Friday, August 23, 2019

New Side Activity - Dark Things

As I never manage to stay calm and as I currently don't have an engine I'm actively working on, I started a couple of days ago a new side activity: Translating to French an indie game called "Dark Things - Detective Quest", which is available on Apple Store and Google Play.






This game caught my interest for several good reasons (an adventure game with big pixels, what else?). The chapters are quite short but they are fun and the scenario is pretty good imho.

At first, I essentially reported a couple of missing translations (the team is Russian), but I quickly proposed to work on the French translation and they accepted :) I guess during the process I'll also challenge the English translation which is perfectible.

The result is not yet visible as the team is currently focused on Chapter 4, but here is my progress so far:

Menu, character names, etc: Done
Chapter 1: First pass done, waiting to be able to test it in the game to fix the last issues
Chapter 2: Not yet started
Chapter 3: Not yet started
Xmas special: Not yet started

Wednesday, September 12, 2018

Some news about obscure games...

It's been a while I haven't posted something about what I'm doing... So here it is.

There's nothing new concerning Kingdom: The Far Reaches. I'm still waiting for a hand with the MVE player, and TMM (who implemented the MVE missing opcodes in ffmpeg) is still super super busy. So, well, let's consider it's rotting. :(

I made some very small progress on Adventures of Robin Hood (lilliput engine) on the sound, but it's still very imperfect. To implement it, I think I should add a mixer, we'll see...

More recently, let's say a week ago or so, I started documenting Escape From Hell. I currently have half of the functions renamed and most of the structures. I'm not really sure it'll be an engine for ScummVM as it doesn't use a mouse, but it's fun to make good progress on something I vaguely looked at more than 10 years ago. At the time, I guessed the compression format, picture format, and enough of the maps and monsters to display maps. I even brute forced the encryption...

All that is now far more clear with an eye in the binary :)

Ho, I forgot to mention: Escape From Hell is using a modified Wasteland engine, in case it rings a bell :)

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...) :)