Grim fandango scummvm download12/14/2023 A sector can be or not be walkable, or can be a hot sector, which is used to swap between sets.Ī setup is a particular view of the camera. set files.Ī set has a number of sectors, that is, polygons defining a certain piece of a plane. IMuse loads *.wav and *.snd files, decoded in the VIMA format.Ī set is a game room, a space where the actors can walk into, An example is Manny's office, or Blue Casket's kitchen. IMuse is controlled by the scripts through the use of these functions, defined in lua_v1_sound.cpp: GrimE uses the good old iMuse for playing music and sound effects. So the objects are now not saved into a TaggedString anymore, but with this new struct into the "Value" union, in lua/lobject.h: Instead of the pointer to the object itself Lua stores an unique id for the object (see Grim::PoolObject), which is later used to get the object from a pool. The management of user objects in Lua is different from the upstream version. This information is restored by lua_Restore upon game load. The function lua_Save is invoked when saving a game and it writes the entire Lua state to disk. The states are managed by the functions start_script, stop_script, (un)pause_script, find_script. The function lua_runtasks() updates all the states. The function start_script, callable by the scripts, create a new lua state, which lives together with the original one. The main difference with the original version is multi-tasking support. It interacts with the engine through a set of global C functions defined in the grim/lua*.cpp files, which can be called by the scripts. GrimE uses a modified version of Lua 3.1 alpha as script engine. The backgrounds and many objects are prerendered bitmaps, while the characters are 3D models. I think this might have been a problem with the original as well.GrimE is a 2.5D engine, that is, a mix of 2D and 3D objects. The subtitles in cutscenes provided by the patch tend to be out of sync in Year 4, otherwise they're mostly ok. I vaguely remember this happening in the original, but I'm not sure. Meche's head will twist to a 90-degree angle in the vault room in Year 3. I can't find any specific conditions for this, but it happens throughout the game every now and then. Manny will intermittently teleport backwards for no obvious reason. If you leave the screen while that animation is playing, it will remain at the bottom of the screen until the animation is finished. when you're looking at the cat races track from above, occasionally an animation will play where the cats will run by.
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