Difference between revisions of "Shockwave Curation"
m (changed the exit immediately script)
(edit Robotduck Launch Command to better method)
|Line 30:||Line 30:|
"http://www.miniclip.com/games/bprally/en/game.dcr" --setTheRunMode "Plugin" --
"http://www.miniclip.com/games/bprally/en/game.dcr" --setTheRunMode "Plugin" --"" ""
Latest revision as of 07:09, 19 September 2020
This page contains information and tips on curating Shockwave games.
Please watch this video before curating Shockwave games. The video is long, but information packed! Hopefully it isn't too confusing - if you have any questions please ask in #shockwave-chat on the Flashpoint Discord server. The link in the next section of this page has the files in the video.
The SPR arguments explained in the video are also briefly outlined here for your reference.
Here is the download link for the files mentioned in the video.
Here are Application Paths/Launch Commands you can copy-paste into Flashpoint Core for each of the publishers mentioned in the video - be sure to substitute in your game's name/URL. Robotduck's includes the security code that is required.
"http://www.ezone.com/games/space/wrapper_ezo.dcr" --do "member('gameName').text = 'space.dcr'" --forceTheExitLock 0
"http://www.miniclip.com/games/bprally/en/game.dcr" --setTheRunMode "Plugin" --disableGoToNetPage --do "forget(timeout('securityCheck Timeout'))" --do "go(2)"
Silent Bay Studios
"http://www.miniclip.com/games/game-name/en/wrapper_silentbaystudios.dcr" --do "member('gameUrl').text = 'http://www.miniclip.com/games/game-name/en/game_name.dcr'"
"http://www.miniclip.com/games/game-name/en/wrapper_rayamedia.dcr" --do "member('gameUrl').text = 'http://www.miniclip.com/games/game-name/en/game_name.dcr'"
Here are some additional tips for solving problems you may encounter when curating.
If a game opens in SPR but exits immediately, it might be exiting once it reaches the last frame instead of looping properly. To fix this problem, add the string below to the end of the launch command.
--newScriptText "on new me" --newScriptText "set flt to new(timeout(), '_fixLoop', the maxInteger, #timeoutHandler, me)" --newScriptText "set the persistent of flt to 1" --newScriptText "return(me)" --newScriptText "on timeoutHandler me" --newScriptText "on exitFrame me" --newScriptText "if the frame >= the lastFrame then go(1)" --newScriptType #parent --do "global _fl" --do "set _fl to new(script(newScriptMember))"
To make a game close with the X button but not the escape key, add this to the end of the launch command:
--newScriptText "on closeRequest" --newScriptText "if keyPressed(53) = 0 then quit"
If a game moves to a corner of the screen instead of staying in the center, add this to the end of the launch command:
--do "set the centerStage to 1"
If a game window opens at the wrong size, you can combine the previous command with one that sets the window resolution to the size of the original Shockwave embed. For example, this command would be suitable for a game originally embedded at 800x600 pixels:
--do "set the rect of the stage to rect(0, 0, 800, 600)" --do "set the centerStage to 1" --do "set the fixStageSize to 1"
Flashpoint Core also includes a special debug version of SPR, appropriately called SPRD. To use SPRD, just replace
SPRD.exe in a Shockwave game's Application Path.
SPRD shows more detailed error messages, which can be helpful for debugging games. It also provides a console window. Here's how to use the console:
put variableNameto print the value of
variableNameto the console.
- Type any Lingo command to run it inside the game.
Finally, SPRD introduces two exclusive arguments to help you debug games:
--trace 1: Lingo tracing messages will appear in SPRD's console.
--traceLogFile "messages.txt": Lingo tracing messages will be logged to the file
messages.txt. You may specify a different filename if you prefer.