Difference between revisions of "Loom"

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810 bytes added ,  18:49, 28 June 2023
(Added another TurboGrafx non-bug. (Except ScummVM does behave a little differently than the original.))
 
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{{GameDescription|
{{GameDescription|
name=Loom|
name=Loom|
         image=http://www.scummvm.org/data/screenshots/lucasarts/loom/loom_dos_en_2_2.jpg|
         image=https://www.scummvm.org/data/screenshots/scumm/loom/loom_dos_en_2_2.jpg|
release=1990|
release=1990|
alternateNames=|
alternateNames=|
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**.LFL
**.LFL
*Steam and GOG.com versions also have a CDDA.SOU file that is needed for speech.
*Steam and GOG.com versions also have a CDDA.SOU file that is needed for speech.
Note: If the audio is a bit off when using a ripped CD audio track, with speech being cut off at the beginning or end of lines, you probably have to cut or insert some silence at the beginning of it. Judging by the CDDA.SOU file shipped with the Steam and GOG versions, the first spoken line should start about 0.51 seconds into the track.
 
Note 1: For the Steam version in particular:
 
* on Windows, you will need to point ScummVM to the game's installation folder (labeled 'LOOM') which contains a ''Loom.exe'' file and a subfolder (also labeled 'LOOM'). That subfolder contains the data files listed above for PC CD. However, if you point ScummVM directly to this subfolder, it will not detect the game successfully.
* on macOS, you will need to point ScummVM at the application bundle called 'LOOM' inside the games installation folder. Typically this will be something like /Users/username/Library/Application Support/Steam/steamapps/common/LOOM/LOOM.app. Notably you should NOT select the "Contents" subfolder, which will detect, but fail to run properly.
 
Note 2: If the audio is a bit off when using a ripped CD audio track, with speech being cut off at the beginning or end of lines, you probably have to cut or insert some silence at the beginning of it. Judging by the CDDA.SOU file shipped with the Steam and GOG versions, the first spoken line should start about 0.51 seconds into the track. As of ScummVM 2.6.0, there is a "Playback Adjust" slider in the game options that allows you to adjust this without editing the audio file. (-0.34 seconds is a good value for me, but your mileage may vary.)


'''''Macintosh'''''
'''''Macintosh'''''
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If you want to be able to switch between original and recorded music, you can put the recorded music in a separate folder and set the game's Extra path to point to it. That way you can use the same game entry (and therefore the same savegames) for both, allowing you to compare them to make sure you got the correct music.
If you want to be able to switch between original and recorded music, you can put the recorded music in a separate folder and set the game's Extra path to point to it. That way you can use the same game entry (and therefore the same savegames) for both, allowing you to compare them to make sure you got the correct music.


The Overture is only used by the EGA version, when using MIDI (preferably Roland MT-32) sound. It should be timed so that music reaches a crescendo as the screen changes to eventually show the Lucasfilm and Loom logotypes, and has been timed to work well with the Ozawa version. If you're using a different recording, you can adjust the timing by 20 seconds in each direction by using the slider in the Engine tab of the game's settings.
The Overture is only used by the EGA version, when using MIDI (preferably Roland MT-32) sound. It should be timed so that music reaches a crescendo as the screen changes to eventually show the Lucasfilm and Loom logotypes, and has been timed to work well with the Ozawa version, which is apparently a relatively fast one. If you're using a different recording, you can adjust the timing by using the slider in the Engine tab of the game's settings. This should hopefully cover any ''sensible'' version of the music.


Tracks 10 and 11 are short musical stings that can be a bit tricky to extract cleanly. If you don't want to go to the trouble, don't worry about it. The game will play the original music if an audio track is missing. Or you may want to include more music than the original did, as already suggested.
Tracks 10 and 11 are short musical stings that can be a bit tricky to extract cleanly. If you don't want to go to the trouble, don't worry about it. The game will play the original music if an audio track is missing. Or you may want to include more music than the original did, as already suggested.
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* The letters under the distaff are sometimes drawn with what looks like an incorrect font.
* The letters under the distaff are sometimes drawn with what looks like an incorrect font.
* ''Shepherd's Theme 2'', which is used when the dragon carries you away, is identical to the ''Hetchel Vs Chaos Theme''. Other versions play an up-tempo version of the Shepherds music instead.
* ''Shepherds' Theme 2'', which is used when the dragon carries you away, is identical to the ''Hetchel Vs Chaos Theme''. Other versions play an up-tempo version of the Shepherds music instead.
* When exploring the dragon caves, the game will play the unused ''Overture'' music instead of ''Shepherds Theme 1''.
* When exploring the dragon caves, the game will play the unused ''Overture'' music instead of ''Shepherds' Theme 1''.
* The ''Blacksmith's Theme'' begins playing while you're still on the plateau outside their guild.
* The ''Blacksmiths' Theme'' begins playing while you're still on the plateau outside their guild.
* The game plays ''Cygna's Theme'' at and near the Shore of Wonders.
* The game plays ''Cygna's Theme'' at and near the Shore of Wonder.
* The game plays ''Shepherd's Theme 1'' and ''Glassmaker's Theme'' when you revisit their respective guilds near the end.
* The game plays ''Shepherds' Theme 1'' and ''Glassmakers' Theme'' when you revisit their respective guilds near the end.
*Examining the dragon's pile of gold a second time causes Bobbin to say something, but no text is shown. In the original, no text is shown either but you also don't see Bobbin say something. Either way, I suspect a scripting bug. For some reason, it's not scripted quite the same way as in the EGA version.


In general, the game is much more inclined to play music again after it ends or has been interrupted than the floppy versions are.
In general, the game is much more inclined to play music again after it ends or has been interrupted than the floppy versions are.
==Resources==
*[[SCUMM/Game_Enhancements#Loom|Game-specific enhancements]]


==External links==
==External links==
* [https://en.wikipedia.org/wiki/Loom_(video_game) Wikipedia article on Loom]
* [https://en.wikipedia.org/wiki/Loom_(video_game) Wikipedia article on Loom]
* [https://www.mobygames.com/game/loom MobyGames entry for Loom]
* [https://www.mobygames.com/game/176/loom/ MobyGames entry for Loom]
* [https://www.scummvm.org/screenshots/lec/loom/ Screenshots]
* [https://www.scummvm.org/screenshots/lucasarts/scumm:loom/ Screenshots]
 
==References==


[[Category:Supported Games]]
[[Category:Supported Games]]
[[Category:SCUMM Games]]
[[Category:SCUMM Games]]
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