Problem Hearing the Narrator (CD Version)
Re: Problem Hearing the Narrator (CD Version)
Without changing the scripts about the only thing you could do would be to extract the pic and rename it to the same as the one you wanted to replace.
01000010 01111001 01110100 01100101 00100000 01101101 01100101 00100001
Re: Problem Hearing the Narrator (CD Version)
I could change the file for it, but it would affect all the other areas that the default portrait is used as well, which would be awkward to see around that part of the game, so I will look into the scripts, see if I can find the correct script that is used around that part of the game, and figure out what line uses the default portrait.
Edit:
I have managed to find the script file involving Freddy's portrait, but I can't figure out what line in the script that shows the portraits for certain scenes in the game.
Edit:
I have managed to find the script file involving Freddy's portrait, but I can't figure out what line in the script that shows the portraits for certain scenes in the game.
Re: Problem Hearing the Narrator (CD Version)
I think I may have found a solution, but I'm no sure without testing. What can I use to edit/create HEP, MSG, and SCR files?
Last edited by Luinath on Mon Oct 21, 2013 7:54 pm, edited 1 time in total.
Re: Problem Hearing the Narrator (CD Version)
MSG files can be edited with TraduSCI. The heap and script files are more problematic. You would need an SCI1.1 compiler to create new ones. SCI companion and SCI Studio only works with SCI0. There is an unfinished development version of SCI Studio VGA (SCI1), but the compiler is probably the main thing that is not finished.
There is an existing SCI script disassembler does not produce anything that could be recompiled, even if had a compiler. I am not sure that it would work on anything other than SCI scripts, anyway. You can always try using a hex editor to modify existing scripts. I have done a few simple things like modifying strings contained in the files, but I am far from the right person to give help on this.
There is an existing SCI script disassembler does not produce anything that could be recompiled, even if had a compiler. I am not sure that it would work on anything other than SCI scripts, anyway. You can always try using a hex editor to modify existing scripts. I have done a few simple things like modifying strings contained in the files, but I am far from the right person to give help on this.
01000010 01111001 01110100 01100101 00100000 01101101 01100101 00100001
Re: Problem Hearing the Narrator (CD Version)
I'll try out the program for editing the MSG file, and if my solution does work, then I'll see if I can create a new HEP and SCR file containing some information from another file despite never being good at hex editing without instructions. Thank you for the help Collector.
Last edited by Luinath on Mon Oct 21, 2013 7:54 pm, edited 1 time in total.
Re: Problem Hearing the Narrator (CD Version)
Keep ion mind that there is a more recent version of Endroz's SCI programs. I'll try to update the Wiki soon.
01000010 01111001 01110100 01100101 00100000 01101101 01100101 00100001
Re: Problem Hearing the Narrator (CD Version)
Alright, I'll see if I can find the latest version, and is it possible in one of the SCI programs to edit the variable under Talker in the MSG file, or do I need to use a hex editor for that?
Re: Problem Hearing the Narrator (CD Version)
Variables will be in the script files. Someone with better hex skills than I might be able to point you in the right direction. One of the Endroz tools, A.SCI, can disassemble and sometimes reassemble a script. It should be able to work with SCI1.1 to SCI2x scripts, but I have never tried it. give me a day or two and I should be able to find time to update the Wiki with the new version of TraduSCI.
- Attachments
-
- A_SCI.zip
- (144.97 KiB) Downloaded 748 times
01000010 01111001 01110100 01100101 00100000 01101101 01100101 00100001
Re: Problem Hearing the Narrator (CD Version)
I'll play around with the variables with a hex editor, and see if I can get the results I'm looking to restoring the unused portrait. I'll also try out the A. SCI, and see if I'm able to create, or alter a script that will greatly help me with this task. Thank you for the help with the programs Collector.
Re: Problem Hearing the Narrator (CD Version)
I have managed to edit a MSG and HEP file with a hex editor, and they seem to work properly. I decided to use variable 13 for the portrait, since no one uses that variable in the game when it comes to talking.
I can't seem to fully test the files, since I can't get a working script, as I need to add another export line in order for he portrait to show up properly without overwriting another portrait used in the game, but it doesn't let me do that through a hex editor without making the script nonfunctional. I'm still not sure at the moment as to how get A SCI to work with scripts, since the files it provides me is data from 0.SCR, even when I use different files, so I don't know what I can do with those files at this time.
I can't seem to fully test the files, since I can't get a working script, as I need to add another export line in order for he portrait to show up properly without overwriting another portrait used in the game, but it doesn't let me do that through a hex editor without making the script nonfunctional. I'm still not sure at the moment as to how get A SCI to work with scripts, since the files it provides me is data from 0.SCR, even when I use different files, so I don't know what I can do with those files at this time.
Re: Problem Hearing the Narrator (CD Version)
Actually, the heap file is paired with the script file. Be careful about randomly choosing a variable that might interfere with something else.
01000010 01111001 01110100 01100101 00100000 01101101 01100101 00100001
Re: Problem Hearing the Narrator (CD Version)
I only changed the variable that changes the current value used for a line in the HEP file (had to keep saving and checking the file in SCI Resource Viewer to make sure that it didn't change something else,) and I tested it using a script used in the game (used the chef at Mom's Cafe for this,) and Freddy's portrait with his bloody ear showed up without any problems.
I'm not sure if I can add an extra line in the SCR file using a hex editor without any problems, since any variable I change or add, it makes the script obsolete. I'm trying to make it look like this when viewed in SCI Resource Viewer:
export1848_0 = $0
export1848_1 = $0
export1848_2 = $0
export1848_3 = $0
export1848_4 = $0
export1848_5 = $0
export1848_6 = $0
export1848_7 = $0
export1848_8 = $0
export1848_9 = $0
export1848_10 = $0
export1848_11 = $0
export1848_12 = $0
export1848_13 = Freddy3
Freddy3::init:
lag global[$86]
aTop back
lag global[$16]
aTop font
pushi $6e ; 110, 'n', init
pushi $3 ; loop
lofsa FreddyBust3
push
lofsa FreddyEyes3
push
lofsa FreddyMouth3
push
&rest $1
super Talker, $a
ret
I'm not sure if I can add an extra line in the SCR file using a hex editor without any problems, since any variable I change or add, it makes the script obsolete. I'm trying to make it look like this when viewed in SCI Resource Viewer:
export1848_0 = $0
export1848_1 = $0
export1848_2 = $0
export1848_3 = $0
export1848_4 = $0
export1848_5 = $0
export1848_6 = $0
export1848_7 = $0
export1848_8 = $0
export1848_9 = $0
export1848_10 = $0
export1848_11 = $0
export1848_12 = $0
export1848_13 = Freddy3
Freddy3::init:
lag global[$86]
aTop back
lag global[$16]
aTop font
pushi $6e ; 110, 'n', init
pushi $3 ; loop
lofsa FreddyBust3
push
lofsa FreddyEyes3
push
lofsa FreddyMouth3
push
&rest $1
super Talker, $a
ret