http://wiki.scummvm.org/index.php/Residual and http://wiki.scummvm.org/index.php/Residual_TODOAngelus3K wrote:Any news on Grim Fandango being supported? (Grime? Residual?)
Eugene
Moderator: ScummVM Team
http://wiki.scummvm.org/index.php/Residual and http://wiki.scummvm.org/index.php/Residual_TODOAngelus3K wrote:Any news on Grim Fandango being supported? (Grime? Residual?)
What a weird suggestion. I don't see ScummVM supporting Japanese digital comics anytime soon.John the adventurer wrote:What about Snatcher and Policenauts?
What do you mean? They seems to me click'n point adventure games, just different genre because being japanese?Kaminari wrote:
What a weird suggestion. I don't see ScummVM supporting Japanese digital comics anytime soon.
Why not? It seems click'n point adventure game too, no?Kaminari wrote: Policenauts, well... You can run it on 3DO/PSX/saturn emulators. If you're interested in the original, superior PC-98 version, then you'll have to use a dedicated emu like Anex, Neko or T-98 Next. Worth the hassle, but again, nothing to do with ScummVM.
Well, ScummVM obviously already supports plenty of non-LucasArts games. But the backend does make certain assumptions, e.g. that the game uses 256-colour bitmapped graphics. (There are a few exceptions to the 256-colour rule, but let's not go into that.) Retro-fitting a 3D-engine would probably be quite awkward. It's worth noting that Residual is a separate project, even though Grim Fandango shares some features with later SCUMM games.db92 wrote:actually, what is scummvm all about? running lucasarts games, running point and click games only or it can be adjusted to other certain engines as well? for example a nice thing with scummvm(psp port and other ports) would be to run 3d adventure games as well, such as atlantis for example... the atlantis: the new world i mean with chiara mastroyanni...
Among currently supported games there are several 16 colors EGA games, 21 colors Amiga, and we can mimic original CGA and Hercules dithering for several games, that is 4 and 2 colors respectively.clem wrote:what are the exceptions to the 256-color rule?
Yes, there is, and we already had a brief discussion about need to make support for 16-bits. So far it went nowhere further my head and several discussions with Kirben. I still have to write it down to the Wiki. Those are latter Humongous Entertainment games at the moment. See this link. Currently there are enlisted 3 games, but in fact there is more.clem wrote: is there anything in high-color in there?
The Broken Sword cutscenes are drawn on the 16-bit "overlay" usually used by the GUI. I don't know if that's the only example currently -- when I wrote about the exceptions, I was thinking about something else, but I was probably thinking wrong.clem wrote:(I bet you expected such a post:)
what are the exceptions to the 256-color rule? is there anything in high-color in there?
clem
And you don't have interest to try to implement it yourself?john_doe wrote:I at least know what each function is supposed to do.
Kyrandia 2: Hand of Fate also uses the same script opcodes with different exec_opcode numbersBut it seems to use a similar engine to Kyrandia, at least the scripts use exactly the same opcodes and the PAK files have the same format. The only difference with the scripts is c1_execOpcode which calls different functions than Kyrandia.