![]() ![]() ![]() This describes where to find each room: in which file and at which offset. max bit var must be rounded up to the next multiple of 8, as apparently the original engine just divides by 8 to allocate the memory. max global obj is the highest valid object address, so usually the number of objects minus 17 (as object addresses 1-16 are used for actors). It's set to 200 in DOTT, and I suppose this limit was simply set arbitrarily. max local objs is the maximum number of objects used inside a single room. So generally it doesn't represent the actual number of resources, in particular for variables, as most low addresses are reserved and might not be used at all in the scripts. This is used by the VM to ensure resource address validity. ![]() Unk2 : 16le (really dunno as it's 0 in dott) Unk : 16le (perhaps actors as it's 16 in dott, but that The list must be terminated with a zero byte. List the name of the rooms, note that you must apply a binary not on the names (name = ~name). Vlc (end code 0x00, so room no starts at 1) Note that the size includes this header! For example, if 'data' contains 32 bytes, then size will be 40, because the block's header is 8 bytes long. DOTT uses 0圆9.Īll SCUMM files are made of blocks like this: According to the ScummVM code, there are 3 keys in use: 0x00, 0xFF and 0圆9. To decrypt just XOR each byte with a key. "The inCompleat SCUMM Reference Guide": įirst of all, the data can be "encrypted".Other people are working on similar stuff. The second file is an index to make random access easy. The main data file is merely a big bunch of room files put together. Later games came on CD and all data was grouped into 2 files. Basically each floppy contained one or more rooms with all the data needed to play in those rooms. At that time, floppy disk was the most common medium for games, so naturally the file formats reflect this. The first SCUMM version was written for Maniac Mansion. ![]()
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