Difference between revisions of "SCUMM/V0"
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* Appears to use 'classic' SCUMM V1 | * Appears to use 'classic' SCUMM V1 | ||
** Opcode 0xAB is implemented and is 2 bytes long (this is the same opcode Maniac Mansion NES used to switch costume graphics) | ** Opcode 0xAB is implemented and is 2 bytes long (this is the same opcode Maniac Mansion NES used to switch costume graphics) | ||
** | ** No sound support | ||
* LFL extractor written, uses signature 0x0132 | * LFL extractor written, uses signature 0x0132 | ||
** _numGlobalObjects = 775 | ** _numGlobalObjects = 775 |
Revision as of 02:34, 18 May 2005
Maniac Mansion C64
- Different SCUMM opcodes, some are specific to the game itself
- Actor names are hardcoded
- Verbs are hardcoded
- LFL extractor written, uses signature 0x0132
- _numGlobalObjects = 256
- _numRooms = 55
- _numCostumes = 25
- _numScripts = 160
- _numSounds = 70
Rooms and costumes may or may not be compatible with PC V1; scripts will not work until the opcodes are properly implemented.
Zak McKracken C64
- Appears to use 'classic' SCUMM V1
- Opcode 0xAB is implemented and is 2 bytes long (this is the same opcode Maniac Mansion NES used to switch costume graphics)
- No sound support
- LFL extractor written, uses signature 0x0132
- _numGlobalObjects = 775
- _numRooms = 59
- _numCostumes = 38
- _numScripts = 155
- _numSounds = 127