![]() will craft Return to Monkey Island's narrative to accommodate the fact that the secret was, in fact, that the entire story was a mere fantasy. If indeed that is the answer, it remains to be seen how Gilbert and co. Sword, shopkeeper sword flag set, shovel, shopkeeper shovel flag set, 300 pieces of eightīreath mints, shopkeeper breath mint flag setīreath mints, shopkeeper breath mint flag set, insult fight flag setīreath mints, shopkeeper breath mint flag set, chickenīreath mints, shopkeeper breath mint flag set, insult fight flag set, chickenįinally, boot params not covered by the list below will be interpreted as raw room numbers and cause the game to start in that room.Yet, this assumption is by no means set in stone. Shovel, shopkeeper shovel flag set, 300 pieces of eight Sword, shopkeeper sword flag set, 300 pieces of eight Sword, shopkeeper sword, shovel, shopkeeper shovel flag set Trial 1 done, trial 2 done, poodles sleeping flag set, trial 3 done Trial 2 done, poodles sleeping flag set, trial 3 done Trial 1 done, trial 2 done, poodles sleeping flag set These will spawn you in the lookout with various flags and objects: To be precise, if you give the number x, then you get sent to room (x-700).įurthermore, in the CD/Mac versions of Monkey (target 'monkey' or 'monkey-mac', not 'monkey-vga' or 'monkey-ega'), you can specify a boot param between 30 (including both numbers). In addition to the boot params listed below, you can use values greater than 900 to be teleported to specific rooms. Those are marked with an asterisk (*) symbol. Some of the boot params listed in the following table only work in the CD/Mac version of Monkey Island (and not in 'monkey-ega' and 'monkey-vga'). Switches between 'Speech only', 'Speech and Subtitles' and 'Subtitles only'ĭisplays the original save/load window, if the game has one.įor more information on using boot params, see the Boot Params wiki page. For more information, see the user documentation Hotkey To change these controls, use the Keymaps tab in the global or game-specific settings. For me, +1.14 and +0.40 respectively produce good results. ![]() To offset this, 2.6.0 also adds two sliders: "Intro Adjust", which specifies at which point the intro music should start playing, and "Outlook Adjust", which specifies by how much the start of the outlook music should be adjusted. (It appears that the intro was timed with the assumption that there is no silence at all at the start of the track.) In ScummVM 2.6.0 the music is also likely to get cut off at the end of the Monkey Island theme, when the intro reaches the lookout scene, because ScummVM matches the timing of the original game much more closely. ![]() ![]() This is noticeable both with the sparkles on the Lucasfilm logo and the appearance of the Monkey Island logo. ![]() It's also worth noting that the CD intro never matched up quite as well with the music as the earlier floppy versions did. Do note that by using this method, only the classic mode is playable in ScummVM.įor more information on how ScummVM uses game data files, see the user documentation.Ītari ST, PC EGA Floppy, PC VGA Floppy or PC Demoįor more information about how to use the PC CD audio tracks with ScummVM, see the user documentation. It is possible to extract the files of the V5 VGA DOS CD version ("classic" mode) and make them playable via ScummVM. The high-resolution data ("modern" mode) in the Special Edition is not supported by ScummVM.
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