King's Quest I: Quest for the Crown - SCI Technical and King's Quest I: Quest for the Crown - SCI Cover Art: Difference between pages

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{{TechSubpageLinks}}
{{CoverSubpageLinks}}
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==<br /> General Information ==
==<br /> Packaging Information ==


<blockquote>
<blockquote>
<!-- Add general game tech info here -->
King's Quest I: Quest for the Crown - SCI was released in a big-box with slip cover
 
=== Graphics ===
 
<blockquote>
<!-- Add graphics info here -->
</blockquote>
</blockquote>


=== Sound ===
==<br /> MS-DOS Release Cover Art ==


<blockquote>
{| align="center" width="80%"
<!-- Add audio info here -->
| align="center"|[[Image:KQ1SCI-c.png|190px]]
</blockquote>
| align="center"|[[Image:KQ1SCI-cb.png|190px]]
 
|-
=== Requirements ===
| align="center"|6<sup>th</sup> MS-DOS release Cover Front|| align="center"|6<sup>th</sup> MS-DOS release Cover Back
 
<blockquote>
 
====<br /> MS-DOS ====
 
<blockquote>
{|
|- valign="top"
| width="200" | '''Minimum&nbsp;OS:''' || MS-DOS 3.3
|- valign="top"
| '''Minimum&nbsp;CPU:''' || Intel 8088 / 8086
|- valign="top"
| '''Minimum&nbsp;RAM:''' || 512 KB
|- valign="top"
| '''Minimum&nbsp;Video&nbsp;RAM:''' || N/A
|- valign="top"
| '''Graphics&nbsp;Modes:''' || Tandy / PCjr, EGA, VGA, MCGA
|- valign="top"
| '''Audio&nbsp;Hardware:''' || PC Speaker,Tandy/PCjr Sound,Tandy with DAC,AdLib,Roland MT-32,Game Blaster (CMS),Sound Blaster,IBM Music Feature CardPC Speaker, Tandy/PCjr Sound, Tandy with DAC, AdLib, Roland MT-32, Game Blaster (CMS), Sound Blaster, IBM Music Feature Card
|- valign="top"
| '''Input&nbsp;Devices:''' || Keyboard, Mouse, Analog Joystick
|- valign="top"
| '''Media:''' || 3 3½" floppy diskettes
|}
|}
</blockquote>


====<br /> Amiga ====
==<br /> Amiga Release Cover Art ==


<blockquote>
{| align="center" width="80%"
{|
| align="center"|[[Image:KQ1SCIAmiga-c.png|190px]]
|- valign="top"
| align="center"|[[Image:KQ1SCIAmiga-cb.png|190px]]
| width="200" | '''Minimum&nbsp;OS:''' || Kickstart 1.2 or better
|-
|- valign="top"
| width="50%" align="center" | Amiga Release Cover Front|| width="50%" align="center" | Amiga Release Cover Back
| '''Minimum&nbsp;CPU:''' || <!-- Amiga 500/2000 -->
|- valign="top"
| '''Minimum&nbsp;RAM:''' || 1 MB
|- valign="top"
| '''Graphics&nbsp;Modes:''' || OCS/ECS
|- valign="top"
| '''Sound&nbsp;Devices&nbsp;Supported:''' || <!-- Roland MT-32 (and LAPC-I) -->
|- valign="top"
| '''Input&nbsp;Devices:''' || Keyboard, Mouse, Joystick
|- valign="top"
| '''Media:''' || 4 3½" floppy diskettes
|}
|}
</blockquote>


====<br /> Atari ST ====
==<br /> Atari ST Release Cover Art ==


<blockquote>
{| align="center" width="80%"
{|
|- align="center"  
|- valign="top"
| width="50%" | [[Image:KQ1SCIAtariST-c.png|190px]]
| width="200" | '''Minimum&nbsp;OS:''' || <!-- 520 ST -->
| [[Image:KQ1SCIAtariST-cb.png|190px]]
|- valign="top"
|- align="center"  
| width="150" | '''Minimum&nbsp;RAM:''' || <!-- 512KB -->
| Atari ST Release Cover Front || Atari ST Release Cover Back
|-''' valign="top"
| '''Input&nbsp;Devices:''' || <!-- Keyboard, Mouse, Joystick -->
|- valign="top"
| '''Media:''' || <!-- 3.5", 5.25" Double-sided floppy diskettes -->
|}
|}
</blockquote></blockquote>
</blockquote>
==<br /> Exploring Game Resources ==
<blockquote>
<!-- Resources notes here -->
===<br /> Resources Used ===
* [[VIEW Resource (SCI)#VIEW|VIEW.*]] — View resources; 16 color sprite graphics. Location: RESOURCE.00*, RESSCI.00*, patchDir.
* [[Picture Resource (SCI)#PIC|PIC.*]] — Picture resources; 16 color background graphics. Location: RESOURCE.00*, RESSCI.00*, patchDir.
* [[Script Resource (SCI)#SCRIPT|SCRIPT.*]] — Script resources; the game logic. Location: RESOURCE.00*, RESSCI.00*, patchDir.
* [[Text Resource (SCI)#TEXT|TEXT.*]] — Text resources; series of ASCII strings. Location: RESOURCE.00*, RESSCI.00*, patchDir.
* [[Sound Resource (SCI)#SOUND|SOUND.*]] — Sound resources; MIDI music and some sound effects. Location: RESOURCE.00*, patchDir.
* [[Vocabulary Resource (SCI)#VOCAB|VOCAB.*]] — Vocabulary resources; Internal dictionary for the parser. Location: RESOURCE.00*, RESSCI.00*, patchDir.
* [[Font Resource (SCI)#FONT|FONT.*]] — Font resources; graphics to display text. Location: RESOURCE.00*, patchDir.
* [[CURSOR Resource (SCI)#CURSOR|CURSOR.*]] — Cursor resources; graphics for the cursor or pointer. Location: RESOURCE.00*, patchDir.
* [[Patch Resource (SCI)#PATCH|PATCH.*]] — Patch resources; Audio patch files. Location: RESOURCE.00*, patchDir.
====<br /> External Resources ====
*
====<br /> Resource Tools ====
* [[Sierra Resource Viewer]] - Opens, views, and exports [[AGI]] and [[SCI]] game resources
</blockquote>
== Patches ==
* [[File:ZIPInactive.png]] <span class="Inactive">No Official Patch</span>
* [[File:ZIP.png]] [[SHPBin:Patches/KingsQuest/KQ1_NRS.ZIP|NewRisingSun KQ1SCI Patch]] &nbsp; <span class="DLInfo"> ZIP File [3.56 KB]</span><br />Fixes:
::Addresses opening and closing credits sequence issues.
==<br /> New Installer ==
* [[File:Setup.png]] [[SHPBin:NewInstallers/KQ1forDOSBox.zip|SHP New King's Quest I DOSBox Installer]] &nbsp; <span class="DLInfo"> Setup File [0.98 MB]</span>
* [[File:Setup.png]] [[SHPBin:NewInstallers/KQ1SCIforDOSBoxMunt.zip|SHP New King's Quest I DOSBox Munt Installer]] &nbsp; <span class="DLInfo"> Setup File [1.83 MB]</span>
::These require files from the original distribution media. Works with both AGI and SCI versions. The Munt installer also requires the Roland MT-32 ROMs "MT32_CONTROL.ROM" and "MT32_PCM.ROM" (not included.)
==<br /> Debug Modes ==
<blockquote>
Nearly all SCI0 games have an internal debugger, meaning a build-in debugger in the game's interpreter. Next to that, some games also have a script debugger. Like with AGI games, a script debugger is a debug script located directly in the game code itself, rather than in the interpreter's code.
====<br /> Internal Debugger ====
The internal debugger is activated by simultaneously pressing [SHIFT + SHIFT + MINUS] (the MINUS key located at the NUMERIC keypad). The debugger is/was mainly useful for programmers, but some things like changing variables can be easily done.
{| class="wikitable sortable" width="700"
! width="100" | Command !! width="600" | Action
|- valign="top"
| '''Q''' ||Quit game
|- valign="top"
| '''B''' ||Set Breakpoint
|- valign="top"
| '''A''' ||Inspect ID in accumulator
|- valign="top"
| '''C''' || Inspect Current Set of Objects<br /><br />Press '''C''' to see all of the objects within that set. Press '''I''' to inspect the selector. Press '''E''' to edit that selector.
|- valign="top"
| '''I''' ||Inspect Object/Memory<br /><br />Press cursor '''Up/Down''' to go up/down through the memory by 16 bytes and '''Left/Right''' to go up/down the memory by 2 bytes.
|- valign="top"
| '''F''' ||Show free heap
|- valign="top"
| '''S''' ||Show sends
|- valign="top"
| '''R''' ||Show resource types
|- valign="top"
| '''O''' ||Show objects in heap
|- valign="top"
| ['''SHIFT + O'''] ||Show objects with addresses
|- valign="top"
| ['''SHIFT + S'''] ||Show stack usage
|- valign="top"
| '''G''' ||Change global variable
|- valign="top"
| '''L''' ||Change local variable
|- valign="top"
| '''T''' ||Change temp variable
|- valign="top"
| '''ENTER''' ||Proceed single step through script.
|- valign="top"
| '''TAB''' ||Step across send
|- valign="top"
| ['''SHIFT + /'''] ||Help; shows list (incomplete) of shortcuts.
|}
Note that these are case sensitive, so [CAPS LOCK] should be deactivated.
Example: The room number is controlled by global variable 13. When the debug is activated, push [G]. It will ask which global variable should be changed. Enter "13". Now it will show the current value of the variable. Change this to your preferred, valid room number. Exit the debugger ([SHIFT + SHIFT + MINUS] or [SHIFT + SHIFT + D]) to see the effect.
====<br /> Script Debugger ====
The script debugger is a bit more interesting and often more extensive. Not all games have a script debugger, some of them were likely removed before the final release of the game. However, a fair number of games still have it. The script debugger is in most cases activated by typing a certain sentence in the game. This sentence differs from game to game.
When there isn't a sentence to type, but a debug is present in the game, it can be activated by changing the value of a certain global variable. An example of doing this is given in the previous chapter "Internal Debugger".
Note that in some games, the debug mode will be activated on room change.
When the script debugger is activated, the following general commands are available:
{| class="wikitable sortable" width="700"
! width="150" | Command !! width="200" | Action !! width="350" |Notes
|- valign="top"
|[CTRL + left click]||Instant movement (of ego)||Does not work with Quest for Glory / Hero's Quest
|- valign="top"
|[SHIFT + left click]||Show coordinates||&nbsp;
|}
</blockquote>


== References ==
==<br /> References ==


<references />
<references />
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[[Category:Technical Pages]]
[[Category:Cover Art Pages]]
[[Category:Patch Pages]]
[[Category:Cover Art]]
[[Category:Games with a Debug Mode]]

Revision as of 23:06, 29 August 2022


  This page is a cover art stub page. Please help if you can provide high quality
cover scans of any of the missing or low res covers for these releases.


 
 


Packaging Information

King's Quest I: Quest for the Crown - SCI was released in a big-box with slip cover


MS-DOS Release Cover Art

6th MS-DOS release Cover Front 6th MS-DOS release Cover Back


Amiga Release Cover Art

Amiga Release Cover Front Amiga Release Cover Back


Atari ST Release Cover Art

File:KQ1SCIAtariST-c.png File:KQ1SCIAtariST-cb.png
Atari ST Release Cover Front Atari ST Release Cover Back


References



Related Links