Difference between revisions of "Wintermute"

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{{EngineDescription|
{{EngineDescription
        name=Wintermute|
|name=Wintermute
        developer=[[User:somaen|somaen]], [[User:t0by|t0by]]|
|developer=[[User:Somaen|somaen]], [[User:T0by|t0by]], [[User:Fury|Fury]], [[User:Lb_ii2|lb_ii]]
        companies=[[Dead:Code Software]]|
|companies=[[Dead:Code Software]]
        usedBy=[[Wintermute/Games|Dozens of games]]|
|usedBy=[[Wintermute/Games|Hundreds of games]]
        dateAdded=2012-09-04|
|dateAdded=2012-09-04
        release=N/A|
|release=1.7.0
}}
}}


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The lead developer rewrote the runtime interpreter to make it a bit portable in 2011, for the 2D part of the engine only.
The lead developer rewrote the runtime interpreter to make it a bit portable in 2011, for the 2D part of the engine only.


This engine was added by the [[Summer of Code|GSoC]] student [[User:somaen|somaen]] to ScummVM as part of the [[Summer of Code/GSoC2012#Wintermute integration in ScummVM|GSoC 2012]].  Its functionality was extended by the GSOC student [[User:t0by|t0by]] as part of the [[Summer of Code/GSoC2013#Improving Wintermute Engine|GSoC 2013]].
This engine was added by the [[Summer of Code|GSoC]] student [[User:somaen|somaen]] to ScummVM as part of the [[Summer of Code|Google Summer of Code]] in [[Summer of Code/GSoC2012#Wintermute integration in ScummVM|2012]].  Its functionality was extended by the GSOC student [[User:t0by|t0by]] as part of the [[Summer of Code/GSoC2013#Improving Wintermute Engine|GSoC 2013]].


Once complete, this engine would add support to more than fifty 2D games, would give the users a nice way to create games supported by ScummVM, and would bring to Dead:Code the portability they are dreaming of.
The 3D part of the engine was implemented by the GSOC student [[User:Fury|Fury]] as part of the [[Summer of Code/GSoC2020|GSoC 2020]].


==Features==
Subengines for Wintermute forks were added by [[User:Lb_ii2|lb_ii]] to run games developed by [[Gingertips Game Studio]] and [[HeroCraft]].
This port of the Wintermute Engine (WME) is based on WME Lite, which lacks the following functionality
originally found in WME: (from http://res.dead-code.org/doku.php/wmelite:start)


The following features of WME 1.x are NOT supported by WME Lite:
Once complete, this engine would add support for hundreds of 2D and 2.5D games, would give the users a nice way to create games supported by ScummVM, and would bring to Dead:Code the portability they are dreaming of.
* 3D characters. WME Lite only supports 2D games.
* Sprite frame mirroring.
* Sprite rotations.
* Sprite blending modes.
* Video playback.
* Plugins.
* Calling external functions from DLL libraries from scripts.
* Game Explorer support.
* 'Directory' script object.


This port does reimplement a few of these features, currently:
==Features==
* Sprite frame mirroring - WORKS.
This port of the Wintermute Engine (WME) is based on WME Lite, which lacks some functionality originally found in WME: (from http://res.dead-code.org/doku.php/wmelite:start)
* Sprite rotations.
* Video playback - Theora PARTIALLY WORKING. (Slow, and doesn't support seeking)


In addition, this port removes a few additional features that were never/rarely used:
In addition, this port removes a few additional features that were never/rarely used.
* 'File' script object - ScummVM doesn't have any easy way to write/read arbitrary files.
{| class="wikitable"
* Debugger/Compiler - weren't properly accessible in WME Lite anyhow.
|+
* CD-numbering support in .dcp-files - was never used.
Comparison of different WME forks
* 'SaveDirectory'-property of 'Game' will not return anything usefull to the game-scripts (saving is handled through SaveFileMan)
!Feature
!WME 1.x
!WME Lite
!ScummVM
|-
|3D Characters
|Yes
|No
|Yes
|-
|Sprite frame mirroring
|Yes
|No
|Yes
|-
|Sprite rotations
|Yes
|No
|Yes
|-
|Sprite blending modes
|Yes
|No
|???
|-
|Video playback
|Yes
|No
|Partially (Theora is slow and doesn't support seeking)
|-
|Sound effects like SoundFXEcho()
|Yes
|No
|No
|-
|Plugins
|Yes
|No
|For most games, reimplemented - see [[Wintermute/Plugins]]
|-
|External functions from DLLs
|Yes
|No
|For most games, reimplemented - see [[Wintermute/Externals]]
|-
|'Directory' script object
|Real files listing
|Real files listing
|For most games, static lists - see script_ext_directory.cpp
|-
|'File' script object
|Real files access
|Real files access
|Implemented with SavefileManager
|-
|Game Explorer support.
|Yes
|No
|No
|-
|Debugger
|Yes
|No
|No
|-
|Compiler  
|Yes
|No
|No
|-
|CD-numbering support in .dcp-files  
|Yes
|Yes
|No, was never used
|-
|VKey values
|MSDN Keycodes
|SDL Keycodes
|MSDN / SDL Keycodes (specific per game)
|-
|Non-Unicode string encoding
|OS-specific
|OS-specific
|Target language-specific
|}


==Additional limitations==
==Additional limitations==
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* TTF-fonts might behave a bit differently, owing to both the change to FreeType in WME Lite and the change in dpi in this port of WME.
* TTF-fonts might behave a bit differently, owing to both the change to FreeType in WME Lite and the change in dpi in this port of WME.
* The window-caption-setting in-game will be ignored, for the sake of concistency with ScummVM.
* The window-caption-setting in-game will be ignored, for the sake of concistency with ScummVM.
* Most VKey-combinations might still be missing (as they already were in WME Lite)
* Since we don't use FreeImage, some games might use odd files that weren't expected when the image-decoders in ScummVM were written. One example here is interlaced-PNGs.
* Since we don't use FreeImage, some games might use odd files that weren't expected when the image-decoders in ScummVM were written. One example here is interlaced-PNGs.
* UTF8-support is not ported, which means only games with western charsets will work for now.
* Games that select language by moving .dcp-files around still need a bit more handling on detection/load adding support for those languages on a language-by-language basis.
* Most games assume the availability of the Windows-fonts (particularly arial.ttf) at this point no fallback has been put in place for using FreeFonts as replacements, simply for lack of having them easily accessible to the engines at this point. So, at least arial.ttf should be put in either the game-folder or made available through the extras-folder for now, otherwise kGUIBigFont will be used as a replacement.
* Most games assume the availability of the Windows-fonts (particularly arial.ttf) at this point no fallback has been put in place for using FreeFonts as replacements, simply for lack of having them easily accessible to the engines at this point. So, at least arial.ttf should be put in either the game-folder or made available through the extras-folder for now, otherwise kGUIBigFont will be used as a replacement.
==Advanced engine-features==
==Advanced engine-features==
At this point the engine implements the following "advanced engine features":
At this point the engine implements the following "advanced engine features":
Line 67: Line 134:


==Detection==
==Detection==
Since Wintermute has authoring tools available, there will at any point in
Since Wintermute has authoring tools available, there will at any point in time be at least a few games that are works-in-progress, and as the authors of these games might want to test their games in ScummVM, the engine has to be able to detect arbitrary Wintermute-games, to this end the detector code in this engine will check any folder containing "data.dcp", and try to read "startup.settings" and "default.game" (or optionally any other .game-file defined in startup.settings), the Name/Caption fields in the .game-file will be used as gameid/title (prefixing the gameid with "wmefan-" to avoid confusion with any other WME game that might happen to have taken that id.
time be atleast a few games that are works-in-progress, and as the authors
of these games might want to test their games in ScummVM, the engine has
to be able to detect arbitrary Wintermute-games, to this end the detector
code in this engine will check any folder containing "data.dcp", and try to
read "startup.settings" and "default.game" (or optionally any other .game-file
defined in startup.settings), the Name/Caption fields in the .game-file will
be used as gameid/title (prefixing the gameid with "wmefan-" to avoid confusion
with any other WME game that might happen to have taken that id.
 
All COMPLETED games should have their md5s and gameids properly added, IFF
they don't require 3D.  


3D games may also be added, for the purpose of giving the user feedback
All known games should have their md5s and gameids properly added.  
as to why their game won't run, but at this point, any such MD5 should
be added as a comment only, to avoid confusion, as no mechanism for giving
the user feedback about 3D-games not being supported is currently added.


==Games targeted by the engine==
==Games targeted by the engine==
Line 89: Line 142:
*[http://res.dead-code.org/doku.php/games:start Dead:Code list of games]
*[http://res.dead-code.org/doku.php/games:start Dead:Code list of games]
*[http://forum.dead-code.org/index.php?board=2.0 Dead:Code forum announcement thread]
*[http://forum.dead-code.org/index.php?board=2.0 Dead:Code forum announcement thread]
*[http://www.mobygames.com/game-group/game-engine-wintermute MobyGames short list]
*[https://www.mobygames.com/group/4026/game-engine-wintermute/ MobyGames short list]


See [[Wintermute/Games|Wintermute Games]] for a list of known games and their current state of support in the engine.
See [[Wintermute/Games|Wintermute Games]] for a list of known games and their current state of support in the engine.


==Games with known issues:==
==Known issues:==
Certain games will work mostly fine with this engine, but can still
See [[Wintermute/TODO|Wintermute TODO]] list.
be impossible to complete for various reasons, this is a list of games
that technically qualify (as in they do not require the 3D-parts of the engine)
but have issues that make them problematic or not completable:
 
Gameplay broken:
* J.U.L.I.A. (Full game) (julia) - Requires sprite-rotation for a puzzle.
 
Non-critical:
* East Side Story (eastside) - wants "framd.ttf"


==General known issues:==
==See Also==
See [[Wintermute/TODO|Wintermute TODO]] list.
* [[Wintermute/Controls]]
* [[Wintermute/Versions]]


==External links==
==External links==
*[http://en.wikipedia.org/wiki/Wintermute_Engine Wikipedia article on the Wintermute Engine]
*[https://en.wikipedia.org/wiki/Wintermute_Engine Wikipedia article on the Wintermute Engine]


[[Category:Engines]]
[[Category:Engines]]

Latest revision as of 19:04, 28 June 2023

Wintermute
Engine developer somaen, t0by, Fury, lb_ii
Companies that used it Dead:Code Software
Games that use it Hundreds of games
Date added to ScummVM 2012-09-04
First release containing it 1.7.0

The Wintermute Engine (Copyright (c) 2011 Jan Nedoma) is a set of software tools and a runtime interpreter (game engine) primarily designed for creating and running graphical adventure games. The full engine is open-source (on demand), as well as some of the tools.

The lead developer rewrote the runtime interpreter to make it a bit portable in 2011, for the 2D part of the engine only.

This engine was added by the GSoC student somaen to ScummVM as part of the Google Summer of Code in 2012. Its functionality was extended by the GSOC student t0by as part of the GSoC 2013.

The 3D part of the engine was implemented by the GSOC student Fury as part of the GSoC 2020.

Subengines for Wintermute forks were added by lb_ii to run games developed by Gingertips Game Studio and HeroCraft.

Once complete, this engine would add support for hundreds of 2D and 2.5D games, would give the users a nice way to create games supported by ScummVM, and would bring to Dead:Code the portability they are dreaming of.

Features

This port of the Wintermute Engine (WME) is based on WME Lite, which lacks some functionality originally found in WME: (from http://res.dead-code.org/doku.php/wmelite:start)

In addition, this port removes a few additional features that were never/rarely used.

Comparison of different WME forks
Feature WME 1.x WME Lite ScummVM
3D Characters Yes No Yes
Sprite frame mirroring Yes No Yes
Sprite rotations Yes No Yes
Sprite blending modes Yes No ???
Video playback Yes No Partially (Theora is slow and doesn't support seeking)
Sound effects like SoundFXEcho() Yes No No
Plugins Yes No For most games, reimplemented - see Wintermute/Plugins
External functions from DLLs Yes No For most games, reimplemented - see Wintermute/Externals
'Directory' script object Real files listing Real files listing For most games, static lists - see script_ext_directory.cpp
'File' script object Real files access Real files access Implemented with SavefileManager
Game Explorer support. Yes No No
Debugger Yes No No
Compiler Yes No No
CD-numbering support in .dcp-files Yes Yes No, was never used
VKey values MSDN Keycodes SDL Keycodes MSDN / SDL Keycodes (specific per game)
Non-Unicode string encoding OS-specific OS-specific Target language-specific

Additional limitations

  • Only .OGG and RAW-.WAV sounds are supported at this point
  • TTF-fonts might behave a bit differently, owing to both the change to FreeType in WME Lite and the change in dpi in this port of WME.
  • The window-caption-setting in-game will be ignored, for the sake of concistency with ScummVM.
  • Since we don't use FreeImage, some games might use odd files that weren't expected when the image-decoders in ScummVM were written. One example here is interlaced-PNGs.
  • Most games assume the availability of the Windows-fonts (particularly arial.ttf) at this point no fallback has been put in place for using FreeFonts as replacements, simply for lack of having them easily accessible to the engines at this point. So, at least arial.ttf should be put in either the game-folder or made available through the extras-folder for now, otherwise kGUIBigFont will be used as a replacement.

Advanced engine-features

At this point the engine implements the following "advanced engine features":

  • RTL ("Return to Launcher") support
  • Global options dialog support
  • Listing savestates via command line or Launcher
  • Loading savestates via command line or Launcher
  • Deleting savestates via the Launcher and GMM
  • Savestate metadata support
  • Loading/Saving during run time

and NOT the following:

  • Enhanced debug/error messages

Detection

Since Wintermute has authoring tools available, there will at any point in time be at least a few games that are works-in-progress, and as the authors of these games might want to test their games in ScummVM, the engine has to be able to detect arbitrary Wintermute-games, to this end the detector code in this engine will check any folder containing "data.dcp", and try to read "startup.settings" and "default.game" (or optionally any other .game-file defined in startup.settings), the Name/Caption fields in the .game-file will be used as gameid/title (prefixing the gameid with "wmefan-" to avoid confusion with any other WME game that might happen to have taken that id.

All known games should have their md5s and gameids properly added.

Games targeted by the engine

This engine potentially targets a very large amount of games:

See Wintermute Games for a list of known games and their current state of support in the engine.

Known issues:

See Wintermute TODO list.

See Also

External links