Difference between revisions of "SCUMM/V0"

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(Update)
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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)
** Is mostly playable, except that sound does not work properly (some will actually crash ScummVM, like the 'snore' sound)
** 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