monkey island load/save menu
Moderator: ScummVM Team
monkey island load/save menu
Hiho
i am just wondering why in some games the original menues are used (broken sword, beneath a steal sky), and in others the scumm menu(monkey island)
why not using the original menues in all games? would be cooler
Greetz
i am just wondering why in some games the original menues are used (broken sword, beneath a steal sky), and in others the scumm menu(monkey island)
why not using the original menues in all games? would be cooler
Greetz
Please feel free to correct me if I'm wrong but here's my understanding of it all...
With Broken Sword and Steel Sky, the menu is actually part of the game data itself (I haven't engineered it though, so I'm just taking a semi-educated guess there) but with the SCUMM games, what little there was of a menu (basically a save/load interface) was as far as I can tell built into the executable, not the scripts and game-specific data.
Consequently since there is no script in the game to handle save/load etc, ScummVM must do it itself, but with Sword and Sky it is part of the game data and is handled as such.
With Broken Sword and Steel Sky, the menu is actually part of the game data itself (I haven't engineered it though, so I'm just taking a semi-educated guess there) but with the SCUMM games, what little there was of a menu (basically a save/load interface) was as far as I can tell built into the executable, not the scripts and game-specific data.
Consequently since there is no script in the game to handle save/load etc, ScummVM must do it itself, but with Sword and Sky it is part of the game data and is handled as such.
Also I think the fact that the scumm games were reversed engineered should also be taken into consideration. Where as the Revolution games and some other source codes were provided. What I mean is why bother wasting time copying the save game menu when the scummvm one works just as well. Getting the games to work have always been the priority.
If you download a really really old version of ScummVM you'll probably see a GUI in games like Monkey Island that looks quite similar to the original interpreter's menu (back when the launcher also only was in 320x200 resolution)
so using the "nicer" menus has actually been seen as the better solution over time
so using the "nicer" menus has actually been seen as the better solution over time
- spookypeanut
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- spookypeanut
- ScummVM Developer
- Posts: 159
- Joined: Tue Sep 12, 2006 9:35 am
- Location: St Albans, UK
- Contact:
- spookypeanut
- ScummVM Developer
- Posts: 159
- Joined: Tue Sep 12, 2006 9:35 am
- Location: St Albans, UK
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Very strange in that case... it is noticing the pressing of the alt key, I get
but nothing happens when i hit f5. Ah well, I'm not too bothered
Code: Select all
(9:55:0x1C): DEBUG: key :462 hit
(9:55:0x432): DEBUG: Key pressed: 462
- spookypeanut
- ScummVM Developer
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thats niceclone2727 wrote:In the current SVN, with some of the games (MM, Zak, Indy3, COMI), you can access the original dialog with alt+f5
accessing the original menu with f5 and the scummvm menu for advanced functions with alt+f5 would be nicer... the games should be as much original as possible (in my opinion )
just details... but details are also important =)
- eriktorbjorn
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Particularly since ScummVM's save/load screen actually works. It looks like loading works from at least some of the original save/load screens, but saving didn't work for me.md5 wrote:The ScummVM menu and save/load screens are much better than the original ones imho, so it's better if the shortcuts stay as they are
Even if they did work, I wouldn't want to have only 10-15 savegame slots available. (Extending that would be extremely non-trivial when the save/load dialog is a part of the game scripts rather than the game engine.)