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    Posted on 18-11-12, 10:10
    Now then, let's have a nice naked talk.

    Post: #65 of 599
    Since: 10-29-18

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    Because I have nothing better to do.


    ...now that I wrote that line I realize I do in fact have better things to do, but I don't care. I like the line. I like it about as much as the thread title, and that might as well be my personal motto. But that's already "e clunibus tractum" so 🤷‍♀️
    Posted on 18-11-12, 10:30
    Custom title here

    Post: #57 of 1164
    Since: 10-30-18

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    What does SCI stand for?

    --- In UTF-16, where available. ---
    Posted on 18-11-12, 10:38
    Lying Dutchman

    Post: #67 of 599
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    Posted by CaptainJistuce
    What does SCI stand for?
    "Sierra('s) Creative Interpreter". Some sources would argue it's "Script Interpreter" but that's a bit silly. Leave that to LucasArts.
    Posted on 18-11-12, 10:59
    Custom title here

    Post: #59 of 1164
    Since: 10-30-18

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    Who created SCI?

    --- In UTF-16, where available. ---
    Posted on 18-11-12, 11:03

    Post: #20 of 210
    Since: 10-29-18

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    How many times have we spoken about SCI on IRC?
    Posted on 18-11-12, 11:13
    Custom title here

    Post: #60 of 1164
    Since: 10-30-18

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    Will SCI run on a 68k-based Mac?
    How about an Atari ST?
    A VideoToaster?

    --- In UTF-16, where available. ---
    Posted on 18-11-12, 11:15 (revision 1)
    Tall, Dark and Bishōjo

    Post: #68 of 599
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    Posted by CaptainJistuce
    Who created SCI?
    The opening credits for King's Quest IV tell me the original SCI0 was created by Jeff Stephenson, Robert Heitman, Pablo Ghenis, Stuart Goldstein, and Chance Fullmer. I know Ghenis was still actively involved in the version I use and abuse.

    Posted by Kakashi
    How many times have we spoken about SCI on IRC?
    Plenty enough that Jistuce's first question is a damn meme.

    Posted by CaptainJistuce
    Will SCI run on a 68k-based Mac? How about an Atari ST? A VideoToaster?
    There were Mac and Atari ports of at least several games, if the installation instructions in the tech manual are any indication. Amiga too, but I have doubts about the toaster specifically.
    Posted on 18-11-12, 11:19
    Full mod

    Post: #37 of 443
    Since: 10-30-18

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    In my experience, an engine like this starts out limited and clunky, then gets enhanced to the point where it can do some really cool things, then gets a whole boatload of extra buggy features nailed on the side to try to compete with other, newer engines, then gets dumped and replaced. For example, SCUMM was a nice idea for Maniac Mansion, was a great foundation for Monkey Island 2 and DoTT, but with Full Throttle they changed the verb system and added weird FMV stuff and it all got a bit silly.

    Which SCI game jumped the shark, technically? What was the Last Good SCI game?

    The ending of the words is ALMSIVI.
    Posted on 18-11-12, 11:27 (revision 1)
    Does not care, will put on the maid outfit

    Post: #69 of 599
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    Posted by Screwtape
    Which SCI game jumped the shark, technically? What was the Last Good SCI game?
    I think the shark moment came when they started doing live-action FMV. I'm not sure if that means Phantasmagoria, Police Quest 4 Open Season, or whatever. I have no solid opinion on what the "last good" SCI game was, to be honest.

    The neat thing about the "verb coin" as seen in Full Throttle is that neither SCUMM nor SCI require their usual interfaces to be like they are. Nothing technical dictated that the distaff in Loom be on the bottom of the screen, and SCI's icon(ic) bar is 100% done in game script code. Even SCUMM can't make that claim!
    Posted on 18-11-12, 11:56

    Post: #12 of 456
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    Can SCI's tech be used to create a Display Doctor?

    My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
    Posted on 18-11-12, 12:00
    Local source of MSU-1 information

    Post: #70 of 599
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    Posted by creaothceann
    Can SCI's tech be used to create a Display Doctor?
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