![]() ![]() In the case of the prototype we can't just run SPUTM5c.exe on its own because it then looks for SPUTM5c.000 and SPUTM5c.001 files, which don't exist. So Atlantis.exe will try and find the files atlantis.000 and atlantis.001 and run them. This matters because when you run the interpreter it’ll try and open the resource files that have the same name as it does. When the games were built for release the interpreter was renamed. When you run Monkey2.exe or Atlantis.exe to start the games - those files are the SPUTM interpreters. True geeks will know that SPUTM is the name of the interpreter that runs the games. The program that runs the prototype is named “SPUTM5c.exe”. ![]() Looking at the dates shows this prototype was built 7 months after Monkey Island 2’s release, 2 months after Fate of Atlantis and well before the first talkie SCUMM games - Day of the Tentacle and Fate of Atlantis cd. This outputs information about all the parameters the program supports and version information.ĭoing “sputm5c /?” shows its version is 5.2.11 CD (15:22:26)įor comparison purposes here is the version information for other SCUMM v5 games: The other way is to run the game with the command line parameter /?. There are two ways of getting version information about a game, one is to press ctrl+v in game - this shows the prototype as “Monkey 2 (v1.0U 1/23/91) 29,29 Regular Mode”. This is what we’d expect really since this isn't a prototype of MI2 in development, it’s a prototype of talkie in the SCUMM engine and was created after MI2 had shipped. I’ve had a brief look in the files and I can't see any noticeable differences between these and the full game. The numbering of the lfl files seems to corresponds to the room numbering in normal MI2 so the rooms we’ve got are: Some lfl files are missing therefore some rooms are missing in-game. Scumm Revisited 2 or Scumm Revisited 5 are the best tools to use if you want to look into the resource files yourself. Many won’t work with lfl files or have incomplete support for them. This makes it a little more difficult to investigate as most of the tools we commonly use to look inside SCUMM datafiles are designed for. WARNING: Unable decode the modal dialog background bitmap from 'game.The prototype is unusual in that it uses SCUMM v5 but stores all its data in. WARNING: Only Windows v3 bitmaps are supported! ![]() WARNING: Unable to load the font 'fonts/bradhitc.ttf'! WARNING: Unable to load the font 'fonts/ARIAL.TTF'! WARNING: Unable to load the font 'fonts/folkard.ttf'! WARNING: Unable to load the font 'fonts/flornt.TTF'! WARNING: Unable to load the font 'fonts/Gara.ttf'! You can get the fonts from the demo version of the game.! The Steam release is known to be missing it. The 'fonts' folder is required to experience the text style as it was designed. WARNING: You are missing recommended data files: This is the message in the 2nd window of residualvm (don't know the correct name for this window lol) Is the font folder supposed to be somewhere else? i haven't moved its location that's how it was extracted. This is what the path looks like 'SteamLibrary\The Longest Journey\Fonts & Mods\TLJHD\ I followed the instructions and extracted the zip to the game installation directory. When i open the game with residualvm it says the fonts are missing.
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