Difference between revisions of "SCUMM/V0"

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(Create a page for Commodore-64 SCUMM status)
 
Line 14: Line 14:
 
== Zak McKracken C64 ==
 
== Zak McKracken C64 ==
 
* Appears to use 'classic' SCUMM V1
 
* Appears to use 'classic' SCUMM V1
** Some different opcodes (at least one 'dummy' opcode is actually implemented)
+
** 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)
 
* LFL extractor written, uses signature 0x0132
 
* LFL extractor written, uses signature 0x0132
 
** _numGlobalObjects = 775
 
** _numGlobalObjects = 775
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** _numScripts = 155
 
** _numScripts = 155
 
** _numSounds = 127
 
** _numSounds = 127
 
Rooms and costumes may or may not be compatible with PC V1; script support likely only needs minor changes to get working.
 

Revision as of 00:22, 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)
    • 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