SCI 1.1 & 32 dumper...

MusicallyInspired ok it extracts....but it says in the readme that all extracted resources doesn't contain plain-file header so none of the files work in any games. if it cant read anything wats the point of the dumper? i cant even get viewedit to open the views....is there a difference in format? or is it the same problem? is there any plans to fix this? (if it can be fixed)
Omer Mor I'm not an SCI expert so I can't give you good answers but I believe most of your questions could be answered in the FreeSCI documentation. It's pretty good and interesting and is also organized nicely.
You can find it here:
http://freesci.linuxgames.com/scihtml/book1.html
MusicallyInspired yes i found that page today. doesnt answer any questoins for me tho. unless i skipped something.
HwM Hmm... I should have told you that, but I didn't know exactly what you wanted to do with it (and still don't)... A dumper is something else than a decoder...

Anyway, the developer of SCIRESDUMP has an account on this forum, I talked to him once, his username is VAG... Maybe he can explain/answer further questions...

BTW: I do think the view format is different, regardless of the header...
MusicallyInspired what i was trying to do was extract the sound/view/pic resources and just fool around with them and use them with other games or in the same game and re-arrange them. my main goal tho was to take the sound resources and use them to play in areas like the title screen and make it loop forever so i can record it.

is there a difference between extracting and dumping? i havent got a clue about programming anything. i can get by with scripts and stuff like that in AGI/SCI/AGS games but when it comes to that i have no idea.
HwM
MusicallyInspired wrote:

what i was trying to do was extract the sound/view/pic resources and just fool around with them and use them with other games or in the same game and re-arrange them. my main goal tho was to take the sound resources and use them to play in areas like the title screen and make it loop forever so i can record it.


Aha... Indeed, That makes SCIRESDUMP quite useless in this case... But regarding your main goal; I think there are easier ways to do that...

MusicallyInspired wrote:

is there a difference between extracting and dumping? i havent got a clue about programming anything. i can get by with scripts and stuff like that in AGI/SCI/AGS games but when it comes to that i have no idea.


Well, not much in this case... I personally regard 'dumping' as extracting something (from files, from memory) to a file that needs further processing to make it usable... 'Decoding' makes data usable for something...

Actually, this program does both, but only regarding encryption of the resource files... So it decrypts the resources and the extracts/dumps them...

This probably sounds very odd, since English isn't my native language, but perhaps you'll understand it...
Brian_Provinciano There are no public tools available yet for doing anything with most SCI32 resources. You can only work with ones that are the same format as SCI0 (very few).

There is work by some members of the FreeSCI team on different tools, such as a script disassembler, view/pic/palette viewer, etc. However, they are not finished, and thus, haven't been publicly released.

The key as usual, is patience.
Omer Mor it's hard to combine patience with excitment but we do our best (and we know you do you best too, so keep up the good work!)
8)
kelmer VAG explained it to me a few weeks ago.

It's true that the program dumps the files without the required header, but you can easily (wll, sort of) add this to the files.

Just create a blank filed and name it "header" (well, name it whatever you want). Edit this file with an hexadecimal editor and add two bytes, being the first one the resource type identifier (i.e. 8F for message) and the second being a 0 byte (00).

Then save the file and open a dos prompt. Type in there:

copy header+resource.msg resource1.msg

and you're done.

You can figure out the resource identifier by sending the dumper output to a txt file (by typing sciresdump nameofresource.map > nameoftxt.txt). Then you will see a "type" column at the beggining of each resource list, followed by a number. Convert this number to hexadecimal and that's it.

i.e

Directory type 0 (view), offs= 1f, len= 198 (68 entries) :

"0" is the identifier, so it will be "00" or "80" in the header file.

By the way, I would really appreciate a Script Editor for SCi32 scripts :)

PS. What are heap files for?

MusicallyInspired
Just create a blank filed and name it "header" (well, name it whatever you want). Edit this file with an hexadecimal editor and add two bytes, being the first one the resource type identifier (i.e. 8F for message) and the second being a 0 byte (00).

Then save the file and open a dos prompt. Type in there:

copy header+resource.msg resource1.msg

and you're done.

You can figure out the resource identifier by sending the dumper output to a txt file (by typing sciresdump nameofresource.map > nameoftxt.txt). Then you will see a "type" column at the beggining of each resource list, followed by a number. Convert this number to hexadecimal and that's it.

i.e

Directory type 0 (view), offs= 1f, len= 198 (68 entries) :

"0" is the identifier, so it will be "00" or "80" in the header file.


over my head and out of my league ;)

could someone make a kind of program or somethn that does this automatically? im not asking anyone to do it im just throwing out a hypothetical question.

thx for replying tho, guys
MusicallyInspired ok i have decided to have my first experience in hex editing and downloaded a hex editor and i only have one problem. the type resource for sound in SQ5 is '132' and that takes more than one block. am i doing something wrong? am i thinking in the wrong area? i tried doing it anyway with more than 2 blocks but the new file still didnt work in any games.

excuse my newbieness. you've gotta start somewhere...tho it IS a painstaking process.
MusicallyInspired ok never mind i got it to work thx for ur help guys! :)
dreamweaver i used sciresdump extract some view from King Quest 6 and added header to them too ..
but now my big problem is i don't have any view editor can work with them .
Please show me the way ..
kelmer I don't know why but I couldn't manage to get vies to work after adding the header. I put them (unchanged) into the game folder and ended up with several errors. I guess they use a different header pattern or something like that.

Anyway, a SCI32 view editor would be really great...
dreamweaver i want to know what SCI version of King Quest 6 and Quest For Glory 1,2,3,4 are .
Has any tool can test and show SCI version ?
Please help me ..
Omer Mor qfg1ega = sci0
qfg1vga = sci1.1
qfg2 = sci01
qfg3 = sci1.1
qfg4 = sci32
kq6 = sci1.1

You can check the version by hex-editing the interpreter (SCIV.EXE, SCIDHUV.EXE, SIERRA.EXE or something like that) and manually searching for the version, typically near the end of the file.
You can also check this list from FreeSCI's documentation:
http://freesci.linuxgames.com/scihtml/x157.html
Omer Mor Also, if you're interested, I've copied this text from the FreeSCI FAQ:
1.2 What are the differences between the SCI versions?

SCI0 was used in the first generation of SCI games, like SQ3, QfG1 (EGA) or KQ4. It uses vector drawn EGA graphics, MIDI sound, a complex object-oriented virtual machine, and a few other neat things. SCI0 games generally use a typing interface.
SCI01 adds digital sound effects to that, slightly improves mouse pointers, and uses a new compression type.
SCI1 games use bitmapped VGA graphics, more new compression methods, and replace the typing interface with a point-and-click interface.
SCI1.1 games are slight extensions of SCI1; at some point during SCI1.1, the ability to arbitrarily scale pixmaps was added.
SCI32/SCIWin v2 games run on a DOS extender or in the Win16 environment; they use a partially 32 bit engine. They are able to support resolutions higher than 320x200 pixels.
SCI32/SCIWin v3 games require a Win32 environment, but behave like v2 otherwise.
Another SCI relative, LSCI (Large-scale SCI) was used for the Sierra Network (aka the ImagiNation network). It was completely 16 bit, though.