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Serge

Latest Posts

Page: 3 of 5
Posted in: Look what I found in the trash!
 Serge
11-27-2002, 7:34 AM
#7
Can't, really. No access to mIRC, and I don't have his email address. Also, experience has taught me not to give out mine to anyone but the people I want to know it ;) So, he can ask bg for it. I'd be happy to answer anything I can, since the succes...  [Read More]
Posted in: Look what I found in the trash!
 Serge
11-26-2002, 8:23 AM
#3
I knew you'd ask (for a screenshot), and I guess I'll try. But with my VERY limited internet access (at most once a week, I bother to go to the computer room on campus), it'll take some time. We'll see. Also, I guess I didn't make the anti-promise st...  [Read More]
Posted in: Look what I found in the trash!
 Serge
11-26-2002, 7:26 AM
#1
It's Serge! None other! He thought he could hide among the banana peels and the ham from last month, but no! I found him! Anyway, nah, I'm not back to stay, just checking inhere, and making sure that noone steals my latest idea, by claiming my right...  [Read More]
Posted in: titles for EMI and CMI soundtracks
 Serge
07-28-2002, 7:05 PM
#2
Short titles for the CMI tracks (and my guess is those are actually the full names Land gave the tracks... They're also listed inside the .exe) can be found in some of the TEXT blocks inside the MAP blocks of each track. The "block" names f...  [Read More]
Posted in: 3 cheers for ScummBag and questions
 Serge
07-24-2002, 7:09 PM
#3
First of all, I'm not working on ScummIDE at the moment - as usual, I'm way too busy with other stuff. And contrary to what khalek may believe, it won't be done this year. If ever. However, I don't doubt that sometime in the future, either I or someo...  [Read More]
Posted in: The Dig Music!!!
 Serge
07-21-2002, 7:41 AM
#12
I believe I described the IACT (the cutscene audio) format to Endy once. So SCUMMVM should support it. Although I must say, the audio quality of The Dig seems to me to be the worst in the history of LucasArts adventures. Thankfully, there's the sound...  [Read More]
Posted in: iMUSE patent...
 Serge
07-02-2002, 9:30 AM
#3
I've got a text version of it (without the illustrations), which I made from an OCR of the original document. Looking for my backed up passwords text file that I made before reinstalling Windows - so that I can upload it to the scummbag page. I'll le...  [Read More]
Posted in: Programs used to create Lucasarts games?
 Serge
06-24-2002, 4:33 AM
#4
Since they were used for various Humungous games too, they might still be used. In any event, without saying more than I can, they might be facing a revival :) Nothing to do with SCUMMBag, which is dormant at the moment :) And I don't want to be spre...  [Read More]
Posted in: LIXOO is on the roadmap!
 Serge
06-14-2002, 3:21 PM
#4
Well, first... I'm not known as SCUMMLord :) That's just my self-assumed title :) Secondly, may not be a good idea to link to SCUMMBag. It's another of those projects that may never happen. As usual, I'm too busy with other stuff to actually having w...  [Read More]
Posted in: Midi, Wav, Mp3
 Serge
06-10-2002, 8:23 AM
#10
Originally posted by kelmer Yes it does, as long as you use the last Midi plugins. Just mark the "send to output" select box in the plugin's configuration/output tag and then activate your sound card to record from the synthetiser (or mi...  [Read More]
Posted in: What happened to SCRAMM?
 Serge
06-10-2002, 8:13 AM
#5
I think I might as well state here that to my knowledge, SCRAMM is dead. As most of you will know, I left my monstrous creation to live its own life, or die, years ago. Talked to James recently, and he seems to have moved on too. I'm happy for him, I...  [Read More]
I hope you don't mind me changing the title of your thread. Others might be interested in this, so I felt it needed a title a bit more descriptive :) - Serge...  [Read More]
First of all, make sure you're using SCUMM Revisited 2. SCUMM Revisited 3 will not play back MIDIs. The MIDIs and images of Sam and Max are stored in the file called something like samnmax.sm1. Open that file in SCUMM Revisited, and you'll see an en...  [Read More]
Posted in: Yay!
 Serge
06-05-2002, 1:07 PM
#2
Well, I'm pretty much gone again, when it comes to SCUMMBag and other coding stuff. Have to much more important stuff to take care of these days. - Serge...  [Read More]
Posted in: New Design
 Serge
06-06-2002, 8:18 AM
#7
Great, thanks :)...  [Read More]
Posted in: New Design
 Serge
06-05-2002, 9:07 PM
#5
Just seems that sometimes, the tables on the various forums seem to adjust their size constantly while loading, to let the contents fit inside them. Right now, I can't make it happen, of course :P - Serge...  [Read More]
Posted in: New Design
 Serge
06-05-2002, 12:09 PM
#2
I like it, Met :) Although the C is a bit too far from the S in SCUMM ;) And the constant dynamic resizing at loading time of tables on all the forums continue to bug me :) Thanks! - Serge...  [Read More]
Posted in: How do you hack?
 Serge
06-05-2002, 10:01 PM
#15
Back to the "is this legal?" issue for the umpteenth time... :) Lengthy legal mumbo jumbo that I'm really not in the position to talk about coming up. All of the following is just an examination of what the law says, not what it actually me...  [Read More]
Posted in: Monkey Island 1 audio tracks
 Serge
06-03-2002, 8:41 AM
#8
The Amiga version didn't use MIDIs, but rather one of the first MOD formats - TFMX (The Final Music system eXtended). The songs are stored in two files - don't remember what they're called, but there's some info on it on the SCUMM Revisited page, her...  [Read More]
Posted in: Adventure scripting languages
 Serge
07-26-2002, 12:58 PM
#23
Since I only have CMI decompiled with the correct command names, I'll only be able to give examples from that one, really. The entire Pirate Song (at least the barber shop trio singing) is done with blast-text (to position the text so it reads OK (al...  [Read More]
Posted in: Adventure scripting languages
 Serge
06-10-2002, 9:08 AM
#14
Thought of those options, and decided they're no good :) Won't use :: or : both due to other languages' grammars and because it's not really easy to type, as '-' is. And I really don't want to make the language too much a mix of everything else - we...  [Read More]
Posted in: Adventure scripting languages
 Serge
06-05-2002, 1:13 PM
#11
Yeah, pretty much the same as a C/C++ compiler. The compiler turns the script into opcodes used by the virtual machine that is the SCUMM interpreter. The choice of language doesn't change the final output, just the way the output is created by the co...  [Read More]
Posted in: Akos...
 Serge
06-11-2002, 8:58 AM
#24
Resources ARE loaded into memory. When you enter a room (O_CURRENT_ROOM opcode), the ROOM block is loaded. The other resources (COST/AKOS, SOUN, SCRP etc.) are loaded using other opcodes (subopcodes of O_HEAP_STUFF) by the scripts when needed. As a...  [Read More]
Posted in: Akos...
 Serge
06-06-2002, 8:28 AM
#19
DCOS, DSOU, DROO, DRSC, DSCR and DCHR all work the same as far as I recall (DOBJ is different). The format goes (for CMI): dword - "DCOS" header dword BE - size dword LE - number of directory entries repeat <number of directory entries...  [Read More]
Posted in: Akos...
 Serge
06-02-2002, 7:39 PM
#16
Yes, should be right... Can't check right now, but I pretty much checked it when I first wrote that stuff. - Serge...  [Read More]
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