Author Topic: New SCI0 class using patch files  (Read 966 times)

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Offline doomlazer

New SCI0 class using patch files
« on: July 14, 2023, 05:23:58 PM »
If I mod an existing SCI0 game only using patch files and need to add a new class, it doesn't seem to work. ScummVM complains about an unknow species. This happens even if the new class is defined-in and only-used by the script.xxx patch I'm exporting. Of course the class works as expected when running the rebuilt resource files.

I've tried 'compile all' in SC after adding the class and exporting scprit.000 along with the class patch hoping that might help, but it's the same issue. Anyone know how I might add a new class only using patch files?


 



Offline lskovlun

Re: New SCI0 class using patch files
« Reply #1 on: July 14, 2023, 06:52:27 PM »
A bunch of VOCAB files will have changed in that case. 996 (class table), 997 (selector table)... but it's one of those things that make a patch sketchy, because you can't be sure some other numbers didn't change.

Offline doomlazer

Re: New SCI0 class using patch files
« Reply #2 on: July 14, 2023, 07:38:16 PM »
Ah, so that's what's in those extra VOCAB files. I have a work around to do it without a new class, but I'll experiment a bit with exporting vocab patches.

Thanks for pointing me in the right direction!


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