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213a9de6a1
I believe it's the wrong scene. Currently we use resource 152, which run the scripts "CampFireSetup" and "CampFireScene". If I use resource 151 instead it will run the scripts "ColumnSetup" and "ColumnScene" instead. I'm speculating that this is the "hate" speech and the rest of the intro ("ColumnScene" is a fairly long script, as far as I can tell), but unfortunately this causes ScummVM to crash almost immediately. I'll need to dissect the scripts to see if I can figure out what's wrong. svn-id: r17036
208 lines
5.0 KiB
C++
208 lines
5.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004-2005 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Descriptive names for game resource numbers
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#ifndef SAGA_RESOURCENAMES_H_
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#define SAGA_RESOURCENAMES_H_
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namespace Saga {
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// Prefix RID_ means Resource Id
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// Lookup tables
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#define RID_ITE_SCENE_LUT 1806
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#define RID_ITE_SCRIPT_LUT 216
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#define RID_IHNM_SCENE_LUT 1272
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#define RID_IHNM_SCRIPT_LUT 29
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#define RID_IHNMDEMO_SCENE_LUT 286
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#define RID_IHNMDEMO_SCRIPT_LUT 18
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//obj names
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#define ITE_OBJ_MAP 14
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// SCENES
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#define ITE_SCENE_INV -1
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#define ITE_DEFAULT_SCENE 32
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#define IHNM_DEFAULT_SCENE 152
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// FONTS
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#define RID_MEDIUM_FONT 0
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#define RID_BIG_FONT 1
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#define RID_SMALL_FONT 2
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// INTERFACE IMAGES
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#define RID_ITE_COMMAND_PANEL 3
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#define RID_ITE_DIALOGUE_PANEL 4
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#define RID_IHNM_COMMAND_PANEL 9
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#define RID_IHNM_DIALOGUE_PANEL 10
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#define RID_ITE_SETUP_PANEL 5
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#define RID_ITE_MAIN_SPRITES 6
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#define RID_ITE_MAIN_STRINGS 35 //main strings
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#define RID_ITE_ACTOR_NAMES 36 //actors names
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#define RID_ITE_COMMAND_BUTTONSPRITES 7
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#define RID_ITE_DEFAULT_PORTRAITS 125
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// ITE Scene resource numbers
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#define RID_ITE_OVERMAP_SCENE 226
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#define RID_ITE_INTRO_ANIM_SCENE 1538
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#define RID_ITE_CAVE_SCENE_1 1542
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#define RID_ITE_CAVE_SCENE_2 1545
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#define RID_ITE_CAVE_SCENE_3 1548
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#define RID_ITE_CAVE_SCENE_4 1551
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#define RID_ITE_VALLEY_SCENE 1556
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#define RID_ITE_TREEHOUSE_SCENE 1560
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#define RID_ITE_FAIREPATH_SCENE 1564
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#define RID_ITE_FAIRETENT_SCENE 1567
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#define RID_ITE_INTRO_ANIM_STARTFRAME 1529
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#define RID_ITE_INTRO_ANIM_1 1530
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#define RID_ITE_INTRO_ANIM_2 1531
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#define RID_ITE_INTRO_ANIM_3 1532
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#define RID_ITE_INTRO_ANIM_4 1533
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#define RID_ITE_INTRO_ANIM_5 1534
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#define RID_ITE_INTRO_ANIM_6 1535
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#define RID_ITE_INTRO_ANIM_7 1536
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#define RID_ITE_CAVE_IMG_1 1540
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#define RID_ITE_CAVE_IMG_2 1543
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#define RID_ITE_CAVE_IMG_3 1546
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#define RID_ITE_CAVE_IMG_4 1549
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#define RID_ITE_INTRO_IMG_1 1552
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#define RID_ITE_INTRO_IMG_2 1557
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#define RID_ITE_INTRO_IMG_3 1561
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#define RID_ITE_INTRO_IMG_4 1565
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#define RID_ITE_ENDCREDIT_SCENE_1 1802
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// ITE_VOICES
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#define RID_CAVE_VOICE_0 0
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#define RID_CAVE_VOICE_1 1
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#define RID_CAVE_VOICE_2 2
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#define RID_CAVE_VOICE_3 3
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#define RID_CAVE_VOICE_4 4
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#define RID_CAVE_VOICE_5 5
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#define RID_CAVE_VOICE_6 6
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#define RID_CAVE_VOICE_7 7
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#define RID_CAVE_VOICE_8 8
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#define RID_CAVE_VOICE_9 9
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#define RID_CAVE_VOICE_10 10
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#define RID_CAVE_VOICE_11 11
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#define RID_CAVE_VOICE_12 12
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#define RID_CAVE_VOICE_13 13
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#define RID_SCENE1_VOICE_009 57
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//TODO: fill it
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#define RID_SCENE1_VOICE_138 186
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#define RID_BOAR_VOICE_000 239
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#define RID_BOAR_VOICE_002 241
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#define RID_BOAR_VOICE_005 244
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#define RID_BOAR_VOICE_006 245
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#define RID_BOAR_VOICE_007 246
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// MUSIC
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#define MUSIC_1 9
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#define MUSIC_2 10
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// TODO: If the sound effects are numbered sequentially, we don't really need
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// these constants. But for now they might be useful for debugging.
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// SOUND EFFECTS
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#define FX_DOOR_OPEN 14
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#define FX_DOOR_CLOSE 15
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#define FX_RUSH_WATER 16
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#define FX_CRICKET 17
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#define FX_PORTICULLIS 18
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#define FX_CLOCK_1 19
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#define FX_CLOCK_2 20
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#define FX_DAM_MACHINE 21
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#define FX_HUM1 22
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#define FX_HUM2 23
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#define FX_HUM3 24
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#define FX_HUM4 25
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#define FX_STREAM 26
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#define FX_SURF 27
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#define FX_FIRELOOP 28
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#define FX_SCRAPING 29
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#define FX_BEE_SWARM 30
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#define FX_SQUEAKBOARD 31
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#define FX_KNOCK 32
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#define FX_COINS 33
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#define FX_STORM 34
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#define FX_DOOR_CLOSE_2 35
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#define FX_ARCWELD 36
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#define FX_RETRACT_ORB 37
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#define FX_DRAGON 38
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#define FX_SNORES 39
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#define FX_SPLASH 40
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#define FX_LOBBY_DOOR 41
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#define FX_CHIRP_LOOP 42
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#define FX_DOOR_CREAK 43
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#define FX_SPOON_DIG 44
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#define FX_CROW 45
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#define FX_COLDWIND 46
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#define FX_TOOL_SND_1 47
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#define FX_TOOL_SND_2 48
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#define FX_TOOL_SND_3 49
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#define FX_DOOR_METAL 50
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#define FX_WATER_LOOP_S 51
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#define FX_WATER_LOOP_L 52
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#define FX_DOOR_OPEN_2 53
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#define FX_JAIL_DOOR 54
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#define FX_KILN_FIRE 55
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#define FX_DUMMY 56
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// These are only in the CD version
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#define FX_CROWD_01 57
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#define FX_CROWD_02 58
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#define FX_CROWD_03 59
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#define FX_CROWD_04 60
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#define FX_CROWD_05 61
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#define FX_CROWD_06 62
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#define FX_CROWD_07 63
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#define FX_CROWD_08 64
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#define FX_CROWD_09 65
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#define FX_CROWD_10 66
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#define FX_CROWD_11 67
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#define FX_CROWD_12 68
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#define FX_CROWD_13 69
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#define FX_CROWD_14 70
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#define FX_CROWD_15 71
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#define FX_CROWD_16 72
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#define FX_CROWD_17 73
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} // End of namespace Saga
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#endif
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