----- Original Message -----
From: "Lars Skovlund" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, January 03, 2000 8:55 PM
Subject: Re: SCI scripting!
>
>
> Rink Springer wrote:
> >
> > Hello everyone!
> >
> > Yesterday, Brian and I have met in an ICQ conversation, and we're going
to
> > make a SCI Assembler (stand alone thing so Windoze and DOZ users can
enjoy
> > SCI also ;-) I've got a very important question:
> >
> > How does one declare objects in SCI?
>
> If you mean syntactically, the original SCI had a syntax like:
>
> (instance bob of Actor
> (properties
> (x 140)
> (y 88)
> (etc...)
> )
> (method init
> (blah...)
> )
> )
>
Okay, I think that can be implemented. Studying the specs is the first step
then...
> > I recall of seeing something on Dark Ministers page (before he nuked
it),
> > and that thing is included in the FreeSCI. Is this the way it should be
> > done?
>
> Only one snippet of actual SCI source code is in general circulation
> (the hitNineShot script from PQ: SWAT), but a debugging utility is
> available in QFG2 which creates object definitions like the above. Some
> other games (mostly SCI1 ones, but getting them to work there is much
> harder) have them too.
>
> For QfG2, type: "suck blue frog". "help" or ? (I can never remember
> which) shows the available keys.
suck blue frog.
>
> Ian Smith has a few source codes as well, which he got from a former
> Sierra employee. Though I got them from him, I am under strict
> instructions not to pass them on... but do ask him, if you'd like to see
> some real code. It would be interesting to make a compiler that could
> compile these original scripts.
Ian.... please???
>
> >
> > Thanks!
> >
> > Rink Springer VII
>
> Lars
Rink Springer VII
>