The One Thing That Stuck Out For Me About Codename: Iceman.

Losing your cool? Can't figure out the sub sequence? Finding this game brutally difficult? You're not alone! Come over here super agent and transmit your CIA codes with other agents to help you out!
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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Collector » Wed Apr 25, 2018 6:55 pm

If I were better versed in SCI I would think about developing a patch that would let you skip the sub scene. I guess one of the first steps would be to decompile the scripts and fix them so they can be recompiled and then modify the script where the sim begins. have it throw up a message box to give the option to continue or jump to the end of the sim script(s). Might be able to to a quick hack like the KQ4 skip the CP check by renaming scripts.
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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Tawmis » Wed Apr 25, 2018 8:33 pm

Collector wrote:If I were better versed in SCI I would think about developing a patch that would let you skip the sub scene. I guess one of the first steps would be to decompile the scripts and fix them so they can be recompiled and then modify the script where the sim begins. have it throw up a message box to give the option to continue or jump to the end of the sim script(s). Might be able to to a quick hack like the KQ4 skip the CP check by renaming scripts.
This would be amazing. Like I said, a thing that pops up that says "Skip Sub Sequence?" And then allow them to get to the success point, but not give them the points they would earn had they done it. So that there's SOME encouragement to eventually try it, if they want to.

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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Collector » Thu Apr 26, 2018 7:13 pm

Don't know how far I'll get with it as I have done next to no SCI coding, but I did manage to decompile the game and was able to recompile with only two errors. The game runs, but I don't know if it broke anything. This is one game that I have not played myself, too, so I am not familiar enough with it to know what script is where the sub sim begins or what one is the one where it ends. If I could determine that I *might* be able to do something to create a patch. Here is a list of the script names the decompiler generated. Anyone have guesses as to which are the opening and closing sim scripts?

AbandonedShacksRm.sc
Agent.sc
AgentApartmentRm.sc
AgentEyesProp.sc
AgentsBuildingRm.sc
AntiSubNetRm.sc
ApartmentWindowRm.sc
Approach.sc
Avoid.sc
BagdadKnockScript.sc
BattleShip.sc
BeachHuts1.sc
BeachHuts2.sc
BeachHuts3.sc
BeachHuts4.sc
BeachSwimRm.sc
BHatchTubeRm.sc
BridgeRm.sc
BriefingRoom.sc
Cat.sc
CaveEntranceRm.sc
CaveExitRm.sc
CavesRg.sc
Chase.sc
CheckScores.sc
CheckScores2.sc
Class_255_0.sc
Class_339_18.sc
Class_399_3.sc
CliffsRm.sc
ClimbLadderScript.sc
CompoundHallwayRm.sc
ComputerOn.sc
ControlPanel.sc
ControlRm.sc
Coontz.sc
CPREndScript.sc
CPRScript.sc
Cycle.sc
CyclingProp.sc
DamageScript.sc
DanceRm.sc
DeadByDepthCharge.sc
DeadByTorpedo.sc
DeadByTorpedo_329.sc
Die.sc
DigitalGauge.sc
DisposeCode.sc
DiversionScript.sc
DPath.sc
DullesAirport.sc
EarringFeat.sc
EastBeachRm.sc
EastDeadEndRm.sc
EgoDownLadderScript.sc
EgosQuartersRm.sc
EgoWaterViewer.sc
EndBeach.sc
EngineRm.sc
EscapeHatchRm.sc
Extra.sc
Feature.sc
FinalliScript.sc
FiredTooSoon.sc
FirstCodedMsg.sc
FishermanBeachRm.sc
Follow.sc
FooHelp.sc
ForwardCounter.sc
FromGalleyScript.sc
GalleyRm.sc
Game.sc
GettingUnderCoontz.sc
GetUpScript.sc
GoBridgeScript.sc
GoodJobScript.sc
GreetingScript.sc
Grooper.sc
GuardCReg.sc
GuardFReg.sc
GuardJReg.sc
HasSugarScript.sc
HatchTubeRm.sc
HitIcebergScript.sc
HonoluluAirportRm.sc
HotelBar.sc
HotelEntrance.sc
HutSwimRm.sc
IC.sc
IceStationScript.sc
InCave1Rm.sc
InCave2Rm.sc
InCave3Rm.sc
InCave4Rm.sc
InCave5Rm.sc
InCave6Rm.sc
InCave7Rm.sc
InCompoundRm.sc
InEgosHut.sc
InHerHut.sc
InLobby.sc
InPlane.sc
Intro2Rm.sc
IntroRm.sc
InvD.sc
InvI.sc
JohnnyBoss.sc
Jump.sc
KeyPadButton.sc
Lady3ResponseScript.sc
Lady4ResponseScript.sc
LatheScript.sc
LaunchDiver.sc
LookCyl.sc
MachineRm.sc
Main.sc
MapDoneScript.sc
MDH.sc
MenuBar.sc
Monitor.sc
n315.sc
n316.sc
n321.sc
n322.sc
n323.sc
n324.sc
n325.sc
n330.sc
n331.sc
n332.sc
n333.sc
n334.sc
n335.sc
n343.sc
n356.sc
n361.sc
n370.sc
n385.sc
n387.sc
n396.sc
n802.sc
n821.sc
n822.sc
n823.sc
n824.sc
n827.sc
n828.sc
n954.sc
n957.sc
n958.sc
n962.sc
n965.sc
n966.sc
n982.sc
n984.sc
NetBeachRm.sc
NetToPierRm.sc
NewRoundScript.sc
NorthDeadEndRm.sc
NWDeadEndRm.sc
OasisRm.sc
Obj.sc
OceanRg.sc
OldSaltBoss.sc
OpenFridgeScript.sc
OpeningScene.sc
OutsideCompoundRm.sc
PassagewayRm2.sc
PathToRoadRm.sc
Pearl1Script.sc
Pearl2Script.sc
Pearl3Script.sc
PearlScript.sc
PentagonFront.sc
PentagonHall.sc
PentagonLobby.sc
PickJohnnyDice.sc
PickSaltDice.sc
PierRm.sc
PlayScript.sc
PreloadCode.sc
PS.sc
QSnd.sc
RegionPath.sc
Rev.sc
RFeature.sc
Rm089.sc
Rm090.sc
RoadToTownRm.sc
RussianSub.sc
ScopeActor.sc
ScubaCycle.sc
ScubaRg.sc
SecondCoordsScript.sc
Shore2Rm.sc
ShoreRm.sc
SmoothLooper.sc
Sound.sc
SoundSyncWave.sc
SpeedTest.sc
StacyInScript.sc
StartScript.sc
StorageRm.sc
SubBattleScript.sc
SubInv.sc
Submarine.sc
Submarine_806.sc
SysWindow.sc
Tahiti.sc
TahitiInv.sc
TahitiOcean2.sc
ThatchedHut.sc
TimedControler.sc
TooLateScript.sc
TooLong.sc
TorpedoRm.sc
TownRm1.sc
TownRm2.sc
TownRm3.sc
TownRm4.sc
Track.sc
TrackingTheCoontz.sc
TunaBeachRm1.sc
TunaBeachRm2.sc
TunaInv.sc
TunaPierRm.sc
TunisBeachRm.sc
Tunisia.sc
Turtle.sc
User.sc
VolleyRm.sc
Wander.sc
Washington.sc
WestDeadEndRm.sc
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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Tawmis » Fri Apr 27, 2018 1:33 am

Collector wrote:Don't know how far I'll get with it as I have done next to no SCI coding, but I did manage to decompile the game and was able to recompile with only two errors. The game runs, but I don't know if it broke anything. This is one game that I have not played myself, too, so I am not familiar enough with it to know what script is where the sub sim begins or what one is the one where it ends. If I could determine that I *might* be able to do something to create a patch. Here is a list of the script names the decompiler generated. Anyone have guesses as to which are the opening and closing sim scripts?
If you want to tell me how you got those out - what I can do is use my SAVE games for right before the sub, and remove one of those "rooms" one at a time, until I get an error when I enter the sub sequence?

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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Tawmis » Fri Apr 27, 2018 1:36 am

Collector wrote: SubBattleScript.sc
SubInv.sc
Submarine.sc
Submarine_806.sc
I'd say, by the name(s) it's one of these.

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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Collector » Fri Apr 27, 2018 3:08 am

You can extract the compiled scripts with tools like SV or Companion, but these are the scripts that I decompiled. Of course they do not have the original comments, etc., but they do recompile. I do get two errors, though.

Code: Select all

Error: (Feature.sc) Undeclared identifier '--UNKNOWN-PROP-NAME--' .  Line: 570, col: 16
Error: (SecondCoordsScript.sc) value is a property.  Only one parameter may be supplied.  Line: 137, col: 35
199 scripts compiled.
--------------------------------
I don't think either of those scripts would be required for such a patch, but it would be nice to have a completely compilable source for the game.
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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by MusicallyInspired » Tue May 01, 2018 11:24 am

Skipping such sequences should be a cinch. I haven't told everybody yet, but I'm working on something for KQ5 in a similar vein...
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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Tawmis » Tue May 01, 2018 3:45 pm

MusicallyInspired wrote:Skipping such sequences should be a cinch. I haven't told everybody yet, but I'm working on something for KQ5 in a similar vein...
What are you looking to skip in KQ5?

There's a few games where the "arcade" sequences being skipped would be cool. (And I said it before, but as a result of skipping, not award the player the points - that way if they really want the points they can try it, but if they just want to get through the game without the quickness of dodging left and right, being able to skip it would be nice).

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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by adeyke » Tue May 01, 2018 4:14 pm

The floppy version of KQ5 also has copy protection that one would want to skip.

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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Collector » Tue May 01, 2018 7:40 pm

MusicallyInspired wrote:Skipping such sequences should be a cinch. I haven't told everybody yet, but I'm working on something for KQ5 in a similar vein...
Between your post on the SHP Facebook group and the one on SCI Programming that is what I was suspecting.
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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Tawmis » Wed May 02, 2018 3:22 am

Collector wrote:
MusicallyInspired wrote:Skipping such sequences should be a cinch. I haven't told everybody yet, but I'm working on something for KQ5 in a similar vein...
Between your post on the SHP Facebook group and the one on SCI Programming that is what I was suspecting.
I've never dabbled in SCI/AGI programming - but if there's anything I can do to help (whether it be KQ5 or Codename: Iceman) - let me know.

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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by MusicallyInspired » Wed May 02, 2018 9:33 am

Not skipping sequences for KQ5, but my aim is to remove dead ends by adding alternate solutions and exceptions.
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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Tawmis » Wed May 02, 2018 5:50 pm

MusicallyInspired wrote:Not skipping sequences for KQ5, but my aim is to remove dead ends by adding alternate solutions and exceptions.
Couldn't you also potentially do a check? So for example, if Graham goes to a specific screen - do a check at the load that checks for specific things needed - and say, "Graham decides he's not done yet."

Similar like if he's got to book a ship (just as a random example), you could have the guy say, "We're not ready to leave just yet."

Or if Graham decides to try to eat the pie or leg of meat, give a unique message to each that says, "While tempting, you decide not to eat this."

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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by adeyke » Wed May 02, 2018 6:33 pm

The idea of modding those games really appeals to me. If I were able (I'm not), the first thing I'd do is fix some interface things, like allowing text and speech simultaneously (for those games that already support each individually) and enabling hotkeys for the games that don't have them. I hadn't considered actually changing the gameplay, but the possibility of removing dead ends would be very welcome.

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Re: The One Thing That Stuck Out For Me About Codename: Icem

Post by Tawmis » Wed May 02, 2018 7:58 pm

adeyke wrote:but the possibility of removing dead ends would be very welcome.
For Iceman, you'd pretty much just go from the start to the end, immediately, because there's so many dead ends. :lol:

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