

The resource format is incredibly simple and the resource is simply read in by the code which judges how often and when it should click the speaker. Lucasarts created a resource format which consisted of a collection of various bytes which told the code how it should 'click' the speaker.

This of course left games programmers with very little to play with, many of them came up with intelligent code that would call the speaker multiple times using various loops to 'click' their way into something vaguely audible. Unfortunately the speaker could only output a square wave 'click' when the port was addressed(using a 'bit $C030 command) The speaker itself had not options for changing the output or frequency of the output. The Apple II port used the speaker to generate some sound effects such as the character selection 'click'. While the C64 had the SID chip, an incredible sound chip allowing for some really interesting sound effects, the Apple II port had to make do with a REALLY basic speaker. Unfortunately the port also suffered in a worse way. It had some graphical issues and didnt include scrolling. When Maniac Mansion was ported to the Apple II(around the same time as the C64 port) it was seen as a very ugly version, in comparison to the C64 version. I have recently been looking into the code used for Maniac Mansion sound effects on the Apple II. I have great respect for everyone who helped me learn. I would also like to thank john_doe for his commits for the music support, as TeenAgent used a strange and new module format for music. I would like to thank _sev, Buddha, salty_horse and jvprat for their patience with me while I was learning. The project was great fun and an incredible learning experience while working on it. TeenAgent has been implemented into the main trunk of ScummVM, however it is not based upon my engine, instead Vladimir approached the ScummVM team a few months back with a rather complete engine, the engine itself is very tidy and the game is in a completable state.Ĭongratulations are in order to Vladimir for his incredible work on the game, surpassing any progress I would have been able to make with my poor reversing and coding skills. We Need to Get Proof: The police can't arrest anyone without the evidence you bring them.Hi, it has been a long time since my last update.Unwinnable by Design: Screw the Devil this game will be your personal nightmare.Trial-and-Error Gameplay: Figuring out the exact sequence of events either requires a walkthrough, or a lot of playthroughs.

