Difference between revisions of "Freescape"

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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 cheats.


== How to switch different renderers==
== How to switch different renderers==
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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.
 
==Cheats==
 
The ScummVM reimplementation of Freescape will feature a number of generic cheats that will be 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 damage: the player will not take any damage from sensors.
 
* Extended timer: the game timer will be set to 99:99:99.


==External links==
==External links==
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