A-SCI

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A-SCI
Author: Enrico Rolfi
2006-09-19
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A-SCI
Latest Version:  —
Release Date:  2006-09-19[1]
Company: N/A
Development Status:  Unmaintained
Publication Status:  Published
Developer(s): Enrico Rolfi
Interface: CLI
Language: C++
Open Source: Closed
Source Availability:  No
License: None
Type: Disassembler, Disassembler Disassembler Assembler Assembler Assembler
Relevant Engine: SCI1.1, SCI2, SCI2.1
Platform: Windows
Localization: English
Website: Enrico Rolfi's Gaming Tools




Description

Enrico Rolfi's A-SCI A.SCI, the first Assembler for the Sierra Creative Interpreter versions 1.1 and 2 (SCI32), entirely written in C++.

IMPORTANT NOTE: This is not a compiler; basically, it’s a disassembler with an assembler to reverse the process, which allows for minor changes to games. Use at your own risk! Double check your game after doing deep modifications to it!


Features

  • kernels.pre: Default Kernel call names for SCI 1.1 (16-bit) games. See below.
  • rdkernel.exe: Extracts Kernel call names from SIERRA.EXE to standard output.
  • scasm11.exe: Assembler for SCI 1.1 (16-bit) scripts (SCH+SCS -> HEP+SCR).
  • scasm20.exe: Assembler for SCI 2.x (32-bit) scripts (SCH+SCS -> HEP+SCR).
  • scdasm11.exe: Disassembler for SCI 1.1 (16-bit) scripts (HEP+SCR -> SCH+SCS).
  • scdasm20.exe: Disassembler for SCI 2.x (32-bit) scripts (HEP+SCR -> SCH+SCS).
  • The heap sources are saved in a separate source file because I found that this makes it easier for me to find my way through it, and because it's easier for the assembler to handle as well. It pays off having a text editor that can open multiple files, I guess... :)
  • Old SCI0 and SCI1 games, where heap and code are combined, are not supported.


Requirements


Version History


Development Status

A-SCI is no longer actively maintained.


Usage

See included documentation


Options


Download

Download from here:


Known issues

  • Object overloading (i.e. having both Actor "FreshHound" and Talker "FreshHound" in the same script) is not supported. Fortunately, I've never come across a game that needed this.
  • Don't do any fancy stuff within strings --- "\n" is supported. OEM special accented characters are supported, too, but don't try things like "\0" or "blah\x22\x34".
  • The assembler does not always use the most efficient coding form --- for example, jumps are ALWAYS 3-byte instructions, even if a 2-byte one would do the job. This is because the jump distance is only known once symbol references are resolved, which happens after assembly.
  • The LEA instruction is not disassembled into clear text. It is however reassembled properly. Therefore you shouldn't mess around with it. :)


Credits


Legal

This is not a compiler; basically, it’s a disassembler with an assembler to reverse the process, which allows for minor changes to games. Use at your own risk! Double check your game after doing deep modifications to it! A-SCI was released with no license.


References


Also See