Monday, August 19, 2013

Back to another rotting game!

Last weekend, I managed to fix what I wanted to be done as soon as possible in Mortevielle:
- Fix the German verbs
- Reorder the English verbs, then fix them
- Fix a couple of glitches in the Action menu

As a result the game is now playable in French and German, as well as in English.
Raziel^ tested the game on AmigaOS, and he (almost) finished the game. He encountered an assert in the end of game sequence. I need to test it myself in order to determine if it's some BE issue, or if it's reproducible in the French version, etc. At least everything looks fine on a BE system so far, which is really good news. Raziel^ also came to the conclusion that the original German translation is terrible, and that we should let the user decide if he wants to play an "Original German" version, or a "Improved German translation" version. He is considering working on the translation himself, so there may be more news on this front soon.

My urge to fix things in Mortevielle is hiding something more exciting: After more than a year of sleep, Return to Ringworld is back to business, thanks for the commitment of Dreammaster who finally got enough time to work on the remaining issues in TsAGE Core engine those last 2 months. It seems it's now time for us to fix the gigantic hardcoded logic of the game... Fun fun fun :)

So, that's more proof that: that is not dead which can eternal lie! (Yet with strange aeons even death may die) ;)


Sunday, August 11, 2013

Sound in Mortevielle!

Quick follow-up of last post: the sounds are there!

Thanks to the help of some more experienced developers (including, but not limited to, clone2727, fuzzie and SylvainTV), I managed to implement the right amount of code so that the ambient SFX and the misc sounds are played, but not the speech. \o/

The console is still spitting warning messages about missing or unexpected things, so there's still some work on that topic, but it's already satisfying :)

Criezy started to polish the English translation. If you have some time, please don't hesitate to join the effort :)


Monday, August 5, 2013

Progress on Mortevielle Engine

Sometimes, things are going well. It's rare, but it happens, really.
As proof, we now have Mortville Manor :)

Short after my last post, I received tremendous help from a dedicated user (Hugo L.) and from criezy who made together a first translation of Mortville Manor in English, on top of the DOS French version. After some more modifications in the code, the game is now completely playable in English. Criezy even has a local patch to fix the menu titles, which is currently a picture stored in the game data.

The last two months, based on that progress, we polished a bit the engine so it's merge-able in Master. The effective merge was done on July 29th 2013.

That was already something unexpected when I mentioned, some months ago, it was hopelessly rotting.

But that's not all! After some lucky guesses, we now have the German version properly decrypted, with only the verbs in the wrong order (will be fixed soon). There's even music properly played during the intro!

At this point, everything is possible of course. Some preliminary tests gave me perfect SFX sound played, which means that it's only missing the understanding of the sound start point & length to quickly get full-SFX support in the game... As our first tests show that the game is already working properly on BE systems, we could consider adding official support in a reasonably short delay. (ie: it still may be long, don't hold your breath)

I'll post again when the SFX sounds work in the whole game, stay tuned!