Difference between revisions of "User:Cyx"

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m (fixing wikilink)
(added details to my user page, I hope it's ok to "advertise" my other engines...)
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         name= Gregory Montoir|
         name= Gregory Montoir|
memberSince=2003-10-01|
memberSince=2003-10-01|
         workingOn=[[queen]], [[Humongous_Entertainment/Games|HE]], [[kyra]]
         workingOn=|
        email=cyx A scummvm POINT org
}}
}}
I joined the project at the end of 2003, initially to add support for Flight Of the Amazon Queen. I started RE'ing it the original executable, but things turned out that Endy succeed in getting the source, which made the work easier :p
I mostly concentrate on the engines part of ScummVM, the most interesting part of the project to me :). Getting into the x86, 68k disassembly of the games, understanding how they were made is always a fun experience.
Here's the list of my contributions to ScummVM so far (in a roughly chronologic order) :
* '''QUEEN:''' support for PC versions
* '''SCUMM:''' HE Wiz related stuff
* '''SCUMM:''' HE AKOS/AUX related stuff
* '''SCUMM:''' SMUSH codecs 21/44
* '''SCUMM:''' SMUSH codec 37 sub 1 (only used in FT demo)
* '''KYRA:''' initial Kyrandia 1 reverse engineering
* '''KYRA:''' initial Kyrandia code (introduction sequences, initial code base)
* '''SCUMM:''' v7/v8 bug fixes (palettes, charset/blastexts...)
* '''SCUMM:''' HE flood fill
* '''AGOS:''' DXA reverse engineering (ok, was an easy one :p)
* '''SCUMM:''' HE CUP player
* '''TOUCHE:''' initial code base, support for PC versions
* '''QUEEN:''' support for Amiga versions
It also happens that I rewrite non-adventure game engines and release stand-alone interpreters for them. You can have a look [http://cyxdown.free.fr/ here] for the list.

Revision as of 22:42, 6 March 2007

cyx
Name Gregory Montoir
Team Member since 2003-10-01
Working on
Personal webpage/BLOG -
Email cyx A scummvm POINT org

I joined the project at the end of 2003, initially to add support for Flight Of the Amazon Queen. I started RE'ing it the original executable, but things turned out that Endy succeed in getting the source, which made the work easier :p

I mostly concentrate on the engines part of ScummVM, the most interesting part of the project to me :). Getting into the x86, 68k disassembly of the games, understanding how they were made is always a fun experience.

Here's the list of my contributions to ScummVM so far (in a roughly chronologic order) :

  • QUEEN: support for PC versions
  • SCUMM: HE Wiz related stuff
  • SCUMM: HE AKOS/AUX related stuff
  • SCUMM: SMUSH codecs 21/44
  • SCUMM: SMUSH codec 37 sub 1 (only used in FT demo)
  • KYRA: initial Kyrandia 1 reverse engineering
  • KYRA: initial Kyrandia code (introduction sequences, initial code base)
  • SCUMM: v7/v8 bug fixes (palettes, charset/blastexts...)
  • SCUMM: HE flood fill
  • AGOS: DXA reverse engineering (ok, was an easy one :p)
  • SCUMM: HE CUP player
  • TOUCHE: initial code base, support for PC versions
  • QUEEN: support for Amiga versions


It also happens that I rewrite non-adventure game engines and release stand-alone interpreters for them. You can have a look here for the list.