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Difference between revisions of "SCUMM/Technical Reference/Object resources"

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(Add info on SCUMM v4 object code blocks)
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=== V6 Objects ===
 
=== SCUMM V4 ===
 
In v4 objects are split in 2 chunks: OI and OC. OC does not have any sub-blocks like v5 or v6 objects; it contains all header information and the SCUMM script.
 
===== OC =====
 
<pre>
  obj id            : 16le
  unknown          : 8
  x                : 8
  y, parent state  : 8 (parent state is AND 0x80, y is AND 0x7F)
  width            : 8
  parent            : 8
  walk_x            : 16le signed(?)
  walk_y            : 16le signed(?)
  height, actor dir : 8 (height is AND 0xF8, actor dir is AND 0x07)
  name offset      : 8 (point to location of object name, from start of OC block)
  verb table        : variable
  object name      : variable, null-terminated string
  SCUMM script      : variable
</pre>
 
The verb table is made up of multiple entries, each looks like this:
 
<pre>
  verb ID          : 8
  offset            : 16le (from start of script?)
</pre>
 
The number of entries will vary depending on the interactions defined for the object.
 
=== SCUMM V5 ===
 
V5 objects are a lot like V6 Objects, with minor differences.
 
===== IMHD =====
 
<pre>
  obj id      : 16le
  num imnn    : 16le
  num zpnn    : 16le (per IMnn block)
  flags        : 8
  unknown      : 8
  x            : 16le
  y            : 16le
  width        : 16le
  height      : 16le
</pre>
 
IMHD omits the hotspots.
 
===== CDHD =====
 
<pre>
  obj id    : 16le
  x        : 8
  y        : 8
  width    : 8
  height    : 8
  flags    : 8
  parent    : 8
  walk_x    : 16le signed
  walk_y    : 16le signed
  actor dir : 8 (direction the actor will look at when standing in front
                of the object)
</pre>
 
x, y, width, and height are bytes. Their values should be multiplied by 8 (the size of an image strip).
 
=== SCUMM V6 ===


In v6 objects are split in 2 chunks: OBIM and OBCD. OBIM store the images, zplanes, etc, while OBCD mostly store the scripts.
In v6 objects are split in 2 chunks: OBIM and OBCD. OBIM store the images, zplanes, etc, while OBCD mostly store the scripts.
Line 74: Line 144:


The OBNA chunk simply contain a null terminated string.
The OBNA chunk simply contain a null terminated string.
=== V5 Objects ===
V5 objects are a lot like V6 Objects, with minor differences.
===== IMHD =====
<pre>
  obj id      : 16le
  num imnn    : 16le
  num zpnn    : 16le (per IMnn block)
  flags        : 8
  unknown      : 8
  x            : 16le
  y            : 16le
  width        : 16le
  height      : 16le
</pre>
IMHD omits the hotspots.
===== CDHD =====
<pre>
  obj id    : 16le
  x        : 8
  y        : 8
  width    : 8
  height    : 8
  flags    : 8
  parent    : 8
  walk_x    : 16le signed
  walk_y    : 16le signed
  actor dir : 8 (direction the actor will look at when standing in front
                of the object)
</pre>
x, y, width, and height are bytes. Their values should be multiplied by 8 (the size of an image strip).
=== V4 Objects ===
In v4 objects are split in 2 chunks: OI and OC. OC does not have any sub-blocks like v5 or v6 objects; it contains all header information and the SCUMM script.
===== OC =====
<pre>
  obj id            : 16le
  unknown          : 8
  x                : 8
  y, parent state  : 8 (parent state is AND 0x80, y is AND 0x7F)
  width            : 8
  parent            : 8
  walk_x            : 16le signed(?)
  walk_y            : 16le signed(?)
  height, actor dir : 8 (height is AND 0xF8, actor dir is AND 0x07)
  name offset      : 8 (point to location of object name, from start of OC block)
  verb table        : variable
  object name      : variable, null-terminated string
  SCUMM script      : variable
</pre>
The verb table is made up of multiple entries, each looks like this:
<pre>
  verb ID          : 8
  offset            : 16le (from start of script?)
</pre>
The number of entries will vary depending on the interactions defined for the object.
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