[ scummvm-Patches-2821100 ] MM C64 Objects / Verb fixes
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Tue Jul 14 07:11:57 CEST 2009
Patches item #2821100, was opened at 2009-07-14 15:11
Message generated for change (Tracker Item Submitted) made by segra
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: robbie (segra)
Assigned to: Nobody/Anonymous (nobody)
Summary: MM C64 Objects / Verb fixes
Initial Comment:
Hey guys,
This patch makes the game almost completable, but there still exists one issue with the walkboxes. Ive ran out of time to clean this up any better so im posting as-is. ive only just realized my other patch contains the rest of the actor names (patch #2816140), this is required for the "GIVE to" sentence formation to work correctly.
the verbs are loosely based on the original, most seem to work correctly (i was able to play to the end, with room skipping for walkbox issue). Actors will walk to objects before using them now, and you can execute a multiple such as "use key in front door" while the key is on the ground (will walk to, pickup, walk to next target, use)
other engine changes include,
added currentmode/light variables to savegames (not sure on the savegame version stuff tho)
V0 Games can use a single "object number" twice, this causes issues with various internal SCUMM functions
kitchen: "Can of Pepsi" is object 0x3C.
library: "Lamp" also has object of 0x3C.
meaning once you've picked up the pepsi, the internal engine uses the can of pepsi.. as the inventory is checked first (getOBCDFromObject(), etc)
also weird eds room, has multiple objects with the same number... meaning the door/hamster/piggy bank couldn't be touched.
rather than replacing all functions, added a simple switch for V0 to enable force inventory check,
and another to force the use of object indexs (instead of using object number) for lookup or return of object pointers.
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