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SCUMM/NES

< SCUMM
Revision as of 09:45, 7 April 2005 by Sev (talk | contribs) (Sound is completely done)

Things To Do

Inventory

  • Make inventory work

Engine Verification

  • Verify functions:
    • ScummEngine::runInputScript()
    • V2 opcodes:
      • beginOverride
      • waitForMessage
      • waitForSentence
      • waitForActor
      • assignVarWordIndirect
      • assignVarByte
      • addIndirect
      • subIndirect
      • add
      • subtract
      • isLessEqual
      • isGreaterEqual
      • isLess
      • isGreater
      • ifClassOfIs
      • startScript
      • chainScript
      • ifNotState08
      • ifState08
      • ifNotState04
      • ifState04
      • ifState02
      • ifNotState02
      • ifNotState01
      • ifState01
      • setState08 * does not appear to request redraw (as clearState08 does)
      • clearState08
      • setState04
      • clearState04
      • setState02
      • clearState02
      • setState01
      • clearState01
      • drawObject
      • pickupObject * partially checked
      • loadRoomWithEgo * unchecked
      • setBitVar * unchecked
      • getBitVar * unchecked
      • setOwnerOf * unchecked
      • delay
      • walkActorToObject * unchecked
      • putActorAtObject * unchecked
      • walkActorTo * unchecked
      • setActorElevation * different - does not multiply elevation by 2, takes it as-is
      • putActor * unchecked
      • setObjPreposition * different - does nothing at all
      • getObjPreposition
      • doSentence * partially checked
      • drawSentence * unchecked
      • cutscene * difference - also saves _currentScript and clears some click-related vars
      • endCutscene * difference - clears the _currentScript var saved in cutscene
      • setCameraAt * difference - sets camera to Panning mode, not Normal mode
      • panCameraTo * difference - no mention of camera._movingToActor
      • cursorCommand
      • getActorX
      • getActorY
      • getActorElevation * different - does not divide elevation by 2, returns it as-is
      • getActorWalkBox
      • animateActor * unchecked
      • lights * partially checked
      • setObjectName * unchecked
      • resourceRoutines * different - does nothing at all
      • restart * unchecked
      • setBoxFlags
      • verbOps * different - no case for 0xFF (verb on/off), sets fewer vars
      • roomOps * different - lacks case 2 (room color)
      • actorOps
      • actorFromPos * unchecked
      • findObject * unchecked
      • switchCostumeSet
    • V5 opcodes:
      • jumpRelative * unchecked
      • stopObjectCode * unchecked
      • breakHere * unchecked
      • setVarRange * unchecked
      • move * unchecked
      • increment * unchecked
      • decrement * unchecked
      • equalZero * unchecked
      • notEqualZero * unchecked
      • isNotEqual
      • isEqual
      • stopScript * unchecked
      • pseudoRoom * unchecked
      • loadRoom * unchecked
      • getObjectOwner * unchecked
      • printEgo * unchecked
      • print * unchecked
      • getDist * unchecked
      • getClosestObjActor * unchecked
      • getRandomNr
      • getActorMoving
      • isSoundRunning
      • isScriptRunning
      • delayVariable
      • stopSound
      • startMusic/startSound
      • walkActorToActor * unchecked
      • putActorInRoom * unchecked
      • actorFollowCamera * unchecked
      • getActorCostume
      • getActorRoom
      • getActorFacing
      • faceActor * unchecked
      • saveLoadGame
      • stopMusic * different - only stops music track

Graphics

  • Flashlight shape
  • Gray room palette in flashlight mode

Scripts

  • Fix freeze after scrolling Maniac Manion logo
  • Somehow add static MM logo and LucasArts logo (needs to be done before engine initializes)