Difference between revisions of "SCUMM/V0"

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== Maniac Mansion C64 ==
== Maniac Mansion C64 ==
* Different SCUMM opcodes, some are specific to the game itself
* Different SCUMM opcodes, some are specific to the game itself. Most differences are already implemented
* Actor names are hardcoded
* Actor names are hardcoded
* Verbs are hardcoded
* Verbs are hardcoded
* LFL extractor written, uses signature 0x0132
* Both LFL extractor and built-in disk support written
** _numGlobalObjects = 256
* Costumes aren't implemented. There are full specs for them as stand-alone interpretator, need to find somebody to put them into ScummVM
** _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 ==
== Zak McKracken C64 ==
* Appears to use 'classic' SCUMM V1
* No sound support
** Opcode 0xAB is implemented and is 2 bytes long (this is the same opcode Maniac Mansion NES used to switch costume graphics)
* Probably completable
** No sound support
* LFL extractor written, uses signature 0x0132
** _numGlobalObjects = 775
** _numRooms = 59
** _numCostumes = 38
** _numScripts = 155
** _numSounds = 127

Revision as of 13:16, 3 September 2005

Maniac Mansion C64

  • Different SCUMM opcodes, some are specific to the game itself. Most differences are already implemented
  • Actor names are hardcoded
  • Verbs are hardcoded
  • Both LFL extractor and built-in disk support written
  • Costumes aren't implemented. There are full specs for them as stand-alone interpretator, need to find somebody to put them into ScummVM

Zak McKracken C64

  • No sound support
  • Probably completable