Difference between revisions of "Freescape"

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* Two renderers available: TinyGL using software in their original resolution (320x200) and OpenGL in arbitrary resolution and with anti-aliasing support (up to 16X).
* Two renderers available: TinyGL using software in their original resolution (320x200) and OpenGL in arbitrary resolution and with anti-aliasing support (up to 16X).
{| class="wikitable"
|+Driller in different renderers: OpenGL, TinyGL, and the original game in Dosbox
|[[File:Driller-opengl.png|frameless|231x231px]]
|[[File:Driller-tinygl.png|frameless|192x192px]]
|[[File:Driller-dosbox.png|frameless|224x224px]]
|}
The new ScummVM renderers remove completely the artifacts of the original freescape engine, since they perform computation on floats instead of integers.
* Mouse and mouselook support for every game. For instance, the original Driller only had mouse support for Amiga and Atari, the rest of the releases allowed to use only keyboard or joystick.
* Mouse and mouselook support for every game. For instance, the original Driller only had mouse support for Amiga and Atari, the rest of the releases allowed to use only keyboard or joystick.
* Unified controls: Different releases featured different type of inputs and controls. ScummVM implementation unified them.
* Faster framerate. The original games run at 10fps (or less) while our implementation aims to have around 60fps or more. In theory, this should not affect the gameplay but this is still an area of research.
* Faster framerate. The original games run at 10fps (or less) while our implementation aims to have around 60fps or more. In theory, this should not affect the gameplay but this is still an area of research.


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* Support for high-quality pre-recorded sounds: the DOS releases uses PC speaker sounds, which will not sound exactly the same if they are emulated, so we included pre-recorded version from real hardware. The same will be available for other releases which do not feature sample sounds (C64, ZX Spectrum and AmstradCPC).
* Support for high-quality pre-recorded sounds: the DOS releases uses PC speaker sounds, which will not sound exactly the same if they are emulated, so we included pre-recorded version from real hardware. The same will be available for other releases which do not feature sample sounds (C64, ZX Spectrum and AmstradCPC).
* Restored music from different releases: most of [http://vgmpf.com/Wiki/index.php/Freescape_games the Freescape game releases do not feature any music at all] (e.g. the DOS releases). Our implementation will allow, if the user owns more than one release, to replay the music from one release using other one. It will also allow to include restored music in the future.
* Restored music from different releases: most of [http://vgmpf.com/Wiki/index.php/Freescape_games the Freescape game releases do not feature any music at all] (e.g. the DOS releases). Our implementation will allow, if the user owns more than one release, to replay the music from one release using other one. It will also allow to include restored music in the future.
* Extended [[Freescape#Cheats| cheats]].


== Roadmap ==
== How to switch different renderers==
 
The most prominent feature of the ScummVM reimplementation is the use of different renderers such as TinyGL or OpenGL. These can be selected changing the option in "Game 3D Renderer" either in the "Global Options..." (for all games) or the "Game Options.." for the Freescape games. So far, the available implementations are "OpenGL" or "Software". By default, the game will render in Software mode.
[[File:Scummvm-00000.png|center|475x475px]]
 
==Roadmap==


The Freescape technology evolved from 1987 to 1992. Our engine will progress supporting the following games/releases:
The Freescape technology evolved from 1987 to 1992. Our engine will progress supporting the following games/releases:
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Re-implementing the 3D Construction Kit itself (the program used to create games) is outside the scope of this project. ScummVM will only allow to play games already released, not create new ones.  
Re-implementing the 3D Construction Kit itself (the program used to create games) is outside the scope of this project. ScummVM will only allow to play games already released, not create new ones.  
   
   
== History ==  
==History==  


The reverse engineering of the original engine and code development
The reverse engineering of the original engine and code development
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* Chris Allen for providing valuable information and code for reproducing sound effects. He also provided high-definition recorded versions of emulated Driller sounds which are used by this engine.
* Chris Allen for providing valuable information and code for reproducing sound effects. He also provided high-definition recorded versions of emulated Driller sounds which are used by this engine.
==Cheats==
The ScummVM reimplementation of Freescape features a number of generic cheats that are implemented for every supported game:
* Avoid failing: this disable falling in edges. The player will not able to complete a movement if it causes to fall.
* Disable sensor: sensors will not shoot the player.
* Extended timer: the game timer will be set to 99:59:59, which should give plenty of time to finish any game.


==External links==
==External links==
* [https://en.wikipedia.org/wiki/Freescape Freescape article on Wikipedia]
*[https://en.wikipedia.org/wiki/Freescape Freescape article on Wikipedia]
* [https://github.com/neuromancer/scummvm/tree/freescape Old fork of ScummVM on GitHub with WIP Freescape engine]
*[https://github.com/neuromancer/scummvm/tree/freescape Old fork of ScummVM on GitHub with WIP Freescape engine]
* [http://members.allegro.cc/ThomasHarte/phantasma/index.html Old project to re-implement the engine with OpenGL rendering, called Phantasma]
*[http://members.allegro.cc/ThomasHarte/phantasma/index.html Old project to re-implement the engine with OpenGL rendering, called Phantasma]


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