Author Topic: What are we working on?  (Read 68776 times)

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Offline MusicallyInspired

Re: What are we working on?
« Reply #300 on: April 10, 2021, 11:01:33 PM »
Cooooool
Brass Lantern Prop Competition

Offline Kawa

Re: What are we working on?
« Reply #301 on: April 11, 2021, 08:39:34 AM »
Y'know what's really cool?

I just confirmed I can load Monkey Island, immediately save it, and get a file that's exactly the same as the MONKEY.001 I started with.

Things I'd need to at least produce a proof-of-concept text hack:
  • Using and saving the LOFF chunk and index file.
  • Compiling scripts.

Both only so as to allow different string lengths.

Edit: I have altered the first playable screen. Pray I do not alter it any further.
« Last Edit: April 11, 2021, 10:26:27 AM by Kawa »

Offline Kawa

Re: What are we working on?
« Reply #302 on: April 11, 2021, 09:48:48 PM »
Myself, I'd be interested in seeing the bootscripts/UI/lower level scripts.
Here's how Fate of Atlantis sets up its verb bar. LFLF #66, script 14:
Code: [Select]
VerbOps(50, [New(), SetXY(0, 144), SetToObject(0x04EE, 98), Off(), BackColor(0)]);
VerbOps(51, [New(), SetXY(0, 144), SetToObject(0x0548, 98), Off(), BackColor(0)]);
VerbOps(5, [New(), Text("Give"), Key(103), SetXY(15, 159)]);
VerbOps(3, [New(), Text("Open"), Key(111), SetXY(14, 173)]);
VerbOps(4, [New(), Text("Close"), Key(99), SetXY(12, 187)]);
VerbOps(11, [New(), Text("Pick up"), Key(112), SetXY(54, 159)]);
VerbOps(12, [New(), Text("Talk to"), Key(116), SetXY(53, 173)]);
VerbOps(9, [New(), Text("Look at"), Key(108), SetXY(53, 187)]);
VerbOps(8, [New(), Text("Use"), Key(117), SetXY(108, 159)]);
VerbOps(6, [New(), Text("Push"), Key(115), SetXY(106, 173)]);
VerbOps(7, [New(), Text("Pull"), Key(121), SetXY(108, 187)]);
VerbOps(10, [New(), Text("Walk to"), Key(119), SetXY(0, 210)]);
The first parameter to VerbOps is also what an object's VERB chunk uses:
Code: [Select]
LookAt {
print(1, ["It's a stone carving of Shiva."]);
}
This would be stored as a 9 byte, followed by a pointer to the script code for looking at it.

Offline spiffythedog

Re: What are we working on?
« Reply #303 on: April 13, 2021, 07:27:06 AM »
Also have a long-belated attempt at a blonde Rog head.

Woah, thanks for the blonde Roger, Kawa! Using your Rog head as a template, I was inspired to make a version of my own without the shadow. Personally, mine feels a little too 'busy' compared to the shadowed one, so whichever version people prefer, I'll stick it in.

Great work on the SCUMM engine editor, btw.

Offline MusicallyInspired

Re: What are we working on?
« Reply #304 on: April 13, 2021, 07:17:46 PM »
Try fading to dark gray instead of outright black like the original does.
Brass Lantern Prop Competition

Offline lskovlun

Re: What are we working on?
« Reply #305 on: April 15, 2021, 12:00:53 PM »
OK, so I found the bootscripts for some SCUMM games. And I've decided that if I write a single line of Scumm code in my life, it will be this:
Code: [Select]
object sputm
{
name is "SCUMM interpreter"
verb use
{
shell-execute "SCIV.EXE"
}
}
and then over in SCI I'll do
Code: [Select]
(instance rickroll of Room ... code ...)Maybe I'll figure out how to fly a little banner across the screen in Scumm once SCIV exits: USE SCI INSTEAD


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