Difference between revisions of "The Madness of Roland"

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The game was built using Visual Basic 3 and has Windows Forms used within the game. I believe we can implement most of it and create a simple UI that will handle some of the form interactions.
The game was built using Visual Basic 3 and has Windows Forms used within the game. I believe we can implement most of it and create a simple UI that will handle some of the form interactions.
It has some game flags that records the user interaction with some of the screens which can lead to different endings, but most of the game can be played freely, choosing any character and chapter, but it is intended to be played/listened like an audiobook.
It has some game flags that records the user interaction with some of the screens which can lead to different endings, but most of the game can be played freely, choosing any character and chapter, but it is intended to be played/listened like an audiobook.
The game logic is all hard-coded.




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* RLE Bitmap Compressed Images: .rle
* RLE Bitmap Compressed Images: .rle
** The screens are all RLE images with few BMP files
** The screens are all RLE images with few BMP files


* Quick Time Container: .mov
* Quick Time Container: .mov
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*** Video: sms SMS
*** Video: sms SMS
*** Audio: raw PCM
*** Audio: raw PCM
== ScummVM Missing Codec ==





Revision as of 08:50, 11 May 2023

The Madness of Roland
The mandness of roland cover.jpg
First release 1992
Also known as roland
Developed by HyperBole Studios
Published by
Distributed by
Platforms MPC, Windows 3.1
Resolution 640x480, 256 colors
Engine VirtualCinema
Support Not supported
Available for
Purchase
Not available


The Madness of Roland is an interactive novel and audiobook with FMV cutscenes that adapts the epic poem Orlando Furioso about medieval French king Charlemagne's heroic paladin Roland who falls tragically in love with sorceress Angelica and loses his mind.


Versions

  • PC: 1 CD


Gameplay

The game was built using Visual Basic 3 and has Windows Forms used within the game. I believe we can implement most of it and create a simple UI that will handle some of the form interactions. It has some game flags that records the user interaction with some of the screens which can lead to different endings, but most of the game can be played freely, choosing any character and chapter, but it is intended to be played/listened like an audiobook.

The game logic is all hard-coded.


Technical Details

  • Folder Structure:
    • HYPER: Tool tips/hyper links the player can hover with the mouse
    • MENUS: Menu screens
    • QT: Quick Time container files
    • SCREENS: Gameplay chapter screens


  • RLE Bitmap Compressed Images: .rle
    • The screens are all RLE images with few BMP files
  • Quick Time Container: .mov
    • Both Audio and Video
      • Video: sms SMS
      • Audio: raw PCM


External Links