Difference between revisions of "SCUMM/V0"

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(→‎Apple II: Update with tobigun's parser patch)
 
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== Maniac Mansion C64 ==
== General ==
* Different SCUMM opcodes, some are specific to the game itself
* Both LFL extractor and built-in disk support written.
* 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.
== Things To Do ==
=== Maniac Mansion ===
==== Apple II ====
* Implement sound support for the Apple II version,
**Task details can be found [[OpenTasks/Engine/Improve_Sound_Support_in_SCUMM|here]]
**Details on the resource format can be found [[SCUMM/V0/Maniac_Mansion_Apple_II|here]].
**A parser/wave converter is available [https://sourceforge.net/tracker/?func=detail&aid=3234704&group_id=37116&atid=418822 here]


== Zak McKracken C64 ==
== Known Issues ==
* Appears to use 'classic' SCUMM V1
* Actor and verb names are hard coded.
** Opcode 0xAB is implemented and is 2 bytes long (this is the same opcode Maniac Mansion NES used to switch costume graphics)
* Walk boxes are buggy and need more work.
** Is mostly playable, except that sound does not work properly (some will actually crash ScummVM, like the 'snore' sound)
* LFL extractor written, uses signature 0x0132
** _numGlobalObjects = 775
** _numRooms = 59
** _numCostumes = 38
** _numScripts = 155
** _numSounds = 127

Latest revision as of 15:09, 22 March 2011

General

  • Both LFL extractor and built-in disk support written.

Things To Do

Maniac Mansion

Apple II

  • Implement sound support for the Apple II version,
    • Task details can be found here
    • Details on the resource format can be found here.
    • A parser/wave converter is available here

Known Issues

  • Actor and verb names are hard coded.
  • Walk boxes are buggy and need more work.