Snail Trek

I have released a series of four short episodic games in the same style as my main project (Cascade Quest). The games are called Snail Trek, and are available on Steam. Follow the story of a crew of intrepid snails as they search for a new home world! These games show off the parser-based retro […]

Speech recognition for adventure games

On linkedin, Someone posted a link to an example of Unity’s speech recognition API for Windows 10. It sounded simple to set up, so I decided to try it out. I’d done some basic research a while back to see if speech input might be an decent alternative to the text parser input in Cascade Quest. […]

Foreshift: Ludum Dare #35 post-mortem

Last weekend I completed the Ludum Dare 48 hour competition. The goal is to make a game from scratch in 48 hours: all the coding (apart from frameworks you make public beforehand), art and audio need to be done from scratch and by one person. It takes place around the world and well over one thousand […]

Decompiling SCI – part 4 – final steps

Here’s a link to part 1 of this series. Generating the abstract syntax tree Generating the AST from the instruction node tree ends up being fairly straightforward. SCI Companion has the following syntax nodes (that appear in the AST): value (these can be tokens, strings, saids, selectors or numbers), complex value (like value, but allows for […]

Decompiling SCI – part 3 – instruction consumption

Here’s a link to part 1 of this series. Another fundamental concept we need to introduce is instruction consumption. The basics Each SCI instruction (opcode + operands) “consumes” a certain number of values from the stack, or the value of the accumulator or prev registers. Likewise, it may “generate” a result that gets pushed onto the […]

Decompiling SCI – part 2 – control flow

Here’s a link to part 1 of this series. Now we have a directed graph that consists of nodes of branch-less instruction sequences in a function (since the branches became the edges of the graph). This is what is needed to perform control flow analysis. Resources Here are some resources (generally white papers, course notes or […]

Decompiling SCI byte code – part 1

SCI is the Sierra Creative Interpreter – the scripting language and runtime on which Sierra’s adventure games were built between roughly 1988 and 1996. As part of the SCI Companion project (an IDE for SCI) I worked on over the past year, I wrote a decompiler. In this series of posts I’ll go over the process of generating source […]

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