I haven’t had much time today to work on it, but I added processing of keyboard keys as short-cuts for activating verbs and for navigating the inventory:
QWE ; These keys activate verbs according to a fairly simple pattern
, for going back in the inventory
. for going forward
For the time being I decided that feedback messages should not be drawn on the location graphics, but “under the dashboard”, just like it happens with multi-answer dialogues in Monkey Island 2.
When feedback messages are to be presented, the dashboard leaves place to such messages. Examples below:
SCUMM mock-up: feedback message when picking up the sign
SCUMM mock-up: feedback message when pushing the sign
Here are current download links for testing:
Tonight I’ve finished quite a few components of my SCUMM mock-up.
SCUMM mock-up progressing
First of all, I rewrote the whole IRQ handling code for stability and in order to decouple ISR code from background processing. I like the results a lot, especially as the stability is PAL/NTSC independent.
The inventory API is nearly complete, the only missing bit is removing an item. It’s a simple enough thing and I will code it when I need it. The up/down arrows work very nicely and I added a bunch of items in order to experiment with them too. On a real machine the available items at start-up are randomized so don’t be surprised if the ones you get are not the same as in the above picture.
The messaging API is practically finished for what I need at the moment, but I will extend it when I get to the point where items can be used with other items or areas of the screen.
The interactive area API is complete. I might extend it in future for particular needs as well. You can hover the pointer on the sign to get some feedback and click on it in order to pick it up (when the pick up verb is selected).
Bear in mind I know nothing about the original SCUMM code and complexity. I am just trying to recreate the point-and-click feeling on a Commodore 64 during my spare time: nothing more nothing less.
I added interaction with the foreground for picking up objects into my SCUMM mock-up, now at version 0.4.
We’re almost to the point DC2N4-LC is sold out so I thought to revise the paragraph I wrote about its use cases, based on the feedback I got from SLC.
Who is DC2N4-LC suitable for?
Well, it’s suitable for users across the whole spectrum. I’ve taken away most of what I could so that this is a minimal backup system that comes at a decent price, despite being built by hand. On one end of the spectrum, those who only have a few tapes to backup and are on a budget, would ideally go for a DC2N4-LC. On the other end of the spectrum, collectors with a vast amount of tapes to backup, would definitely go for a DC2N4-LC as it streamlines the process greatly, allowing users to name, organize, and test files at the instant they are produced: In this way there is no need to come back on a tape at a later time, thus saving a huge amount of time in presence of a vast collection.