Comments (3)
Oh nice! I didn't know about that, I thought a script was responsible for that. This is definitely something that's needed.
That's what is referenced as globdata
in the resource pointers. So we've got this offset value for all the different versions. The code to parse it on SCUMMVM looks straightforward too.
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I implemented it in e27374a.
I figured that bit 0b10000000 (128) was responsible for the initial active or inactive state. The only issue is the cassette tape in room 3 (living room) that is displayed on top of the closed cabinet door.
It's unclear what the other bits are doing. Couldn't find anything in the SCUMMVM codebase. If this is incorrect or incomplete, we can address it in another PR.
Thanks again @gzip for pointing me in the right direction 🎉
from scumm-nes.
Here are the notes I have related to the state byte. These deal with the upper 4 bits. I think that high bit is the only one relevant for the tool at the moment. Not sure if the lower 4 bits are actually used, seems like they're always 0xF or 0x0.
setState08
- triggers the alternate image
clearState08
- restores original background image
setState04
- locks the door
clearState04
- unlocks the door (grate and phone fixed as well)
setState02
- deactivates the object from mouse
clearState02
- activates the object for mouse
setState01
- unknown/unused?
clearState01
- unknown/unused?
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Related Issues (16)
- Display room mask HOT 2
- Make palettes editable HOT 4
- Make boxes editable
- Apply attribute table values on state change HOT 5
- Allow arrow keys to navigate items in panels
- Display additional object properties HOT 2
- Highlight selected tile
- Reorganise the data for more flexilbility HOT 12
- Implement parent state HOT 2
- Don't force a known hash HOT 3
- Use a fixed width on the Objects panel HOT 4
- Mailbox flag state doesn't update
- Make attribute tables editable
- Link object IDs in scripts HOT 1
- Object state is reset when palette is changed
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