When you mentioned it for the first time, I was scared by buzzwords like P-code. But when I looked into the sources, it appeared that that is a usual virtual machine. Usual in terms of engines already supported by ScummVM. Moreover, there are more complicated cases with nested P-codes in other engines.hal9000lives wrote:They game was written in a separate compiled language called Tinsel. It was compiled down to P-Code which is basicially a sequence of low-level instructions stored as byte values (a bit like assembler)
I mean that we effectively fixed script bugs in majority of our engines, taking in account that those are bugs, not missing features like cutscenes. So I expect ScummVM reimplementation be better and more stable that original, as it proved to be in most of our already supported engines, and at least some bugs will be definitely fixed.
What really unique to DW is co-routines, but those are really hacky, and we will try to refactor the engine in order to get rid of them.
Eugene