![]() To determine whether or not this applies to you, run "bt" in the debugger the "base" number in the first line must be zero, or you won't be able to save the game (restoring should work, though).Pc 98 roms archive. ![]() FreeSCI does not allow it, and, as far as I know, no Sierra SCI code ever tries to do that. In practice, this means that you may have two or more vm function calls on your system stack it is not easily possible to store the game state in this case. Kernel functions SCI kernel functions are able to call the virtual machine. If you try to save the game with the built-in debugger while file handles are still open, you will be warned about this and saving will abort, unless you preceed your save directory name with an underscore ('_'). Please be aware of the following flaws and limitations before you dig out your flame thrower:įile handles Open file handles are NOT stored or loaded. CaveatsįreeSCI's file saving and restoration functionality isn't perfect. Control and priority buffers contain a grayscale gradient palette. Any combination of these three buffers is possible. buffer_x.1 is the visual buffer, buffer_x.2 is the priority buffer, and buffer_x.4 is the control buffer. buffer* These are png files containing the various graphical buffers used in the game. The other three png files each contain a greyscale gradient palette. visual_map.png contains regular palette or color information, so it is, in fact, a screenshot of the game (the mouse pointer is not shown, since it is not stored in the display maps). The meanings of those files should be rather obvious. This program replaces the launcher of the game, and it also adds a number of features to the game Can run Curse of Monkey Island from hard drive (play without the discs) and can automatically copy the required files to the hard drive. The four maps of the main picture are stored in four separate png files: The following files were generated by earlier versions of FreeSCI, but are no longer used: This file contains the savegame name in plain text. The file names are chosen by taking the game's "unique" identifier and appending a suffix of ".id". ![]() *.id Savegame name file for one SCI game. The syntax is identical to the used in the "state" file. sound Contains the state of the sound subsystem. ![]() song.* Songs stored by the sound subsystem. It is unlikely that you are going to encounter a hunk file in normal SCI code. SCI code may allocate raw hunk data, but it can't do anything with it (except unallocate it again). Heap data is internally structured to be identical to SCI heap data (little endian, 16 bit), so it is portable to all platforms. heap This is a binary copy of the heap data. The identifiers used in this file are identical to the identifiers used in the c code. you should be able to insert blank lines, comment lines, (Using the hash (' #') sign), move assignements around, and change values. The code used to read and write this file is automatically generated by a script called, and it is believed to be rather flexible i.e. It contains huge amounts of text data, which are an almost-complete replication of the game internal state_t structure. For example, if you execute ``save_game frobnitz in SQ3 on your *BSD box while your $HOME is set to /home/rogerw, the save game files would be written to /home/rogerw/.freesci/SQ3/frobnitz/.įiles state This is the main save file. Each save game has a directory associated with itself, and this directory is relative to the directory mentioned above. The general FreeSCI directory policy is simple: If there is a $HOMEm use ~/.freesci// as your playground, if there is no home, use the current working directory. FreeSCI attempts to store savegames portably for this reason, most of the game data is saved as plain text, while the graphics are written to png files.
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