SCI32/SCIW

VAG Hello!

Is were are any progress with `modern` SCI engines? Many peoples mentioned `unknown compression algos` (well known, btw) , `need to complete old engines` (why not start separate project?), etc.

So, my question is: does anybody working on SCI32/W engine/resources now? Any related boards/sites? I started my project year ago, but need help...

-VAG
Brian_Provinciano There isn't currently any work on SCI32 decoding or development. One reason is probably because so few games used the engine, there's less of a fan base.

As mentioned, I will be doing SCI Studio VGA when SCI Studio 2.1 is done and settled in. It will create games with the LSL1 VGA, SQ1 VGA, KQ5, etc. engine.

LSL7's engine is remarkably similar to LSL 2, 3, 5, and 6's. You'd even use the same compiler and language. Even the template is similar! I know this from LSL7's debugger. LSL2->LSL7 use a very similar class system, some parts identical. They just add some properties here and there for scaling, methods for videos, etc.

Though similar, I don't plan on doing SCI Studio past SCI1. Not because it would be too difficult, but because I feel SCI1 is the most any general fan game developer will need, and I want to persue other non-Sierra projects. I will still continue working on SCI Studio EGA when doing VGA, and still continue working on SCI Studio VGA when doing other projects, but won't start another one. I find updating such huge programs with minor enhancements to be easy and worth while, so I see no reason not to support SCI Studio forever!
Rainer What about the SCI1 spin-offs, like dynamix's SCI used in qfg3, sq5, etc. will they be supported?
Brian_Provinciano I'm sticking to just SCI0 (ie LSL2/LSL3) and SCI1 (ie LSL1 VGA).
TommyBear I can see where Brian is coming from... :) For my engine, I decided to go with the style of SCI0, because people I talked to were generally fond of that era and the extra gameplay it brought... I'm general not a fan of SCI1 because some of the story telling seemed to go... oh well.
anonymous i have the SCI32/SCIW decompression algorithm... where shall I email it to so it can be played with and maybe breif descriptions of how the file formats changed perhaps
Brian_Provinciano You can publicly post your information here.

BTW, the FreeSCI team actually has created decompressors for it and are currently doing work on a disassembler.
VAG Hi!

SCI32/W uses STAC's library to decompress resources. The unpacking algo is quite simple and well-described in RFC-1974, chapter 2.5.5. Resmap.* and ressci.* format is very close to SCI1 ones, just 32-bit varriables instead 16-bit ones.
If anyone interested, i can put full file formats specifications here.

-VAG
anonymous when do you think that disassembler might be completed? im looking to disassemble the scripts in sq6 / qfg4... that file format... is that the same one used in all sci32/w games? or are there different formats
Brian_Provinciano I'm not sure when it will be done, but the scripts are a similar format from SCI0-SCI32. They just get split up in newer versions.

BTW, I would really prefer if you got a real nick name.
Lars Skovlund
VAG wrote:

Hi!

SCI32/W uses STAC's library to decompress resources. The unpacking algo is quite simple and well-described in RFC-1974, chapter 2.5.5.


Do you know of any free implementations of this algorithm (or would you be willing to work with me on one)? My current work is based on a rip of Stac's binary code, which I would really like to get rid of.

There are two major versions of SCI32, one of which uses scripts that are nearly identical to those used by SCI1.1 - that's the one my disassembler is written for.
VAG Hi!
Do you know of any free implementations of this algorithm (or would you be willing to work with me on one)?


I have my own implementation. It's a bit slow, but should works ok.
There are two major versions of SCI32, one of which uses scripts that are nearly identical to those used by SCI1.1 - that's the one my disassembler is written for.


I know two script formats used in SCI32 - the old one is SCI1-style (hunk+heap) used in first SCI32-games (PQ4) and most recent ones has all script parts merged together. (LSL7, LH)

It would be very nice if i can take look at your disassembler... ;)

-VAG
anonymous VAG can i take a look at your decompressor? dont need source code if you dont wanna release it, but I'd like to play with your decompressor... do you have icq or anything where i can contact you off the boards? thanks
VAG Hi!
VAG can i take a look at your decompressor?

I will release it today or tomorrow - need to finally test my SCI1/32 resource extractor. Also, i need to find a web space where i can put all my stuff...
Yesterday rewrote few parts of algo, now it works much faster than before. Also, i have rewritten PKWDCL unpacking algo, it may be useful for SCI1 unpacking.
do you have icq or anything where i can contact you off the boards?

You can contact me via ICQ #112387720 (13:30-21:00 GMT+3 at workdays) or via e-mail: vagsoft#mail.ru

If someone works with SCI32 now, please contact me.

-VAG