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scumm games

Started by cpc4eva, 05:58, 04 January 15

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Trebmint

It would seem to me that the issue really is that its actually not impossible but very hard to port ScummVm, in the main because of memory issues. You would in effect have to sit with the SPUTM instruction set (which is really just a bytecode language) and convert around a framework that fits onto a z80. At a guess I think Scumm v4 would be feasible.


Its a real shame that the actual source scripts don't exist as they would be very very helpful.


I agree that all z80 people should be working together nowadays, but it doesnt seem to happen yet. I will wait and see on this MSX monkey Island game

NiNxPe

ScummVM for X-MEM only? :D

TFM

Quote from: Trebmint on 13:09, 24 February 15
I agree that all z80 people should be working together nowadays, but it doesnt seem to happen yet. I will wait and see on this MSX monkey Island game


Why don't you guys do it for SymbOS, it gives you 1 MB memory management, FAT file handling, and the man power of MSX, CPC, Joyce and Enterprise scene. Can't get it better!  :)
TFM of FutureSoft
Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

Gryzor

Those mock ups are damn pretty...

Joseman

Yes, I know that it is an old thread

But just found this page where the original coder of C64's maniac mansion uploaded some docs with data structures of the game:

Grumpy Gamer - SCUMM Notes From The C64

It still surprise me that no Z80 community can make a Z80 version of scumm 1.0 engine!.  :(



SRS

Don't we have C-Freax here ? SCUMMVM has this (down) so maybe it can be ported ?

#ifndef SCUMM_SCRIPT_V0_H
#define SCUMM_SCRIPT_V0_H

#include "scumm/scumm_v2.h"

namespace Scumm {

/**
* Engine for Apple II and Commodore 64 versions of Maniac Mansion
*/
class ScummEngine_v0 : public ScummEngine_v2 {
protected:
    enum CurrentMode {
        kModeCutscene = 0,   // cutscene active
        kModeKeypad = 1,     // kid selection / dial pad / save-load dialog
        kModeNoNewKid = 2,   // verb "new kid" disabled (e.g. when entering lab)
        kModeNormal = 3      // normal playing mode
    };

    enum WalkToObjectState {
        kWalkToObjectStateDone = 0,
        kWalkToObjectStateWalk = 1,
        kWalkToObjectStateTurn = 2
    };

Joseman

Here is another web explaining how scumm works:

Gamasutra - The SCUMM Diary: Stories behind one of the greatest game engines

I think that we must start gathering information about all we know about scumm... and then make conclusions about a cpc port...


arnoldemu

are the opcodes for v0 and v1 documented?
These are the ones used by maniac mansion and zak mckraken.

My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

robcfg

Isn't ScummVM open source?

arnoldemu

Quote from: robcfg on 17:18, 16 April 16
Isn't ScummVM open source?
The website is hard to navigate. It's easier to search with google than to go through the website.

Source is there but it is also hard to navigate and to find the info.

V0 documentation is a bit sparse:
http://wiki.scummvm.org/index.php/SCUMM/V0_opcodes

V1 is not listed:
SCUMM/Technical Reference - ScummVM :: Wiki

V2 exists but lists the opcodes without any description of the parameters and their functionality:
SCUMM/V2 opcodes - ScummVM :: Wiki

The documentation mentions this tool with no info about what is needed (which files, which version it was tested with and what the result is):

User Manual/Appendix: Tools - ScummVM :: Wiki

And:

User Manual/Installing a game for use with ScummVM - ScummVM :: Wiki

  "Maniac Mansion Commodore 64  This games is detected and runs in ScummVM but is not yet completable."

:o


I think the best thing is to ignore scumm and make a new game, with new engine, make it in the same style.

If people really want scumm, then I think take the c64 version, disassemble it,  convert the graphics, convert the 6510 code to z80 then it is possible.

My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

Joseman

Quote from: arnoldemu on 19:08, 16 April 16
If people really want scumm, then I think take the c64 version, disassemble it,  convert the graphics, convert the 6510 code to z80 then it is possible.

Shame on us (and lucas arts) that never did (or thought)  such an easy thing, convert the 6510 code to z80  :P

cpc4eva

Quote from: Joseman on 19:55, 16 April 16
Shame on us (and lucas arts) that never did (or thought)  such an easy thing, convert the 6510 code to z80  :P


US GOLD were always converting the c64 6510 code to cpc z80 back in the day 10th frame is classic example

this type of thing would it be easy or painstakingly unbearable like watching paint dry to perform ?

or is there some sort of easy converting tool available on the net these days ?

arnoldemu

Quote from: Joseman on 19:55, 16 April 16
Shame on us (and lucas arts) that never did (or thought)  such an easy thing, convert the 6510 code to z80  :P
LOL!

I've converted 68000 to Z80 so it's not impossible to do 6510->z80 ;)
My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

Joseman

Quote from: arnoldemu on 10:53, 17 April 16
LOL!

I've converted 68000 to Z80 so it's not impossible to do 6510->z80 ;)

Ok, Who can convert (and document) the source code of the c64 scumm games to our z80 cpc's?

it's a start...

how much time is needed? how much money this person thinks he needs to be fully involved and finish the project?

let's talk!



Joseman

#39
Today i was bored...


then converted a background add 3 sprites and a cursor...

is nothing and bad converted but...  doesn't encourage anyone?  :laugh:

@SuTeKH/Epyteor can you borrow me the tune of monkey island that you created to include on my bad program?


tastefulmrship

Quote from: Joseman on 01:16, 22 September 16
@SuTeKH/Epyteor can you borrow me the tune of monkey island that you created to include on my bad program?
No probs. Attached in .sks format.



Joseman

Quote from: SuTeKH/Epyteor on 08:07, 22 September 16
No probs. Attached in .sks format.

Thankyou @SuTeKH/Epyteor !!, now there is music in my little monkey island rendition, just the lucasfilm logo, the music sounds... and when the music starts on fire... the screen of monkey island!... then this poor screen  :laugh:

reidrac

Quote from: Joseman on 09:41, 25 September 16
Thankyou @SuTeKH/Epyteor !!, now there is music in my little monkey island rendition, just the lucasfilm logo, the music sounds... and when the music starts on fire... the screen of monkey island!... then this poor screen  :laugh:

Can you share a DSK? Please? :)
Released The Return of Traxtor, Golden Tail, Magica, The Dawn of Kernel, Kitsune`s Curse, Brick Rick and Hyperdrive for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

Joseman

Quote from: reidrac on 09:44, 25 September 16
Can you share a DSK? Please? :)

What about the ASM code ;)

[attachurl=2]


There is code of other people! thankyou all for your help and tips

reidrac

Quote from: Joseman on 09:55, 25 September 16
What about the ASM code ;)

[attachurl=2]


There is code of other people! thankyou all for your help and tips

Oh, dear... that's pure porn.

(I kind of remember the music to be faster; could it be?)

The CPC could do just fine with graphics in the style of early Sierra games. Actually, they used 160x200 16 colours with vectorial graphics (that use less memory). Just saying :D

For a more Lucasfilm experience, I'm not completely sure it is possible.
Released The Return of Traxtor, Golden Tail, Magica, The Dawn of Kernel, Kitsune`s Curse, Brick Rick and Hyperdrive for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

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