BeebSCUMM

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SarahWalker
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BeebSCUMM

Post by SarahWalker » Wed Jun 20, 2018 5:04 pm

Meant to open a thread about this weeks ago...

As some people noticed at the last ABUG, I've been working on a SCUMM interpreter for the Master (note - MASTER, not B+, B w/ SWRAM, or any variety of Electron!). This is a port of SCUMM v1, which is the original (non-enhanced) PC versions of Maniac Mansion :
beebscumm_maniac.png
and Zak McKracken :
beebscumm_zak.png
So far it has room plotting, character plotting + masking (though the animation system needs a rethink), object plotting (still slightly bugged) and character pathfinding. I'm trying to work up the nerve to implement script handling, which should allow these games to be actually played!

There's also various optimisations to be done, plus colour mapping needs some work I think.

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leenew
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Re: BeebSCUMM

Post by leenew » Wed Jun 20, 2018 5:32 pm

Ooh! Good work so far Sarah =D>
2 of my favourite adventures :D
Maybe John Blythe has 5 minutes spare to sprinkle some magic dust on the graphics :-k

Lee

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SarahWalker
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Re: BeebSCUMM

Post by SarahWalker » Wed Jun 20, 2018 7:34 pm

leenew wrote:
Wed Jun 20, 2018 5:32 pm
Maybe John Blythe has 5 minutes spare to sprinkle some magic dust on the graphics :-k
Unfortunately, to avoid potential legal issues with the Disney corporation, I'm using the PC data unmodified. So no fancy new graphics I'm afraid.
Last edited by SarahWalker on Wed Jun 20, 2018 7:36 pm, edited 2 times in total.

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leenew
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Re: BeebSCUMM

Post by leenew » Wed Jun 20, 2018 9:41 pm

Ah! That's a good point 8-[

Lee.

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Re: BeebSCUMM

Post by daveejhitchins » Thu Jun 21, 2018 8:17 am

Wow! . . . Another great project - but Sarah, we need to have a serious talk about this >
SarahWalker wrote:
Wed Jun 20, 2018 5:04 pm
(note - MASTER, not B+, B w/ SWRAM, or any variety of Electron!)
Dave H :lol:
Parts: UM6502CE, GAL22V10D, GAL16V8D, AS6C62256A, TC514400AZ, WD1772, R6522, TMS27C512, AT28C256
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Re: BeebSCUMM

Post by sbadger » Fri Jun 22, 2018 8:28 am

<cough> NULA version [-o<
So many projects, so little time...

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SarahWalker
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Re: BeebSCUMM

Post by SarahWalker » Fri Jun 22, 2018 6:24 pm

You could concentrate on what's actually being written, rather than talking about adding more work...

It's a little demoralising that the only posts so far are basically saying 'add more stuff!'.
Last edited by SarahWalker on Fri Jun 22, 2018 6:24 pm, edited 1 time in total.

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danielj
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Re: BeebSCUMM

Post by danielj » Fri Jun 22, 2018 6:32 pm

I, for one, am impressed :)

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leenew
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Re: BeebSCUMM

Post by leenew » Fri Jun 22, 2018 6:58 pm

Sorry! Sorry! Sorry!
It's just the enthusiasm taking over as usual :oops:
This is a project I am honestly really looking forward to playing.
Err... did I say sorry? If not.. then sorry 8-[

Lee.

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Lardo Boffin
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Re: BeebSCUMM

Post by Lardo Boffin » Fri Jun 22, 2018 7:02 pm

Beyond awesome! I will have to get my Master fixed.
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lurkio
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Re: BeebSCUMM

Post by lurkio » Fri Jun 22, 2018 7:20 pm

SarahWalker wrote:
Wed Jun 20, 2018 5:04 pm
I've been working on a SCUMM interpreter for the Master ...
Looks great!

=D> =D> =D>

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Re: BeebSCUMM

Post by daveejhitchins » Fri Jun 22, 2018 8:23 pm

me wrote:
Thu Jun 21, 2018 8:17 am
Wow! . . . Another great project - but Sarah, we need to have a serious talk about this >
SarahWalker wrote:
Wed Jun 20, 2018 5:04 pm
(note - MASTER, not B+, B w/ SWRAM, or any variety of Electron!)
Dave H :lol:
And I'm only teasing . . . So take no notice of my continual Electron comments whatsoever, I know the games you work-on will, probably, never be Electron compatible - If only I could contribute, I would - I think the work you do is way above and beyond - =D>

Dave H :D
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Products: ARA II, ABR, ATI, AP6, MGC, AP5 . . .
For a price list, contact me at: Retro Hardware AT dave ej hitchins DOT plus DOT com

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Re: BeebSCUMM

Post by davidb » Fri Jun 22, 2018 8:42 pm

daveejhitchins wrote:
Fri Jun 22, 2018 8:23 pm
And I'm only teasing . . . So take no notice of my continual Electron comments whatsoever, I know the games you work-on will, probably, never be Electron compatible - If only I could contribute, I would - I think the work you do is way above and beyond - =D>
I read your comment as more of a to-do list item for yourself, Dave. When are we getting our add-on that gives the Electron all the features of the Master 128? :twisted: ;)

Looking forward to seeing how BeebSCUMM develops. With this, the Prince of Persia port and Kees's Atomic AGD, it's like the old days when we got ports of hits from "mainstream" platforms to the Acorn. =D>

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Re: BeebSCUMM

Post by VectorEyes » Fri Jun 22, 2018 9:02 pm

It looks fantastic!

I'm quite curious what implementing the scripting system entails. Is it the most complicated part of the code?

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SarahWalker
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Re: BeebSCUMM

Post by SarahWalker » Sat Jun 23, 2018 9:59 am

VectorEyes wrote:
Fri Jun 22, 2018 9:02 pm
It looks fantastic!

I'm quite curious what implementing the scripting system entails. Is it the most complicated part of the code?
I don't think the script interpreter is massively complicated (though the fact that it's multitasking will be fun...). It's more the fact that it's going to show up every incorrect assumption I've put in the engine so far, which will probably be a lot! :)

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Re: BeebSCUMM

Post by marcusjambler » Sat Jun 23, 2018 12:40 pm

Looking like this will be epic Sarah =D> =D> =D>

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Re: BeebSCUMM

Post by RobC » Sat Jun 23, 2018 7:01 pm

marcusjambler wrote:
Sat Jun 23, 2018 12:40 pm
Looking like this will be epic Sarah =D> =D> =D>
Agreed - it'll be great to see such a seminal game on the Beeb :D =D>

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sbadger
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Re: BeebSCUMM

Post by sbadger » Mon Jun 25, 2018 10:22 am

SarahWalker wrote:
Fri Jun 22, 2018 6:24 pm
You could concentrate on what's actually being written, rather than talking about adding more work...

It's a little demoralising that the only posts so far are basically saying 'add more stuff!'.
Fair cop, sorry, not intentional at all, rest assured it's a truly exciting project
So many projects, so little time...

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Re: BeebSCUMM

Post by z0m8ied0g » Mon Jun 25, 2018 4:04 pm

Of what I saw at ABUG it looks great already. Keep up the good work.
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Re: BeebSCUMM

Post by jbnbeeb » Mon Jun 25, 2018 9:13 pm

Hi,
Late to the thread..but just to say I was well impressed when I saw the WIP conversion at the Hampshire ABUG, even if I couldn't remember the name of the game.
SarahWalker wrote:
Wed Jun 20, 2018 5:04 pm
This is a port of SCUMM v1, which is the original (non-enhanced) PC versions of Maniac Mansion :
.
As ever, I do have a question ! :D
You reference PC version.. so my question is, are you basing the conversion on PC version or C64 (and if the former, why, given that C64 shares essentially same CPU as the Beeb)?

I for one would look forward to playing this on the Beeb, having looked upon the game in envy at my Commodore-owning friend's house when I was a teenager!
I'm going to ..
ABUG Cambridge Sept 7th-9th Sept 2018
Image

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SarahWalker
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Re: BeebSCUMM

Post by SarahWalker » Tue Jun 26, 2018 5:37 pm

This is based on the PC version, for a few reasons :
  • The PC version uses the same engine for both Maniac Mansion and Zak McKracken. The C64 uses an older v0 engine for MM.
  • The PC files are somewhat easier to get at - the C64 version looks to be using a non-standard disc format
  • There are comments in the ScummVM source suggesting that the timing on the C64 scripts depends on the engine running at the same speed as on the C64 - delays look to be real time on the C64 whereas the PC version delays by frames
  • PC Maniac Mansion has two lines for text, as opposed to one for the C64, which makes conversations much easier to read
  • And before anyone asks, I'm not basing it on the Apple II version because that version lacks scrolling and is generally a bit crap
Since I'm rewriting the engine from scratch, whether the original version was written for 6502 or x86 makes no real difference. I would definitely get sued by Disney if I tried to reuse & modify the original code!

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Re: BeebSCUMM

Post by cmorley » Tue Jun 26, 2018 6:22 pm

Applogies if I missed it. What are you doing the bulk of the coding in/with? BeebASM or something higher?

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Re: BeebSCUMM

Post by trixster » Tue Jun 26, 2018 6:59 pm

Great project! Looks fab :)
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Dave Footitt
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Re: BeebSCUMM

Post by Dave Footitt » Fri Aug 17, 2018 7:01 pm

Wow, looks fantastic Sarah, great work =D>

Hopefully see it in the flesh next time we meet!

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