Author Topic: LSL7 Debug Mode  (Read 747 times)

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Offline OmerMor

LSL7 Debug Mode
« on: June 10, 2004, 07:20:11 PM »
using Brian's decompiled 000.scr from lsl7 i figured out the game looks for a "CLASSES" file to trigger the debug mode - and it worked.
I still have one more question though for Brian:
I can also see that the file "AUTOTP" has a significance (it triggers the global variable global243), but I have no idea what it does (it is not used in any of the scripts you published).
Any help please?
Thanks,
   Omer.



Offline kelmer

Re:LSL7 Debug Mode
« Reply #1 on: June 12, 2004, 02:01:42 AM »
I already knew about that debug mode, but what abour LSL6?

I tried searching in the first script but I could only found references to files "version" and "%d.scr", the latter referring I think to 911.scr, none of which worked with my versions of the game.


Offline kelmer

Re:LSL7 Debug Mode
« Reply #2 on: June 12, 2004, 02:04:01 AM »
In fact, creating a file named 911.scr DID somthing: blocking my game and preventing it from loading correctly  ;D

Endroz

  • Guest
Re:LSL7 Debug Mode
« Reply #3 on: June 12, 2004, 03:22:01 AM »
You have to choose the right script file for activating debug mode in your version of the game. IIRC 911.scr works for floppy version only. Once activated, the game should start with the "Where to go?" screen.

Endroz

  • Guest
Re:LSL7 Debug Mode
« Reply #4 on: June 12, 2004, 03:36:45 AM »
Uh, and about debug modes take a look at this thread:

http://www.mega-tokyo.com/forum/index.php?board=5;action=display;threadid=1491;start=0

*Update: I think this old link, now points here...
https://sciprogramming.com/community/index.php?topic=3741.0
« Last Edit: June 16, 2023, 11:40:48 AM by Cloudee1 »

Offline kelmer

Re:LSL7 Debug Mode
« Reply #5 on: June 12, 2004, 04:42:44 AM »
Wow, I participated in that thread and couldn't even remember  ;D

Offline HWM

Re:LSL7 Debug Mode
« Reply #6 on: June 12, 2004, 06:18:54 AM »
A bit offtopic, but I'm thinking about releasing my private "Sierra On-Line Debug Mode FAQ" to the public. It covers all AGI games; 7 SCI0, 2 SCI1, 7 SCI11 & a whole bunch of SCI32. I'm still figuring out some games I suspect of having a debug mode and the SCI32 section needs some work, but other than that it's pretty complete. Of course I'll credit the people in the aforementioned thread...

Offline OmerMor

Re:LSL7 Debug Mode
« Reply #7 on: June 12, 2004, 06:41:30 AM »
About LSL6: I already posted how I got into the debug mode there. Look here: http://www.mega-tokyo.com/forum/index.php?board=5;action=display;threadid=6126

About LSL7: I'm still trying to figure out what the file "AUTOTP" triggers. It obviously has something to do with auto-teleporting (TP) but I'm currently clueless.

And HWM - About your FAQ: You should make the script files included with it because it's not an easy task for the average Joe to extract them from the resource files.
One more thing: Maybe you'd like to make a debug FAQ for Lucas games as well. Take a look at the following threads if you don't know about it already:

Lucas Debug Modes: http://www.lucasforums.com/showthread.php?s=&threadid=97859&perpage=40&highlight=debug&pagenumber=1

MI2 Demo Secrets: http://www.lucasforums.com/showthread.php?s=&threadid=104653&highlight=debug

Monkey Island Debugs: http://www.scummbar.com/resources/articles/index.php?newssniffer=readarticle&article=1027
« Last Edit: June 12, 2004, 06:57:29 AM by Omer Mor »

Offline HWM

Re:LSL7 Debug Mode
« Reply #8 on: June 12, 2004, 07:20:50 PM »
And HWM - About your FAQ: You should make the script files included with it because it's not an easy task for the average Joe to extract them from the resource files.
One more thing: Maybe you'd like to make a debug FAQ for Lucas games as well.

Yeah, I have thought about that same thing. But I'm not sure how I should include it, as FAQs are mostly text-only. Perhaps I'll add some links or create a HTML version of it.

I also have a personal debug FAQ regarding Lucasarts games (if you could call it a FAQ, it's like 2kb) and have been thinking of adding it. However, it's not much more than a nicely constructed version of that thread you mention and doesn't offer any useful new info. Anyway, I'll think it over.


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