Difference between revisions of "Freescape"

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|usedBy=[[3D Construction Kit]], [[3D Construction Kit 2.0]],<br />[[Castle Master]], [[Castle Master II: The Crypt]],<br />[[Dark Side]], [[Driller]], [[Total Eclipse]],<br />[[Total Eclipse II: The Sphinx Jinx]]
|usedBy=[[3D Construction Kit]], [[3D Construction Kit 2.0]],<br />[[Castle Master]], [[Castle Master II: The Crypt]],<br />[[Dark Side]], [[Driller]], [[Total Eclipse]],<br />[[Total Eclipse II: The Sphinx Jinx]]
|dateAdded=2022-11-10
|dateAdded=2022-11-10
|release=X.X.0
|release=2.7.0
}}
}}


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== ScummVM reimplementation ==
== ScummVM reimplementation ==


Our freescape reimplementation aims to emulate the original one, with the following improvements:  
Our freescape reimplementation aims to reimplement the original one, with the following improvements:  


* Two renderers available: TinyGL using software in their original resolution (320x200) and OpenGL in arbitrary resolution and with anti-aliasing support (up to 16X).
* Three renderers available: TinyGL using software in their original resolution (320x200) and OpenGL in arbitrary resolution (with and without shaders).
{| class="wikitable"
{| class="wikitable"
|+Driller in different renderers: OpenGL, TinyGL, and the original game in Dosbox
|+Driller in different renderers: OpenGL, TinyGL, and the original game in Dosbox
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* Unified controls: Different releases featured different type of inputs and controls. ScummVM implementation unified them.
* 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.
* More precise collision resolution to avoid artifacts and bugs.
* Quick save/load shortcuts
* Fixes for original [[Freescape#Bugs| bugs]].
* Fixes for original [[Freescape#Bugs| bugs]].


Optional features:
Optional features:


* Support for alternative controls (e.g. WASD keys). This is an upcoming feature.  
* Support for alternative controls (e.g. WASD keys or touchpad controls in mobile). This is an upcoming feature.  
* 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.
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== How to switch different renderers==
== 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.
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. [[File:Scummvm-00000.png|center|475x475px]]
[[File:Scummvm-00000.png|center|475x475px]]


==Roadmap==
==Roadmap==
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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:


1. Driller DOS (EGA), Amiga and AtariST releases
1. Driller DOS (EGA), Amiga and AtariST releases: Done.


2. Additional Driller releases: DOS (CGA, Tandy, Hercules), C64, AmstradCPC and ZX Spectrum
2. Additional Driller releases: DOS (CGA), Amstrad CPC and ZX Spectrum: Done.


3. Dark Side
3. Dark Side demos (DOS and ZX Spectrum): Done


4. Total Eclipse / Total Eclipse II
4. Dark Side (EGA), Amstrad CPC, ZX Spectrum, Amiga and AtariST releases: In progress.


5. Castle Master / Castle Master II: The Crypt
5. Total Eclipse / Total Eclipse II


6. 3D Construction Kit demo game and other games
6. Castle Master / Castle Master II: The Crypt


7. 3D Construction Kit 2.0 demo game and other games
7. 3D Construction Kit demo game and other games
 
8. 3D Construction Kit 2.0 demo game and other games
 
Support for C64, Tandy and Hercules for all the games will be added later.
 
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==  


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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.
* Franck "hitchhikr" Charlet for disassembling and documenting Driller for Amiga: https://github.com/hitchhikr/driller (2020)
* Santiago Ontañón for disassembling, investigate and annotate "Castle Master II: The Crypt" for ZX Spectrum: https://github.com/santiontanon/castlemaster2-disassembly (2023)
* Farmboy0 for all the valuable discussion and example code to parse internal Freescape data structure: https://gitlab.com/farmboy0/freescapevr (2023)


==Bugs==
==Bugs==


Freescape games allowed a level of freedom in movement that was ahead of their time. As expected, with the increased complexity of their engine, it also included some bugs. This is an incomplete list of bugs in the original implementation:
Freescape games allowed a level of freedom in movement that was ahead of their time. As expected, with the increased complexity of their engine, it also included some bugs. This is an incomplete list of bugs in the original implementations, indicating if the bug is already fixed (<span style="color:green;">&#x2713;</span>) or not fixed (<span style="color:red;">&#x2717;</span>) in ScummVM:


* [https://wiki.scummvm.org/index.php?title=File:Driller-dosbox.png Rendering artifacts] caused by imprecise computation during screen updates. This is already fixed in ScummVM (but new unrelated rendering issues could be introduced as well).
<span style="color:green;">&#x2713;</span> [https://wiki.scummvm.org/index.php?title=File:Driller-dosbox.png Rendering artifacts] caused by imprecise computation during screen updates.


* Approaching geometric objects in different angles results in no interaction at all. This can be reproduced approaching an entrance to another area in a very skew angle. The player will not trigger the entrance, instead it will be rejected by the surface. This is already fixed in ScummVM.  
<span style="color:green;">&#x2713;</span> Approaching geometric objects in different angles results in no interaction at all. This can be reproduced approaching an entrance to another area in a very skew angle. The player will not trigger the entrance, instead it will collided and be rejected by the object.


* Interacting with corners sometimes results in traveling to the incorrect area. This is not fixed yet in ScummVM.  
<span style="color:green;">&#x2713;</span> Interacting with corners sometimes results in traveling to the incorrect area.


==Cheats==
==Cheats==

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