How to build an Adventure Game with ScummC and ScummC Tools
This page is under construction!
Before you consider to build an adventure game with ScummC, read the following restrictions, please:
Except of music files (for MIDI music I will write an extra chapter someday) there are only 5 different resource file types that we have to handle for building SCUMM-Games:
|File Type||Description||Tool for creation/edit|
|*.scc/sch||ScummC-Scripts (Version 6) and ScummC-Headers as normal text files||Use your favorite texteditor.|
|*.room||Room resources with images, palettes, objects, walk-behinds, walk boxes||Use the ROOM-Editor. Make a double click on any ROOM file and edit it directly.|
|*.char||Fonts for subtitles, user interface or any other text output||Use the CHAR-Editor. Make a double click on any CHAR file and edit it directly.|
|*.cost||Animation sets of characters or any other animations (called 'costume')||Use the COST-Editor. Make a double click on any COST file and edit it directly.|
|*.voc||Sounds and speech (Creative Voice File, proprietary file format, 8-bit unsigned mono at 22 or 11 kHz)||To convert any sound files to VOC, use a sound converter like SoX for example. It's free and available for all platforms.|
In terms of the file structure of your adventure project, I recommend the following scheme (for example here you can see all used files of the OpenQuest game):
To compile these files into a playable package, you need two tools from the ScummC project:
At the moment I am trying to understand and modify these two tools. All other tools and utilities from the ScummC project are not needed anymore! Their tasks are performed by the editors now. I hope this makes the adventure creation with ScummC much easier.
If process has finished without errors then you get these files:
Now you can add your game to the ScummVM library. Have fun playing!