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Ender

Latest Posts

Page: 3 of 6
Posted in: Oh, Endy..
 Ender
12-11-2002, 8:23 PM
#4
Sure, who am I to complain.. as long as you don't annotate things delphi-style. *grin* Try using IDAs builtin deflate compression, it works quite well. Anyway, Merry Christmas :) Originally posted by Serge I'll work on the base a couple of weeks...  [Read More]
Posted in: Oh, Endy..
 Ender
12-10-2002, 9:30 AM
#2
You know, you lose source so often you really need to start backing things up (or sharing them with other people! :o). hehe. Anyway, even a base is a better start than I have - I just can't get the segments right. So whatever you have and can get to...  [Read More]
Posted in: Monkey Island - text hacking
 Ender
12-10-2002, 8:34 AM
#5
Originally posted by jannar85 It seems like it's the same guy, Ender. Possibly, but he's from a different ISP than both of the other two (The one that posted the pirated software link, and the original poster of the other thread). As for legality...  [Read More]
Posted in: Monkey Island - text hacking
 Ender
12-10-2002, 5:35 AM
#3
You could always try READING the forum before posting a question :) Somebody has asked exactly the same thing just four or five threads down!...  [Read More]
Posted in: translate lucas games! (brazil)
 Ender
12-11-2002, 2:56 AM
#8
Originally posted by Zorbid Could descumm do the decompiling part of the job? Theoretically. We even have a very hackish SCUMM script compiler that recompiles the output from DeScumm (sometimes even sucessfully! :). But, DeScumm is not really accu...  [Read More]
Posted in: translate lucas games! (brazil)
 Ender
11-29-2002, 11:27 AM
#4
LucasArt's giving out source? They won't even let us clone their functionality. hehe. Ok, translations: - Translation can be done with a hex-editor. First simply xor with the decrypt value ScummRev gives you (if any), then edit. - Limitations: You...  [Read More]
Posted in: Look what I found in the trash!
 Ender
11-27-2002, 4:44 PM
#8
Shouldn't be too hard to add, but something like a IDB or some detailed opcode info would help (yes, I've seen the scummrev pages ectera, but that doesn't help me with switch cases and subops and parameters. *g*). Actually, the hardest thing right n...  [Read More]
Posted in: The Dig - Music, Voices, Animations
 Ender
11-17-2002, 9:44 AM
#5
Originally posted by john_doe @Ender: I have a question about the GPL (I mailed you some time ago but you didn't respond): Problem: I have a main program that uses a DLL (as a plug-in). This DLL then uses parts of the ScummVM code. Is it ok to put o...  [Read More]
Posted in: The Dig - Music, Voices, Animations
 Ender
11-16-2002, 8:40 PM
#3
Oh, and: c) I'm not sure if ScummRev can play the voice samples. If not, ScummVM also has code for that. Feel free to also borrow (as long as the result is under the GPL :)...  [Read More]
Posted in: The Dig - Music, Voices, Animations
 Ender
11-16-2002, 8:38 PM
#2
Originally posted by SST_Brink Is any program successfully able to listen to and/or extract music, voice clips, or animations from The Dig? SCUMM Revisited says something about unsupported codecs when I try to listen to music in the digmusic.bun fil...  [Read More]
Posted in: about MI2 blocks
 Ender
11-13-2002, 7:04 AM
#4
Use the source, luke! Use the source! http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/scummvm/scummvm/ Check InitRoomSubBlocks (or somesuch) in scumm/scummvm.cpp for general info, more info can be found in resource.cpp, boxes.cpp and gfx.cpp. You o...  [Read More]
Posted in: MacSCUMM 2 PCSCUMM
 Ender
11-12-2002, 10:21 AM
#14
Originally posted by Skib Whew. Thanks guys. I got everythang sorted out nice'n purty now. Except for the age-old problem with music in Sam & Max. If somebody could post their scummvm.ini file so I could take a look at how they got music to work...  [Read More]
Posted in: MacSCUMM 2 PCSCUMM
 Ender
11-08-2002, 12:06 AM
#7
Originally posted by Skib I downloaded and installed the latest build of SCUMMVM, but then put DOTT in my CD-ROM drive and windows won't read the CD! (Maybe I should have mentioned I have the CD version?) Is there any hope for me? Oops. Because it'...  [Read More]
Posted in: MacSCUMM 2 PCSCUMM
 Ender
11-07-2002, 1:31 PM
#4
Originally posted by Jake anyway this post is superfulous because he's talking about sam and max and dott. Er, that makes no sense :) Sam and Max / DOTT need to be 'ReScummed' to be able to play the Mac version on a PC with ScummVM.. Thus the post...  [Read More]
Posted in: CMI and Fonts
 Ender
10-17-2002, 11:52 PM
#4
We've got some Nut viewer code in ScummVM (scumm/smush/frenderer.cpp). I'm not sure how similar the format is against CMI, but it renders the Full Throttle and Dig fonts perfectly. Originally posted by john_doe AFAIR the fonts in CMI were the .nu...  [Read More]
Posted in: Most Wanted: Scumm Utilities
 Ender
10-19-2002, 7:49 AM
#20
Well, sometime in the next month or two I plan to write Descumm1 (because in the next month we hope to start ScummVM support for MM/Zak)... so I don't see why not ;) Originally posted by ThunderPeel2001 All I have ever wanted is something to decomp...  [Read More]
Posted in: Most Wanted: Scumm Utilities
 Ender
10-05-2002, 10:55 AM
#2
Originally posted by bgbennyboy Right, here's my attempt to inject some life into this forum. Hm, not much life yet :) Alright, how about this. I offer to make my best attempt at coding the most wanted utility - if it's feasible, of course....  [Read More]
Posted in: ScummVM
 Ender
10-05-2002, 10:53 AM
#6
Not to mention that us ScummVM peeps are pretty active around here :) Although someone could give me mod privs. <wink wink nudge nudge> :)...  [Read More]
Posted in: How can I use descummx.exe?
 Ender
10-01-2002, 6:49 AM
#2
We here at ScummVM central do not write documentation, damn it :) Seriously, if anyone wants to write some, feel free. As for using Descumm(3/4/5/6): DeScumm decodes the scripts themselves, so the FIRST thing to do it extract the script. You can do...  [Read More]
Posted in: Zak McKracken - FM-Towns
 Ender
09-16-2002, 10:47 AM
#76
Originally posted by LucasTones There are none because it is a hoax. *rolls his eyes* http://home1.gte.net/leiterja/lfilm.html Thereya go. Thats boxshots of all the FmTowns ports, direct from the guy who done the engine for them :P...  [Read More]
Posted in: Zak McKracken - FM-Towns
 Ender
09-14-2002, 5:02 PM
#73
Originally posted by LucasTones I thought that LucasArts made the 256 colour versions for the towns, then thought "sod this, PC is wider audience" and just released them on PC instead. I mean, they aren't on the timeline. Nope, they WERE...  [Read More]
Posted in: Zak McKracken - FM-Towns
 Ender
09-14-2002, 2:52 AM
#71
Originally posted by LucasTones The other versions (Loom, Monkey Island 1) were until recently rumours at best, and since this thread have been proven false. They were never ported to FM-Towns[/B] Umm. Sorry to bring an old thread to life, but wher...  [Read More]
Posted in: Zak McKracken - FM-Towns
 Ender
09-01-2002, 1:14 PM
#58
BTW, just for everyones information, I asked the guy who ported the SCUMM engine to FmTowns what the differences were with the OTHER versions for FmTowns: "Zak was upgraded from the 8bit world to Towns but never re-released for PC. The Indy an...  [Read More]
Posted in: Front-End for ScummVM (MacOS X)
 Ender
08-25-2002, 2:13 AM
#10
Originally posted by Jake I think a lot of people have been turned off entirely to ScummVM as a project because of the time investment it takes for the average joe to get it up and running. I think you've sat on building a standardized front end for...  [Read More]
Posted in: Front-End for ScummVM (MacOS X)
 Ender
08-23-2002, 11:36 PM
#8
Originally posted by Jake I thought older builds of MacOS X ScummVM had a small GUI in them. Maybe I'm totally mistaken. Actually, you are thinking of the old Carbon version, which did (because system 7/8/9 can't DO commandline applications ;)...  [Read More]
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