Difference between revisions of "Director"

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Updated engine authors, added debugger commands
(Add howto check if a game is made with Director)
(Updated engine authors, added debugger commands)
 
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{{EngineDescription|
{{EngineDescription|
name=director|
name=director|
         developer=[[User:sev|sev]], [[User:iskrich|iskrich]]|
         developer=[[User:sev|sev]], [[User:iskrich|iskrich]], [[User:djsrv|djsrv]], [[User:npjg|npjg]], [[User:Mstea|mstea]], [[User:moralrecordings|moralrecordings]]|
companies=[[Macromedia]]|
companies=[[Macromedia]]|
usedBy=hundreds of games|
usedBy=[[Director/Games|hundreds of games]]|
dateAdded=August 4, 2016 |
dateAdded=August 4, 2016 |
release=|
release=2.5.0|
}}
}}


The Macromedia Director engine was partially implemented by [[User:iskrich|iskrich]] for the [[Summer of Code|Google Summer of Code]] in 2016.
The Macromedia Director engine was partially implemented by [[User:iskrich|iskrich]] for the [[Summer of Code|Google Summer of Code]] in [[Summer of Code/GSoC2016|2016]] and was further implemented by the Google Summer of Code students [[User:djsrv|djsrv]] and [[User:npjg|npjg]] in [[Summer of Code/GSoC2020|2020]] and the Google Summer of Code students djsrv and [[User:sheep|sheep]] in [[Summer of Code/GSoC2021|2021]].


== Introduction ==
== Introduction ==
Started out as MacroMind VideoWorks. MacroMind was founded by Marc Canter. The name VideoWorks was changed to Director in 1987.
Director underwent huge number of versions.
Director underwent huge number of versions.


[http://lingoworkshop.com/articles/history History of the engine].
[http://lingoworkshop.com/articles/history History of the engine].
[[Director/Codenames|A bit more history of the engine codenames]]


==Games and software targeted by the engine==
==Games and software targeted by the engine==
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== Versions ==
== Versions ==
In Japan at least D4+ was released under title マクロメディア ディレクター
See [[Director/Versions]]
 
== File Format ==
=== Archive Team's documentation ===
* [http://fileformats.archiveteam.org/wiki/Shockwave_(Director) Shockwave (Director)]
* [http://fileformats.archiveteam.org/wiki/Lingo_bytecode Lingo bytecode]
 
=== Team Earthquake's documentation ===
* [https://medium.com/@nosamu/a-tour-of-the-adobe-director-file-format-e375d1e063c0 A Tour of the Adobe Director File Format]
* [https://docs.google.com/document/d/18FMRZ0EvR2uF9rKTtvt-TXyIMFIBVg13bUhmV3_iHD0/edit Team Earthquake Shockwave Unofficial Documentation]
* [https://docs.google.com/document/d/1jDBXE4Wv1AEga-o1Wi8xtlNZY4K2fHxW2Xs8RgARrqk/edit More Director Movie File Unofficial Documentation] (has in-depth documentation of structs)
* [https://github.com/Brian151/OpenShockwave OpenShockwave repo] (rather unorganized documentation and tools including a Lingo decompiler)
* [https://github.com/Earthquake-Project Earthquake Project repos] (newer versions of the above)


== Development and Running ==
== Development and Running ==
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  ./scummvm --start-movie=HandV workshop
  ./scummvm --start-movie=HandV workshop
   
   
Here HandV is the name of a movie in the directory
Here HandV is the name of a movie in the directory. A frame number to start execution
can also be added:
 
./scummvm --start-movie=HandV@2 workshop


=== Executing lingo tests ===
=== Executing lingo tests ===
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The useful ones are:
The useful ones are:


* lingoexec -- tracing Lingo execution
* lingoexec -- tracing Lingo execution. There are varying levels of verbosity, --debuglevel=5 is probably the best for showing every instruction as it is executed.
* lingocompile -- details about Lingo script compilation
* lingocompile -- details about Lingo script compilation
* lingoparse -- turns on Bison grammar trace. Verbose. You should know what you're doing
* lingoparse -- turns on Bison grammar trace. Verbose. You should know what you're doing
*lingostrict -- drop to the debugger if we hit a Lingo exception. This is a condition which would cause an interrupting error in the Macromedia Director editor; the player will just abort the script.
* compileonly -- useful with test targets when we load all files in the directory. This is how we created that status table of Lingo Workshop movies
* compileonly -- useful with test targets when we load all files in the directory. This is how we created that status table of Lingo Workshop movies
* slow -- add 2s delay between every frame. Useful at higher debug levels, so you could see what is going on instead of munching megabytes of logs
* slow -- add 2s delay between every frame. Useful at higher debug levels, so you could see what is going on instead of munching megabytes of logs
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* bytecode -- execute precompiled bytecode instead of compiling Lingo. Lingo Workshop movies have both bytecode and script texts
* bytecode -- execute precompiled bytecode instead of compiling Lingo. Lingo Workshop movies have both bytecode and script texts
* loading -- produces tons of deciphered data from movie files.
* loading -- produces tons of deciphered data from movie files.
*sound -- log engine calls related to sound
*xobj -- log engine calls to third-party XLibs
=== Compilation ===
We aim for 0 memory leaks in the director engine. The automated tests will error when it detects a memory leak. To enable memory leak checks run `./configure` with `--enable-asan`.


=== Automated Tests ===
=== Automated Tests ===
There is a CI (continuous integration) server running for Director.
There is a CI (continuous integration) server running for Director.
* [https://buildbot.projecttycho.nl Buildbot server]
* [https://john.scummvm.org Buildbot server]
* [https://github.com/rvanlaar/director-buildbot Buildbot server sourcecode]
* [https://github.com/rvanlaar/director-buildbot Buildbot server sourcecode]


=== Is my game a Director Game and which version is it? ===
=== Is my game a Director Game and which version is it? ===


Run the following command in the director of your installed gamedata:
Run the following command in the directory of your installed gamedata:


   grep --text -ir director|strings |egrep 'Macromedia Director [0-9]'
   grep --text -ir director|strings |egrep 'Macromedia Director [0-9]'


This will show which version of Macromedia Director was used. If this yields nothing, it probably isn't a Macromedia director game.
This will show which version of Macromedia Director was used. If this yields nothing, it probably isn't a Macromedia director game.
== Debugger Commands ==
To open the [[Debugging ScummVM|interactive debugger console]] press the key combination that is set for "Open Debugger" in the "Keymaps" tab from ScummVM options (default should be Ctrl+Alt+d).<syntaxhighlight lang="text">
Debug flags
-----------
debugflag_list - Lists the available debug flags and their status
debugflag_enable - Enables a debug flag
debugflag_disable - Disables a debug flag
debuglevel - Shows or sets debug level
Commands
--------
Player:
version - Shows the Director version
info - Shows information about the current movie
movie / m [moviePath] - Get or sets the current movie
frame / f [frameNum] - Gets or sets the current score frame
channels / chan [frameNum] - Shows channel information for a score frame
cast [castNum] - Shows the cast list or castNum for the current movie
nextframe / nf [n] - Steps forward one or more score frames
nextmovie / nm - Steps forward until the next change of movie
Lingo execution:
print / p [statement] - Evaluates a single Lingo statement
repl - Switches to a REPL interface for evaluating Lingo statements
backtrace / bt - Prints a backtrace of all stack frames
disasm / da [scriptId:funcName] - Lists the bytecode disassembly for a script function
disasm / da all - Lists the bytecode disassembly for all available script functions
stack / st - Lists the elements on the stack
scriptframe / sf - Prints the current script frame
funcs - Lists all of the functions available in the current script frame
var / v - Lists all of the variables available in the current script frame
markers / mk - Lists all of the frame markers in the current score
step / s [n] - Steps forward one or more operations
next / n [n] - Steps forward one or more operations, skips over calls
finish / fin - Steps until the current stack frame returns
continue / c - Continues execution
Breakpoints:
bpset / b - Creates a breakpoint at the current Lingo function and offset
bpset / b [funcName] - Creates a breakpoint on a Lingo function matching a name
bpset / b [offset] - Creates a breakpoint on the current Lingo function matching an offset
bpset / b [funcName] [offset] - Creates a breakpoint on a Lingo function matching a name and offset
bpset / b [scriptId:funcName] - Creates a breakpoint on a Lingo function matching a script ID and name
bpset / b [scriptId:funcName] [offset] - Creates a breakpoint on a Lingo function matching a script ID, name and offset
bpmovie / bm [moviePath] - Create a breakpoint on a switch to a movie
bpframe / bf [frameId] - Create a breakpoint on a frame in the score
bpframe / bf [moviePath] [frameId] - Create a breakpoint on a frame in the score of a specific movie
bpentity / be [entityName] - Create a breakpoint on a Lingo "the" entity being read or modified
bpentity / be [entityName] [r/w/rw] - Create a breakpoint on a Lingo "the" entity being accessed in a specific way
bpentity / be [entityName:fieldName] - Create a breakpoint on a Lingo "the" field being read or modified
bpentity / be [entityName:fieldName] [r/w/rw] - Create a breakpoint on a Lingo "the" field being accessed in a specific way
bpvar / bv [varName] - Create a breakpoint on a Lingo variable being read or modified
bpvar / bv [varName] [r/w/rw] - Create a breakpoint on a Lingo variable being accessed in a specific way
bpevent / bn [eventName] - Create a breakpoint on a Lingo event
bpdel [n] - Deletes a specific breakpoint
bpenable [n] - Enables a specific breakpoint
bpdisable [n] - Disables a specific breakpoint
bplist - Lists all breakpoints
GFX:
draw [cast|frame|off] - Draws debug outlines for cast or frame number
</syntaxhighlight>
=== lingo ===
Opens a lingo language shell.
) lingo on
lingo) set a to "Hello ScummVM"
lingo) put a
-- "Hello ScummVM
lingo) lingo off
)
Arguments:
* lingo on - Start the interactive lingo shell
* lingo off - Stop the interactive lingo shell
When the shell is on when the line starts with `lingo) `.




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* [https://github.com/scummvm-director/scummvm/tree/director another clone of it]
* [https://github.com/scummvm-director/scummvm/tree/director another clone of it]
* [https://en.wikipedia.org/wiki/Adobe_Director Wikipedia article on the topic]
* [https://en.wikipedia.org/wiki/Adobe_Director Wikipedia article on the topic]
* [https://www.mistys-internet.website/blog/blog/2022/01/06/do-you-speak-the-lingo/ Do You Speak the Lingo?] - blog post by Misty De Meo about the ScummVM engine's development


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

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