Author Topic: SCI Debug Modes  (Read 14730 times)

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Offline OmerMor

SCI Debug Modes
« on: December 11, 2011, 01:03:45 PM »
Hi,
I added HWM's FAQ on Sierra SCI Debug Modes to ScummVm's wiki:
http://wiki.scummvm.org/index.php/SCI/Debug_Modes

I'd love to fill in missing information into this.
As a start, I've looked into LSL5 and came to the conclusion that script #10 is the debug script. I just don't know how to enable it. I tried reading through the script disassembly using the excellent SCI Resource Viewer (latest version: http://sierrahelp.com/SCI/Files/SCITools/SCI_Viewer_(CLI).zip), but failed to understand it.
From what I saw, 0.scr is the one calling the debug script 10.scr, but I don't know what triggers it. If only we had a decompiler...

Can anyone here help?



Offline Collector

Re: SCI Debug Modes
« Reply #1 on: December 11, 2011, 09:28:33 PM »
It would be nice to have this in the SCI Wiki, too.
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Offline OmerMor

Re: SCI Debug Modes
« Reply #2 on: December 14, 2011, 03:12:56 PM »
I agree. You can copy it from scummvm's wiki, or tell me how I sign up for the SCI wiki.

Offline Collector

Re: SCI Debug Modes
« Reply #3 on: December 15, 2011, 12:15:16 AM »
I added you to the Wiki users. You should have an email sent to your Gmail. If you get hwm's 0.94 list, I would love to get a copy of it.
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Offline OmerMor

Re: SCI Debug Modes
« Reply #4 on: December 15, 2011, 01:32:13 AM »
Thanks, I'll add it soon. And no problem about HWM's list (still waiting for it).

Offline OmerMor

Re: SCI Debug Modes
« Reply #5 on: December 15, 2011, 01:05:10 PM »
Added the list here: http://sciwiki.sierrahelp.com/index.php?title=SCI_Debug_Modes.
I had no idea where to reference it from in the wiki: I didn't get the order of things there.
Perhaps it should be linked from the navigation pane on the left?

Offline Collector

Re: SCI Debug Modes
« Reply #6 on: December 15, 2011, 01:25:05 PM »
I think that I'll set a "Debug" category in the navigation pane. The bug information for the template game can be added to it.
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Offline Collector

Re: SCI Debug Modes
« Reply #7 on: December 15, 2011, 01:56:42 PM »
Done
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Offline gumby

Re: SCI Debug Modes
« Reply #8 on: December 16, 2011, 09:14:28 AM »
Very nice addition to the wiki.  :)
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Offline Collector

Re: SCI Debug Modes
« Reply #9 on: December 16, 2011, 02:28:35 PM »
HWM just uploaded the updated version. http://agisci.altervista.org/
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Offline OmerMor

Re: SCI Debug Modes
« Reply #10 on: June 02, 2015, 03:26:40 PM »
Reviving this old thread, in light of the new script decompiler (thanks troflip!).

I found that in Conquest of the Longbow, you can get a teleport screen at the start of the game by creating an empty 799.SCR file.
The game also check for the existence of an external "magic" script 800.SCR, but since it's nowhere to be found in the internal resource package, I can't test it.

I'll update the wikis later.

Offline Collector

Re: SCI Debug Modes
« Reply #11 on: June 02, 2015, 07:58:17 PM »
Would an empty 800.SCR work?
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Offline OmerMor

Re: SCI Debug Modes
« Reply #12 on: June 03, 2015, 12:59:31 AM »
Sadly, no.
The game actually calls script 800 if it's present. It serves both as the trigger and the logic of the debug mode.
I guess it could be reconstructed in time, by our sci community experts.  :)

Offline Collector

Re: SCI Debug Modes
« Reply #13 on: June 03, 2015, 01:26:04 AM »
This is from De Brain 1, which seems to be a debugger script, too. It triggers the debug, but does not release the cursor from the wait cursor, so you cannot select any of the listed scenes. You can however enter a room number to teleport to that room.
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Offline OmerMor

Re: SCI Debug Modes
« Reply #14 on: June 03, 2015, 03:19:33 PM »
It's the same selection screen you get with the empty 799.SCR file.
However Dr.Brain's 800.SCR enables few more debug options, like control/priority view (ALT-C, ALT-P), teleport (ALT-T), add item to inventory (ALT-I) and more.
The presence of 800.SCR is also checked by Dr. Brain and enables the (more compelte) debug mode as well.


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