I am assuming that you are only working on it for SCI0. Later versions (SCI1? and later) use a different naming convention, i.e. *.SCR instead of SCRIPT.*, instead of PIC.* and *.V56 instead of VIEW.*, etc. You also get additional resources that don't exist in SCI0.
Resource SCI0 LSL 1.000.011 SCI1 Later SCI32
0 - View VIEW.* *.V16 *.V56
1 - Picture PIC.* *.P16 *.P56
2 - Script SCRIPT.* *.SCR *.SCR *.CSC
3 - Text TEXT.* *.TEX *.TEX
4 - Sound SOUND.* *.SND *.SND
5 - unused?
6 - Vocab VOCAB.* *.VOC *.VOC
7 - Font FONT.* *.FON *.FON
8 - Cursor CURSOR.* *.CUR *.CUR
9 - Patch PATCH.* *.PAT
? - Pallet *.PAL
? - Audio *.AUD
? - Message *.MSG
? - Heap *.HEP
? - Wave *.WAV
? - Clut *.CLU
65535.MAP - Map file for the sound effects file, RESOURCE.SFX
AUDIO36 and SYNC36 have a less defined naming convention for the resources packed in the RESOURCE.AUD file.
Sequence files (*.SEQ) are not packed in the RESOURCE.*, so do not have a MAP file. The same goes for the movie files (*.VMD, *.DUK).
I have included the LSL 1.000.011 as it is a little different. Specifically, I am trying to add a
patch to it. Unlike most, patch files placed in the game's folder are ignored and only the resources packed in the RESOURCE.* are used. I found this:
It is not possible to get early SCI0 interpreters to take notice of a SCRIPT.XXX file in the directory. If patching the existing resource files is too much work, you can put your patched script resource into an additional RESOURCE.XXX file (say RESOURCE.010) and modify that one entry in RESOURCE.MAP accordingly.
I am looking for a way to do this so I can add the patch to my installer and without having to include a modified version of an existing RESOURCE.* file. Additionally, both studio and Companion refuse to open this version.