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| We have previously "objectified" several other engines, namely SAGA, Gob and AGI, so one can learn a lot about various approaches how to do this by tracing through our SVN repository. | | We have previously "objectified" several other engines, namely SAGA, Gob and AGI, so one can learn a lot about various approaches how to do this by tracing through our SVN repository. |
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| === Add 16 / 24bit graphics support to game engines ===
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| ''Technical Contact'': [[User:Kirben|Travis Howell]], [[User:Sev|Eugene Sandulenko]], [[User:DrMcCoy|Sven Hesse]]
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| ''Background:''
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| The [[SCUMM]] engine was originally developed for palette-based graphics. At version 6 it was forked by Humongous Entertainment, which extended it significantly. Their later games started to use 16bit graphics for backgrounds and actors. See [[Humongous Entertainment/Progress/16bits Support|here]] for more detailed information.
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| Future games (The 11th Hour, Clandestiny, Tender Loving Care, Uncle Henry's Playhouse) using the [[Groovie]] game engine will require 16bit graphics too, and [[Urban Runner]] from the [[Gob]] game engine, requires 24bit graphics as well.
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| This task requires good knowledge of C++, as we need a solution which will not clobber our code,
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| will have minimal impact on 8bit games, and can be optionally turned off at compilation stage.
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| The [http://quick.mixnmojo.com/demos/ffcovedemo.zip Freddi Fish 5 demo], [ftp://ftp.atari.com/demos/moonbase_commander/MoonBaseCommanderDemo.exe Moonbase Commander demo] and Urban Runner demo (videos only) could be used for testing, if you don't own any of the required games.
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| === Improve AGI engine === | | === Improve AGI engine === |