1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134
11:47:13TEST
TEST Take CXXXVII
11:44:39FONT
FONT Coolvetica transferred
11:44:37SITE
SITE Added tag FONT
11:42:21TEST
TEST Take CXXXVI
11:42:20TRANSFER
TRANSFER Moar UI art transferred
11:40:40TEST
TEST Take CXXXV
11:40:39FIXED
FIXED 404
11:38:52TEST
TEST Scyndi ScorpioTake CXXXIV
11:38:51TRANSFER
TRANSFER Combat gauge
11:04:10TEST
TEST Take CXXXIII
11:04:09TRANSFER
TRANSFER General background texture
11:01:06TEST
TEST Take CXXXII
11:01:04VOID
VOID First update then draw?
10:58:50TEST
TEST Take CXXXI
10:58:46HUH
HUH Infinite loop in main? WTF?
10:56:58TEST
TEST Take CXXX
10:56:57VOID
VOID Hello world!
10:55:45TEST
TEST Take CXXIX
10:55:45NOTE
NOTE Who cares it's dirty. It works!
10:55:20VOID
VOID Let's use the alias system to void this crap!
10:50:35TEST
TEST Take CXXVIII
10:50:32VOID
VOID A NIL -> Scyndi conflict due to execution order of things
10:44:04TEST
TEST Take CXXVII
10:44:02TRANSFER
TRANSFER The required art has been transferred
10:39:07STATUS
STATUS Very well, now the errors are about stuff that has not yet been transferred. Way to go.
10:33:01TEST
TEST Take CXXVI
10:32:55VOID
VOID NIL is case sensitive, but Scyndi is not.

A little void trick has been dummied

10:15:13TEST
TEST Take CXXV
10:15:12DUMMIED
DUMMIED Debug lines that will only conflict with the debugging system of SCI itself
10:15:03SITE
SITE Added tag DUMMIED
10:08:49TEST
TEST Take CXXIV
10:08:48FIXED
FIXED Code typo
10:07:53TEST
TEST BrendorTake CXXIII
10:07:42CODEROT
CODEROTKillFlow
- = 15 Mar 2025 = -
18:12:51TEST
TEST Take CXXII
18:12:50CODEROT
CODEROTGetFont()
18:12:01TEST
TEST Take CXXI
18:12:01CODEROT
CODEROTColor
18:11:10VOID
VOID Take CXX
18:11:06VOID
VOID void
18:10:06TEST
TEST Take CXIX
18:10:06VOID
VOID Graphics coderot (I hope)
18:06:11TEST
TEST Take CXVIII
18:06:11VOID
VOID or and not
18:05:35TEST
TEST Take CXVII
18:05:34CODEROT
CODEROTQuickMeta NIL vs QuickMeta Scyndi
18:04:52TEST
TEST Take CXVI
18:04:50FIXED
FIXED 404
18:03:11TEST
TEST Take CXV
18:03:07CONVERT
CONVERT General definitions converted
17:47:44SEARCH
SEARCH FONT_MainMenu
17:47:08TEST
TEST Take CXIV
17:47:06LINK
LINK Music
17:46:37TEST
TEST Take CXIII
17:46:36STUPIDITY
STUPIDITY Fix error
17:45:52TEST
TEST Take CXII
17:45:51LINK
LINK Audio
17:45:42CODEROT
CODEROTIrravonia, daughter of TephondarFont loader
17:44:32TEST
TEST Take CXI
17:44:27LINK
LINK Graphics
17:40:52TEST
TEST Take CX
17:40:51FIXED
FIXED ?
17:38:08TEST
TEST Take CIX
17:38:07CODEROT
CODEROT#
17:33:49TEST
TEST Take CVIII
17:33:47CONVERT
CONVERT Some important conversions done, but the trouble is far from over yet!
17:25:39STUDY
STUDY Let's see
17:25:34DONE
DONE Taken the original Introduction.nil code.
17:20:43STATUS
STATUS PANG!

Here we go again!

15:47:39STATUS
STATUS And I think that after I had a break, I can now finally start this project.
15:47:09C++
C++Well, as far as it needs to work for now, it works.
15:43:08C++
C++Take CVII
15:43:05C++
C++Fixes (you can't be serious about this one)
15:42:18C++
C++Take CVI
15:42:15C++
C++Actual compilation and SASKIA inclusion
15:22:15C++
C++Take CV
15:22:13C++
C++JCR6 inclusion
15:22:05C++
C++Take CIV
15:15:26C++
C++SASKIA location
15:06:48C++
C++Take CIII
15:06:47C++
C++Illegal function call
15:06:14C++
C++Take CII
15:06:10C++
C++Eric SylvertinFixed several syntax errors
15:01:27C++
C++Take CI
15:01:25C++
C++Change checks
14:47:46C++
C++Take C
14:47:45C++
C++Cosmetics
14:35:13C++
C++Take XCIX
14:35:11C++
C++Where to find the Kthura sources
14:31:46C++
C++Take XCVIII
14:31:43C++
C++Config Loaders
14:20:31CODE::BLOCKS
CODE::BLOCKSSo far, so good!
14:19:41CODE::BLOCKS
CODE::BLOCKSTake XCVII
14:19:37CODE::BLOCKS
CODE::BLOCKSBasis project
14:08:14CODE::BLOCKS
CODE::BLOCKSBasis for map preparation
14:04:15SITE
SITE Added tag CODE::BLOCKS
13:56:09SOLVED
SOLVED Ah, no that's just a bug in the Slyvina lib used by Jaxxal.
13:55:03HUH
HUH No good!
13:53:42KTHURA
KTHURA Take XCVI
13:53:30FIXED
FIXED Creating directories when needed still appears to be an issue
13:51:51SEARCH
SEARCH Take XCV
13:51:46STATUS
STATUS Now there are a few more things to check out before the project can really begin.
13:50:35RESULT
RESULT Well, I guess it may just be the safer route to remove the swap files altogether and rewrite the object permakiller. The point is though that some dungeon appear to change more than just kills, but that this time there can also be texture and even blockmap changes. These occurances are rare though, but I must keep it in mind in order to make sure these changes are properly logged in the new system as well. The way the old swap files take this up will also no longer be supported anyway due to SCI being a completely different engine than NALA was, so in the end, I guess, it'll be all better this way.
13:50:33SITE
SITE Added tag RESULT
13:46:09STUDY
STUDY Take XCIV
12:39:12STUDY
STUDY The savegames of Dyrt do all contain all swap files. Some of them packed with jxsda, which is not really in use in the current JCR6 (although not hard to implement so perhaps I should give it a go), but most of them just Store so that makes things easy. What I see is most of all mapkill data. This might be useful for me on the longer run, yes.
12:34:26STATUS
STATUS Whew... I still have those. Let's study.
12:34:12SEARCH
SEARCH AziellaBut let's not be alarmed too soon. I have a few search tools.
12:33:31STATUS
STATUS Well, the first setback... when it comes to swapdata I wanted to analyse some stuff, which I currently don't appear to have access to.
- = 13 Mar 2025 = -
20:22:13STUDY
STUDY Right.... Basis I got... I have some ideas to cover this, however it WILL require me to adapt my C++ code. I don't like that, but I guess I can better be safe than sorry!
20:21:31STUDY
STUDY Things are more complicated here than I initially thought... I hope this all goes well.
18:10:07STUDY
STUDY Some study indicated there's a library called "Swap". If there's some library out there called swap, I'm gonna KILL that system, or at least void it somehow. I don't want ANY swap files around!
18:05:11STARSTORY
STARSTORYWell, that's was that. (Still stuff to do there,though)
14:30:31STARSTORY
STARSTORYAnd before that I'll have some business here too.
14:29:54STATUS
STATUS Right... All compiler errors now appear to be accounted for.

However the adventure for SASKIA doesn't end there yet.

I only know if it works the way it should once I'll see SASKIA in action, and it will be along time before I get to that point. I'll need to start the actual Dyrt project to make that happen.

14:28:14TEST
TEST Take XCIII
14:28:11STUPIDITY
STUPIDITY operator mixup
14:28:10SITE
SITE Added tag STUPIDITY
14:27:07TEST
TEST Take XCII
14:21:42CODEROT
CODEROTHow many more times will "script" pop up?
14:21:07TEST
TEST Take XCI
14:21:06CODEROT
CODEROT"debug"
14:20:27TEST
TEST Take XC
14:20:24CODEROT
CODEROTAnother one bites the dust!
14:19:53TEST
TEST Take LXXXIX
14:19:37CODEROT
CODEROT"script"
14:18:58TEST
TEST Take LXXXVIII
14:18:57FUCKYOU
FUCKYOU Why are the m and the comma next to each other on my keyboard! AAAARGH!
14:18:11TEST
TEST Take LXXXVII
14:18:07CODEROT
CODEROTtonumber
14:17:32TEST
TEST Take LXXXVI
14:17:28SITE
SITE And that was the LAST time Merya's picture came from the Game Jolt server.
14:12:39CODEROT
CODEROTMeryaAnother one
14:12:13TEST
TEST Take LXXXV
14:12:12CODEROT
CODEROT"script" was not a keyword in NIL, but it is in Scyndi.
14:10:38VOID
VOID Take LXXXIV
14:10:34CODEROT
CODEROT_G
14:10:01TEST
TEST Take LXXXIII
14:09:55CODEROT
CODEROTWrong var
14:08:56NOTE
NOTE Why do I think it's very likely Take C will be reached PRIOR to the offficial start?
14:08:31TEST
TEST Take LXXXII
14:08:27CODEROT
CODEROTMoar!
14:07:38TEST
TEST Take LXXXI
14:07:37FIXED
FIXED Coderot
12:03:34TEST
TEST Take LXXX
12:03:33VOID
VOID Neither is "debug"
12:03:07TEST
TEST Take LXXIX
12:03:06VOID
VOID tonumber is not a core instruction of Scyndi... No matter!
12:02:23TEST
TEST Take LXXVIII
12:02:20FIXED
FIXED A few things that nil accepts but Scyndi doesn't. Scyndi is more restrictive in a few things.
12:01:03TEST
TEST Take LXXVII
12:01:02FIXED
FIXED Head missing
12:00:35CONVERT
CONVERT Take LXXVI
12:00:31CONVERT
CONVERT DateTime is a handy library so why not convert it to Scyndi. The required changes aren't that much either
11:54:30TEST
TEST Take LXXV
11:54:29CONVERT
CONVERT Stack -> Stacker
11:46:21TEST
TEST Take LXXIV
11:46:16FIXED
FIXED DernorSeveral fixes
11:38:16TEST
TEST Take LXXIII
11:38:01CONVERT
CONVERT SASKIA has been translated from nil to Scyndi - Now there's no guarantee at all that this will work, the "CALL" instruction most of all, may need adaption due to Scyndi's more sophisticated approach on matters.
11:04:07JUDGMENT
JUDGMENT Good! It tries to include SASKA (even though SASKIA itself is completely incompatible at the present time).
11:03:24VOID
VOID Take LXXII
11:03:20VOID
VOID A little fake script, which will allow me to make it easier to convert SASKIA
11:01:16GITHUB
GITHUB SASKIA can now be found on Github in the Scyndi Libs, but please note, the file may end on .scyndi, but it's still a nil source file. The adaptions will come soon.
10:03:06LAZY
LAZY I know it's lazy, but laziness can sometimes be the most effcient approach.
10:03:04SITE
SITE Added tag LAZY
10:02:37SEARCH
SEARCH I've looked up SASKIA. It's a system that has no more use at all in SCI, but copying it into the new version of the game anyway, will save me a lot of headaches, as it allows me to leave loads of code the way it is.
- = 12 Mar 2025 = -
22:38:10TECHNO
TECHNO Some more stuff may be added to it, as with the Kthura stuff in particular things may be quite nasty. Oh well.
22:37:16DONE
DONE The BRUN script. Can't live without it
20:57:20STATUS
STATUS With that, the preparational work is done (aside from completing MyData! Oh well!)
20:56:45JUDGMENT
JUDGMENT THAT's better!
20:56:20TEST
TEST Take LXXI
20:56:18FIXED
FIXED That window was WAY too small!
20:56:08SITE
SITE Added tag HUH
20:55:57TEST
TEST Take LXX
20:55:57DONE
DONE Run script
20:37:54STUDY
STUDY I had to study the results also. The original Dyrt.NET game on which this will be made, uses lzma as main compression. I needed to make sure that's now filtered out, as I don't have any support for that ... right now.
20:37:53SITE
SITE Added tag STUDY
20:36:53CONFIRMED
CONFIRMED Well, that works
20:36:46TEST
TEST Take LXIX
20:36:28DONE
DONE A quick view script. I will need it bad during the development of this version of the game.

Making this is part of the preparations of all games I make I guess, regardless of engine.

13:49:55NOTE
NOTE This was testing more than actual development, although I guess the first dungeon has now been transferred in the process.

It's yet still too early to fire the starting shot.

13:48:04JUDGMENT
JUDGMENT For as far as I can see now stuff appears to be in order.
13:46:26TEST
TEST Take LXVIII
13:46:20FIXED
FIXED Rebecca SlyvertinOne little config error
13:43:16TEST
TEST Take LXVII
13:43:13CONFIG
CONFIG Candle trouble
13:39:55TEST
TEST Take LXVI
13:39:53CONFIG
CONFIG Torch trouble
13:39:16KTHURA
KTHURA Take LXV
13:39:12TRANSFER
TRANSFER Another attempt
13:37:35GAMEJOLT
GAMEJOLT Removed and replaced! 🖕!
13:34:17TRANSFER
TRANSFER Rebecca Slyvertinsome JPBFs
11:21:00CONFIG
CONFIG Kthura transfer tool updated
11:20:47TRANSFER
TRANSFER Heroes Art
09:04:57STARSTORY
STARSTORYBut first a few more tests on Star Story
- = 11 Mar 2025 = -
23:36:09NOTE
NOTE Although there are also a few .jpbf cases, so that means it ain't over YET!
23:35:40STATUS
STATUS Well, I guess the transfer was succesful now
23:35:23KTHURA
KTHURA Take LXIV
23:16:24SEARCH
SEARCH Well, another one then....
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