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Difference between revisions of "Freescape"

475 bytes added ,  07:04, 15 November 2022
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* 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.


== 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
took several decades (!) and includes the following people:
took several decades (!) and includes the following people:


* John Elliott for reverse engineering the file formats for 8-bit games and producing some code for rendering levels (2001)
*John Elliott for reverse engineering the file formats for 8-bit games and producing some code for rendering levels (2001)


* Thomas Harte for reverse engineering part of the file formats for 16-bit games as well as creating the original code of Phantasma, which served as initial code for this engine: https://github.com/TomHarte/Phantasma/ (2013).
* Thomas Harte for reverse engineering part of the file formats for 16-bit games as well as creating the original code of Phantasma, which served as initial code for this engine: https://github.com/TomHarte/Phantasma/ (2013).


* Jason "Joefish" Railton for providing some example code on decoding of Atari-ST Neochrome (.NEO) format low-resolution 16-colour images (2016).
*Jason "Joefish" Railton for providing some example code on decoding of Atari-ST Neochrome (.NEO) format low-resolution 16-colour images (2016).


* Richard Quirk for providing valuable information of the reverse engineering of Castle Master and other Freescape games.
* Richard Quirk for providing valuable information of the reverse engineering of Castle Master and other Freescape games.


* 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.


==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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