On Sat, 28 Sep 2002, Matt wrote:

> Anyways, did some debugging this evening and wanted to share my notes thus
> far:
>
> After starting the game, I leave the starting room and go west into the
> hallway. Once there, I set a breakpoint on Rm::init and enter the
> Colonel's bedroom (Room42). I then set a breakpoint on Act::init until
> Fifi's object is created. The pertinent values upon creation:
> Fifi: signals=8, view=466
>
> Up to this point, FSCI and SSCI appear to be similar enough.
>
> I then set a breakpoint on Clock::dispose, which in it's disposal triggers
> the script "kiss". After the kiss script executes, Fifi's properties in
> SSCI are now:
> Fifi: signals=136
>
> in FSCI, however, they are:
> Fifi: signals=88

When Fifi is first initialized, her signals are just 8. This is consistent
across both FSCI and SSCI.

Things diverge after Animate() is called for the first time. If you want
to break in SSCI just before the animation (since you can't set
breakpoints on kernel calls), set a breakpoint for CB1::checkAni after you
reach Rm::init. Once in checkAni(), step a bit and you'll reach the callk
Animate.

Right after the animate, the signals diverge in SSCI and FSCI as mentioned
above. For whatever reason, I can't seem to step through the ::doit calls
that Animate evokes in the objects on the screen.

Lars noted that the "kisscolo" script has some priority setting done in it
that would explain why some signals bits are getting set in SSCI.

Still nowhere near a fix, just wanted to give an update in case anyone was
playing along. I'm pretty much stuck at this point, so any guidance is
appreciated.

w00p!%

--
http://www.clock.org/~matt


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