Sunday, June 10, 2018

Drenn Weekly Post #3

So, here is the next blog post written by Drenn in the scope of the GSoC.

A lot of nice progress as usual, ... so don't miss it!

It's There!

Tuesday, June 5, 2018

Drenn Weekly post 2

You liked Drenn post #1? You'll love #2

Here is the link:
Drenn Weekly post 2

As I mentioned in the previous post, we still have issues with Planet for some reasons, so I'll keep putting links here until it's fixed, or until the end of GSoC, whatever comes first.

You could also prefer to directly check Drenn's blog. It's There!

Monday, June 4, 2018

Drenn weekly post 1

We had, and still have, some issues to synchronize Drenn's blog with planet (in the scope of GSoC 2018). I therefore decided to post links to his blog posts so it's visible on Planet.

Here is the first blog entry posted by Drenn more than a Week ago. He made impressive progress on his Star Trek engine. Enjoy!

Tuesday, August 8, 2017

Kingdom on hold

I've finally reversed the whole hardcoded logic again for the demo (because BinDiff wasn't able to handle small changes in giant functions). The positive part of that is that it made me point some small bugs I fixed in the full version.

At this point, the engine is only missing the MVE video player. I don't think I'm able to handle that myself despite TMM pushed the missing opcodes in ffmpeg. So, the engine is on hold undefinitely (at least until someone is willing to help me with that player).

I'm still tossing a coin to decide what I'll work on next.

Monday, July 3, 2017

Kingdom - Day 22

1 week has passed... Here are the most noticeable changes in the code since the last post:
- Implement PlaySound
- Add code for savegames
- Implement the timers
- Implement SaveAS and RestoreAS which are used to save/restore parts of the screen when switching to/from some specific game areas (inventory, map...)

At this point, there's only 1 function which is still stubbed, used for displaying some icons (I'll look at it this evening most likely). As soon as the video player will be implemented, I'll start a playthrough to see if there are bugs in the hardcoded logic. I expect some in the first group, as it was the first one I reversed.

Special thanks to waltervn and to SylvainTV for their help on the timers and the weird way it's hooked in the original on int 8h

(and sorry, no fancy screenshot this time again...) :)

Monday, June 26, 2017

Kingdom - Day 15

Another milestone has been reached! After only 15 days of development, the engine contains now the complete hardcoded logic of the DOS version. We still have to compare it to the DOS Demo version, and we expect differences of course... but still, it's an important milestone for this little project :)

The map input has been implemented too, which means the game is now somewhat playable without videos and sound. Yes, it's a bit annoying for a FMV game, but we're working on that :P

Expect more news soon, with new screenshots this time!


Tuesday, June 20, 2017

Another milestone reached

The past week has been spent on stabilizing the current code (on my side) and on contributing a patch to ffpmeg so it handles correctly the previously undocumented opcodes we encountered (that's for TMM). I also spent some energy on the user input, which is composed of several large hardcoded logic functions. After a couple of fixes this morning, a step has been reached: the game starts (no video player nor sound yet).

Main Menu:


First screen of the game:


Hopefully we'll have soon another milestone to announce! :)