It was gonna be in Silicon Valley, but I decided I liked how trees and rain looked, so I guess it's somewhere in northern CA. I can probably get away with being nonspecific.
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Show posts MenuQuote from: Snarky on Wed 04/02/2015 13:29:12Oh, perfect. I have a huge inspiration folder full of images like this. The game is partially inspired by looking at old photos of LucasArts and Sierra employees. So delightfully dorky.
Loving the look of it! You've really captured that late-eighties/early-nineties aesthetic. Among other things, it reminds me of the in-house proposal for the LucasArts logo:Spoiler
Quote from: Wyz on Wed 04/02/2015 11:18:58Well, not true OPL, but emulated.
Wow, I really dig the style of this game. This is really up my alley, great job on the contemporary art the walls are sporting. Cool palette cycles. Overall a very ni...WAIT did you say OPL2?Awesome!
Quote from: Radiant on Mon 15/12/2014 09:50:48Oh, I have no idea. I'm pretty sure I've seen examples of people analyzing SCUMM code before. How did you find out about this hidden ending if not by looking at the script?
How do I decompile a SCUMM script, then?
Quote from: Monsieur OUXX on Thu 11/12/2014 16:42:02Stuff like unused art were always easily findable with stuff like ScummRevisited, but as far as I know, being able to look at decompiled SCUMM scripts is a relatively new thing, and they haven't been picked over nearly as much. Though you're right, it probably is unreachable code.
I'm almost certain it's not possible. Those classic games have been worn out in every possible way -- if it were possible, someone would have posted a video in Youtube. I would suspect it's one of the many things they left in the script to avoid breaking something at release, but that is not connected to the actual game. A bit like the unused inventory items.
[graphics]
windowed=1
game_frame=center
screen_def=explicit
filter=StdScale
filter_scaling=max
driver=DX5
screen_width=1366
screen_height=768
refresh=0
vsync=0
Initializing resolution settings
Device display resolution: 1366 x 768
Game native resolution: 320 x 200 (8 bit)
Game settings: windowed = yes, screen def: explicit, screen size: 1366 x 768, match device ratio: yes, frame placement: center
Init gfx driver
Created graphics driver: Allegro/DX5
Supported gfx modes (8-bit):
320x200;320x240;400x300;512x384;640x400;640x480;800x600;1024x768;
1280x600;1280x720;1280x768;1360x768;1366x768;
Supported gfx modes (8-bit):
320x200;320x240;400x300;512x384;640x400;640x480;800x600;1024x768;
1280x600;1280x720;1280x768;1360x768;1366x768;
Requested gfx filter: StdScale, filter scaling: max uniform
Applying scaling filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 1366 x 768 (8-bit) windowed
Attempt to switch gfx mode to 1366 x 736 (8-bit) windowed; game frame: 960 x 600, frame placement: center
Failed. Unable to find a suitable graphics driver
Attempting to find nearest supported resolution for screen size 1366 x 768 (8-bit) fullscreen
Attempt to switch gfx mode to 1366 x 768 (8-bit) fullscreen; game frame: 960 x 600, frame placement: center
Succeeded. Using gfx mode 1366 x 768 (8-bit) fullscreen
filter dest (203, 84, 1162, 683 : 960 x 600), render dest (203, 84, 1162, 683 : 960 x 600)
Preparing graphics mode screen
Initializing colour conversion
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
Loading room 15
***** ENGINE HAS SHUTDOWN
Quote[graphics]
windowed=1
game_frame=center
screen_def=explicit
filter=StdScale
filter_scaling=3
driver=DX5
screen_width=1366
screen_height=768
refresh=0
vsync=0
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