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Sunday, 7 February 2010. Maniac Mansion Apple II beeper. Hi, it has been a long time since my last update. TeenAgent has been implemented into the main trunk of ScummVM, however it is not based upon my engine, instead Vladimir approached the ScummVM team a few months back with a rather complete engine, the engine itself is very tidy and the game is in a completable state. I have recently been looking into the code used for Maniac Mansion sound effects on the Apple II. A little history on the Apple II:.

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Sunday, 7 February 2010. Maniac Mansion Apple II beeper. Hi, it has been a long time since my last update. TeenAgent has been implemented into the main trunk of ScummVM, however it is not based upon my engine, instead Vladimir approached the ScummVM team a few months back with a rather complete engine, the engine itself is very tidy and the game is in a completable state. I have recently been looking into the code used for Maniac Mansion sound effects on the Apple II. A little history on the Apple II:.
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sanguinehearts | sanguinehearts.blogspot.com Reviews

https://sanguinehearts.blogspot.com

Sunday, 7 February 2010. Maniac Mansion Apple II beeper. Hi, it has been a long time since my last update. TeenAgent has been implemented into the main trunk of ScummVM, however it is not based upon my engine, instead Vladimir approached the ScummVM team a few months back with a rather complete engine, the engine itself is very tidy and the game is in a completable state. I have recently been looking into the code used for Maniac Mansion sound effects on the Apple II. A little history on the Apple II:.

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sanguinehearts.blogspot.com sanguinehearts.blogspot.com
1

sanguinehearts: Personal Nightmare 72.out IPS patch(for using the game under DOS)

http://sanguinehearts.blogspot.com/2009/05/personal-nightmare-72out-ips-patchfor.html

Wednesday, 27 May 2009. Personal Nightmare 72.out IPS patch(for using the game under DOS). You may know of Personal Nightmare, a game by HorrorSoft released a while back in 1979. This game was released for three systems. Dos,Amiga and Atari ST. The Amiga and Atari ST versions were released in VGA. However the DOS version never saw a VGA release and users had to make do with EGA graphics. HorrorSoft released the game in England, USA and Germany(in English). And since then the game is supported fully.

2

sanguinehearts: Are you afraid of the dark?

http://sanguinehearts.blogspot.com/2009/05/are-you-afraid-of-dork.html

Tuesday, 19 May 2009. Are you afraid of the dark? A while ago I found my old copy of Are You Afraid of the Dark: The Tale of Orpheo's Curse. And found some notes I made on it last year. It turned out that this game had fmv(stored in umv) files, and after contacting Multimedia Mike,. I was lucky enough to have him post a blog post about it over at http:/ multimedia.cx/eggs/orpheos-umv-format/. And even created a wiki page for the format. Http:/ wiki.multimedia.cx/index.php? Labels: Afraid of the dark.

3

sanguinehearts: May 2009

http://sanguinehearts.blogspot.com/2009_05_01_archive.html

Wednesday, 27 May 2009. Personal Nightmare 72.out IPS patch(for using the game under DOS). You may know of Personal Nightmare, a game by HorrorSoft released a while back in 1979. This game was released for three systems. Dos,Amiga and Atari ST. The Amiga and Atari ST versions were released in VGA. However the DOS version never saw a VGA release and users had to make do with EGA graphics. HorrorSoft released the game in England, USA and Germany(in English). And since then the game is supported fully.

4

sanguinehearts: The go slow

http://sanguinehearts.blogspot.com/2009/03/go-slow.html

Friday, 27 March 2009. For anybody who is interested in the Teen engine. It seems that Ive been swamped by work at university, and wont have much time to work on it until the summer, Things have become a lot easier though. So the chances of it ever being finished have gone up significantly :). Subscribe to: Post Comments (Atom). View my complete profile.

5

sanguinehearts: November 2008

http://sanguinehearts.blogspot.com/2008_11_01_archive.html

Friday, 28 November 2008. A tiny update with something quite insignificant. Im only updating because it excited me a little bit. Johndoe123 managed to find the cursor image data. What I wasnt prepared for was exactly where he found it. I was expecting to find the cursor image stored as a sprite. In one of the resource files, however it was stored hardcoded in the. Executable, the most interesting part for me was that I could actually. And even then you'd need to focus on it pretty hard. Ive included a sw...

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buddhahacks.wordpress.com buddhahacks.wordpress.com

July | 2008 | Buddha's ScummVM hacking blog

https://buddhahacks.wordpress.com/2008/07

Buddha’s ScummVM hacking blog. My escapades into the world of reverse engineering ye goode olde adventure games. Archive for July, 2008. Currently Operation Stealth throws an assertion. Function which is called from processSeqListElement. Which is called from processSeqList. Which is in turn called from the main loop. Calls to addAni when walking around in the first room. Param1=3, objIdx=1, var8=1, var14=0, param3=0 (Walking down). Param1=2, objIdx=1, var8=1, var14=0, param3=0 (Walking up). Element....

buddhahacks.wordpress.com buddhahacks.wordpress.com

December | 2009 | Buddha's ScummVM hacking blog

https://buddhahacks.wordpress.com/2009/12

Buddha’s ScummVM hacking blog. My escapades into the world of reverse engineering ye goode olde adventure games. Archive for December, 2009. It’s moving… again… almost! It’s been some time but now the executePlayerInput from Operation Stealth is completely reverse engineered. Here’s proof:. Full graph of Operation Stealth’s executePlayerInput-function in IDA (2916×2994 image i.e. LARGE! See a forum post about the problem. Or my previous blog post. For more info). Feels good getting things done.

buddhahacks.wordpress.com buddhahacks.wordpress.com

August | 2008 | Buddha's ScummVM hacking blog

https://buddhahacks.wordpress.com/2008/08

Buddha’s ScummVM hacking blog. My escapades into the world of reverse engineering ye goode olde adventure games. Archive for August, 2008. Google Summer of Code 2008 just ended. And I thought that it’d be good to make a new blog entry about where I got during the last days of GSoC. And talk a bit about the overall experience. Of that function a bit I got the swimming working and I could get to the girl and free her:. Freeing the girl in ScummVM. Being rescued by boat. Leaving for the palace. But there ar...

buddhahacks.wordpress.com buddhahacks.wordpress.com

June | 2008 | Buddha's ScummVM hacking blog

https://buddhahacks.wordpress.com/2008/06

Buddha’s ScummVM hacking blog. My escapades into the world of reverse engineering ye goode olde adventure games. Archive for June, 2008. Got into reverse engineering mode. Reverse engineering is fun! 8216;s graph view. Has proven extremely useful. It helps a lot in understanding what a function does and how it does it by giving a flow chart view of the function. It wouldn’t be easy to go back to using IDA. Without it, I’ll say! Doesn’t have it. Implement unimplemented opcodes used in intro:. 08h: o1 chec...

buddhahacks.wordpress.com buddhahacks.wordpress.com

Buddha's ScummVM hacking blog | My escapades into the world of reverse engineering ye goode olde adventure games | Page 2

https://buddhahacks.wordpress.com/page/2

Buddha’s ScummVM hacking blog. My escapades into the world of reverse engineering ye goode olde adventure games. Savegame format changing ordeal. Tried changing the Cine engine’s savegame format from plain data without any markers to a chunked format akin to IFF. Got lots of ideas, and some code together too, but eventually gave up as making it really work would’ve required some major objectifying of the engine and it’s still very C style in many places currently. I looked into how the SCUMM. That made A...

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Sunday, 7 February 2010. Maniac Mansion Apple II beeper. Hi, it has been a long time since my last update. TeenAgent has been implemented into the main trunk of ScummVM, however it is not based upon my engine, instead Vladimir approached the ScummVM team a few months back with a rather complete engine, the engine itself is very tidy and the game is in a completable state. I have recently been looking into the code used for Maniac Mansion sound effects on the Apple II. A little history on the Apple II:.

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