 2010, 06:51:06 PM »
The current parser is embedded in the interpreter. Adding a new parser via scripting would definitely introduce heap issues, I'd think. To replace it any other way would mean rewriting the interpreter itself, which is out of the scope of Studio/Companion.
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Offline Cloudee1

Re: Parser
« Reply #6 on: November 23, 2010, 07:12:55 PM »
Are we using the best interpreter for the job?
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Offline MusicallyInspired

Re: Parser
« Reply #7 on: November 24, 2010, 12:37:07 AM »
We're kind of limited to whatever version of the interpreter Brian turned into the template game.
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Offline Collector

Re: Parser
« Reply #8 on: November 24, 2010, 03:09:26 AM »
IIRC, Brian used Larry 3 for the template game. Would Hero's Quest or QfG2 provide a more robust interpreter and what would be involved with creating another template game
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Offline MusicallyInspired

Re: Parser
« Reply #9 on: November 24, 2010, 03:14:27 AM »
I honestly have no idea. If any of us did I image we'd have done something with the SCI Studio VGA source code by now.
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Offline Collector

Re: Parser
« Reply #10 on: November 24, 2010, 04:45:28 AM »
If any of us did I image we'd have done something with the SCI Studio VGA source code by now.
True :)
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Offline MusicallyInspired

Re: Parser
« Reply #11 on: November 24, 2010, 04:29:50 PM »
I'd personally like to have the KQ1SCI interpreter because it supports scrolling backgrounds.
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Offline Collector

Re: Parser
« Reply #12 on: November 24, 2010, 05:59:32 PM »
So did SQ1SCI, but of course that was not SCI0.
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