port monkey island to C64 anyone?
category: general [glöplog]
not?
yeah please do so null. i want to be your beta tester.
I can do music :)>
it wouldn't be THAT hard to do actually. the game itself is written in an interpreted language called SCUMM. the MM in scumm stands for maniac mansion. that means that huge parts of the game engine are already done as MM is a c64 game. now one just has to covert the gfx and tunes to a proper format...
that would be great. Let's start a project. Who's in?
Let me know if i can help somewhere!!! I'm in ...what about adding things to the came without affecting the story or the original script?
wasnt Zack MC Cracken also on the C64 ? or Maniac Mansion ? But who would invest so much time to port it to c64 when so less people will actually enjoy
the game?
the game?
why so less would enjoy? I played it many times in the last years and it would be great to play it once more but on the c64.
wasnt scumm vm opensource? would be nice if it was :D
scummvm is opensource.
zak McCracken was also on c64.
Who cares about what other people think if you're having fun doing it.
zak McCracken was also on c64.
Who cares about what other people think if you're having fun doing it.
Wasn't the scummvm supposed to run under windows?
it has been ported (or is in the process of) to other platforms.
hmmmm shouldn't it be easier to port the graphic and sound to c64 and use scumm instead?
but the authors didn't exactly care about platforms with little memory. iirc some started ports to various platforms have been abandoned for that reason.
Like seemingly every game engine, SCUMM has evolved over the years of its existence, staying in sync with the evolution of computer systems. Though no two SCUMM engines are exactly the same, the original SCUMM games are considered to be Maniac Mansion and Zak McKracken. They sported 16-color graphics and a 320×200 resolution. The next game, The Secret of Monkey Island, added a more hierarchical file format that simplified the adding of sounds, rooms, and character animations. Monkey Island 2 not only refined the file format even further, it also added iMUSE. iMUSE stands for Interactive Music Streaming Engine, and it allows for the MIDI music to change depending on the characters' actions. In the later LucasArts games of all genres, iMUSE used digital music instead of MIDI. During the years between the release of Indiana Jones and the Fate of Atlantis and The Dig, SCUMM was rewritten multiple times to incorporate new engines including INSANE (which added streaming video), FLEM (which handled the placement and naming of objects) and CYST (which probably handled character animation). SCUMM, INSANE, FLEM, and CYST? LucasArts is also well-known for its unusual engine names. These games used a 256-color, 320×200 resolution.
The final step in the evolution of SCUMM was The Curse of Monkey Island. The engine was ported to a 32-bit platform, and the scripting language was reimplemented to support the 640×470 256-color graphics. Alas, The Curse of Money Island was the last SCUMM game; LucasArts' latest adventure, Grim Fandango, used an engine called GrimE.
SCUMM unarguably changed the face of adventure gaming forever. The 12 games it fathered are all classics in their own right, not to mention all of the games influenced by its verb/noun point-and-click interface. SCUMM is certainly one of the fathers of adventure games. It will be missed sorely ...
The final step in the evolution of SCUMM was The Curse of Monkey Island. The engine was ported to a 32-bit platform, and the scripting language was reimplemented to support the 640×470 256-color graphics. Alas, The Curse of Money Island was the last SCUMM game; LucasArts' latest adventure, Grim Fandango, used an engine called GrimE.
SCUMM unarguably changed the face of adventure gaming forever. The 12 games it fathered are all classics in their own right, not to mention all of the games influenced by its verb/noun point-and-click interface. SCUMM is certainly one of the fathers of adventure games. It will be missed sorely ...
from what's stated there monkey island scumm is different from maniac mansion one....
I think this guy can help
http://www.mts.net/~kbagnall/commodore/scumm/
http://www.mts.net/~kbagnall/commodore/scumm/
Here two conversion to koala... seems nice
![BB Image](http://sandaio.supereva.it/room1.gif)
![BB Image](http://sandaio.supereva.it/room2.gif)
![BB Image](http://sandaio.supereva.it/room1.gif)
![BB Image](http://sandaio.supereva.it/room2.gif)
wow ... these koala conversions look impressive!
another one
![BB Image](http://sandaio.supereva.it/ccs1.bmp)
![BB Image](http://sandaio.supereva.it/ccs1.bmp)
![BB Image](http://sandaio.supereva.it/ccs2.bmp)
are those conversions supposed to be seen in interlaced mode? looks good anyway, but there's huge amount of work to port whole system and datas... would be cool tho to see that someday.
by the way, where is that pinball fantasies port? :)
by the way, where is that pinball fantasies port? :)
No. That is not interlaced. The first two were saved directly from CONGO while the second two are screenshots from CCS64... no interlace
Here are better conversions. Congo resized the 144 points of height to 200 ... here is original size. the black space is supposed to have the scumm GUI
![BB Image](http://sandaio.supereva.it/ccs3.bmp)
![BB Image](http://sandaio.supereva.it/ccs4.bmp)
I think the circus looks awesome
![BB Image](http://sandaio.supereva.it/ccs3.bmp)
![BB Image](http://sandaio.supereva.it/ccs4.bmp)
I think the circus looks awesome
originals
![BB Image](http://sandaio.supereva.it/tagliato1.png)
![BB Image](http://sandaio.supereva.it/tagliato2.png)
![BB Image](http://sandaio.supereva.it/tagliato1.png)
![BB Image](http://sandaio.supereva.it/tagliato2.png)