On Wed, 21 Nov 2007 07:07:51 -0800 "G33K" <[EMAIL PROTECTED]> wrote:
> > I would be cautious relying on ScummVM behaviour, considering a lot > > of code in it consists of random hacks and workarounds for various > > different SCUMM games, rather than the original implementation > > which while still being a hack works as intended. :) > > > Remember if you ever want to try out your SCUMM creation in the > > original interpreter, grab DOTT or SAMNMANX's interpreter > > executable and rename it to "scummc.exe". Then edit your Makefile > > adding "-key 0x69" to the parameters for the linker, SLD and > > recompile. Then run scummc.exe in dosbox (or equivalent). > > Alright, I tried the original DOTT interpreter, and promptly spotted 2 > significant differences to ScummVM: > > * actorFace() and setActorDirection() don't seem work. The dudes kept > staring in the same direction, whether I gave them actors, objects, > directions or angles as parameters. (setActorDirection works fine in > ScummVM with angles, thanks Alban) Hmm, dunno. We must investigate the dott script, they must turn an actor somewhere. BTW beside dumping everything with rd scummvm can be set to dump all the scripts it execute. That's another way to look at how things are done in dott, sometimes easier. > * The actor objects don't get their names displayed, or included in > the sentence at mouseover. When you click on them, the verb is > executed normally. I looked at the mouseWatch script, but couldn't > see anything suspicious. Can you point me to the exact location where > the sentence is constructed when a mouseover occurs? > > Other than that, everything seemed fine. So, even in the original > interpreter we can use inventory objects and non-object scripts > without having their respective rooms loaded. > > > > Anyway, I'm going to stick to the current solution and gather all > inventory objects in one room, and the actor dialogs in another. If we > later find out that these rooms need to be loaded for some other > reason, it can be done easily. I didn't want you to implement any > "syntactic sugar" at this point, just wanted to know what possible > ways there are to refactor the code with the given syntax. > > > > > -b, --boot-param=NUM Pass number to the boot script (boot param) > > -d, --debuglevel=NUM Set debug verbosity level > > "scummvm -d 1" displays the dbgPrint statements. Thanks! :-) Do you > know how to enter debugging mode in the original interpreter too? http://wiki.scummvm.org/index.php/SCUMM/Debug_Codes But it doesn't allow you to see the debug messages. Albeu _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
