On 25 Nov 2007, at 19:19, Alban Bedel wrote:

> On Sun, 25 Nov 2007 09:50:53 -0800
> "G33K" <[EMAIL PROTECTED]> wrote:
>
>> Hi, I've checked in OpenQuest. Hope it works.
>
> It's working nicely here.
>
>> I'm now trying to implement Carol the cleaner, but I can't figure out
>> how to invoke custom animations on actors. I can define custom
>> animations in the .scost, but the .scc compiler doesn't accept their
>> names as known resources. I tried to force the address with @ and  
>> pass
>> that number to animateActor(), but to no avail. Has anyone ever used
>> this function before?
>
> Names can't be used currently, so atm using addresses is the only way.
> I don't think anyone really tried that up to now. I don't remeber
> off-hand what animateActor() exactly expect, but if just giving the
> address doesn't work try to divide it by 4.

Taken from the DOTT scripts (part of the cutscene when you give  
Benjamin Franklin the coat from the lab):

[0285] (B8) printActor.begin(6)
[028A] (B8) printActor.mumble()
[028C] (B8) printActor.msg(:sound:"Hmmm^")
[02A4] (A9) wait.waitForMessage()
[02A6] (82) animateActor(6,13)
[02AD] (CA) delayFrames(10)
[02B1] (B8) printActor.begin(6)
[02B6] (B8) printActor.mumble()
[02B8] (B8) printActor.msg(:sound:"Eureka!")
[02D2] (B0) delay(30)
[02D6] (82) animateActor(6,1)
[02DD] (9D) actorOps.setCurActor(6)
[02E2] (9D) actorOps.setTalkFrame(4,5)
[02EA] (82) animateActor(6,14)
[02F1] (CA) delayFrames(9)
[02F5] (82) animateActor(6,4)
[02FC] (A9) wait.waitForMessage()
[02FE] (BA) talkActor(:sound:"The All-Season Frank-O- 
Copter!":wait:"Ready to make history!",6)
[0349] (A9) wait.waitForMessage()

So the first parameter is the actor number, and the second must be the  
index of the custom animation. Couple that with delayFrames (and maybe  
findAllObjects too), and you could quite easily make a script to make  
Carol the cleaner wander about and "clean" the room.

>> I also found that object x and y values have to be multiples of 8,
>> otherwise they're automatically rounded. The cabinet drawer was off a
>> few pixels all the time, I just didn't notice. So, objects are really
>> some sort of tiles, being fixed size, position, and integrated into
>> the background.
>
> Yep, objects must be aligned. It might be possible to extand the
> compiler to automaticaly pad the object images using the room image.
> On the other hand doing this would lead to objects having a different
> size/position in game and in the source. That would probably be even
> more confusing in the end.
>
> But this give me an idea which is probably much more useful: allow the
> object image to have transparent pixel and automaticaly blend them  
> with
> the room image during compilation. That would probably spare quiet  
> some
> grunt work when doing the artwork and make things more flexible.

Sounds like a good idea to me, Alban. Less confusion = better. :)

>> About Scumm v7: good job, we're on the right track. I'm longing for
>> the day we finally get to v8 and the incredibly high graphics
>> resolution of 640x400. DON'T get started on v5 and climb the ladder
>> all the way down! Puh-leeze!
>
> v8 would be great, but that's going to be a loooot of work, and v7 is
> still far from finished. Now regarding v5 I don't have much  
> interest, so
> I probably won't do it myself. But I won't stop anyone willing to do  
> it,
> and I'll definitly accept such patch if done correctly.

There is another SCUMM compiler project out there called scummgen  
which targets V8, but from what i've seen it's still early days.

It's a pity that V7 doesn't support 640x480 (unless there's a top  
secret opcode somewhere to set it, haha). Though then again it  
supports other nifty stuff, so i guess it's not that bad. :)

I'm still somewhat interested in V5, on account of it being quite  
close to V6. But that is more or less as far as it goes... Actually,  
thinking more it would be better for me to help you out with V7, so i  
think i will try to concentrate my efforts on that.

Regards,

James S Urquhart

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