Tag Archives: SCUMM

SPUTM-like interpreter: sprite multiplexer stability

I’ve finally decided to face one of my demons and check the stability of my sprite multiplexer for the SPUTM-like interpreter. At the moment it’s stable on 5 raster lines out of 8, with one instance to be double checked/thought … Continue reading

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SPUTM-like interpreter update

After finishing version 4 of the walking frames for Guybrush, I thought to lay down the list of things I want to do, in the order I plan to do them: a point-to-point demo in which Guybrush walks from his current position … Continue reading

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All Guybrush walking frames converted

I managed to finally convert all walking frames for Guybrush so that I can start exploring proper “wandering” in the foreground and clipping of so many sprites in each frame. Here are the latest sets of frames. Front: Back: Demo … Continue reading

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Guybrush Threepwood’s sprites for my multiplexer app redesigned!

I thought to approach the design of sprites from a different angle, so here’s the result of my latest effort: version 3 of the sprites for Guybrush, suitable for use with a zone split multiplexer. 11 sprites per frame (which I … Continue reading

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Sprite multiplexer proof of concept available!

I decided to publish my proof of concept for a sprite multiplexer to use in my SPUTM-like interpreter. Download link here. As the text on screen reads, this is a “zone split” multiplexer with sprites decompressed on the fly. Guybrush is … Continue reading

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Sprite multiplexer and more

I finally finished my proof of concept for a zone split sprite multiplexer in order to use with my SPUTM-like demo. It is a very basic implementation but it required quite some time because I’m not convinced that I am … Continue reading

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SPUTM-like interpreter (a.k.a. SCUMM mock-up) update: re-encoding sprites

I decided to re-encode sprites in preparation for using them with a zone-split multiplexer. The issue I am having with the sprites I had made for Guybrush is that I am using two expanded sprites in order to save some memory. … Continue reading

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