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81 lines
4.3 KiB
Plaintext
81 lines
4.3 KiB
Plaintext
Citadel of Mo, the last remaining place where humans can be safe from army
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of vicious Tyrannosaurus led by allmighty Morkus Rex. What await young Adam,
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prince of Mo, who just came of age and want to travel across the world?
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Will he be able to restore long lost friendship between dinousaurus and humans?
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This is SCUMMVM reimplementation of Cryo's Lost Eden game engine. In order to
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stay as close as possible to original game and minimize number of bugs
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introduced during code reconstruction, in its current state this project is
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a straight reverse-engineered game code hooked up to SCUMMVM framework.
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Because of that, this code in no way represent the quality or coding practices
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of SCUMMVM itself. Essentially, this is how the game was originally written.
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There are few Lost Eden game versions known to exists.
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- Non-interactive PC demo version. Basically, a number of video files played
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in a loop with FM music in background. Google for "ANCIBUR2.HNM" file to
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find it.
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- Interactive PC demo version. Allows to play through whole Citadel of Mo
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then shows "Order Now" banner.
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Can be found here: http://www.ag.ru/games/lost-eden/demos/2677
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Download is a self-extracting archive, unpack it with 7zip or other tool.
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- PC version. Main version of the game. Written in assembly and partially based
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on Dune's game code.
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Runs in real-mode DOS environment, uses VGA 320x200 graphics and digitized
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sounds/music. Allows to select several languages for in-game subtitles. It is
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rumored that bootleg Russian translation also exists. Has 3 predefined slots
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for game save/load.
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- MAC version. Almost identical to PC version. Has slightly modified UI. Such
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as exta spaces on the inventory bar, resized subtitles overlay and different
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implementation of mouse cursor (which is worse than the original one). Looks
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like screen transition effects are also changed / rearranged.
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This version have no limit on save game slots. Standard system file selection
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dialogs are used instead. All screen hot-spots coordinates loaded from
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resource file instead of hard-coded values in PC version.
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- 3DO version. Uses completely different resource formats.
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- CDI version. Uses completely different resource formats.
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- CD32 version. Mentioned in PC demo version, but never released?
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This reimplementation project is based on MAC version, since it's much easier
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to work with than any other versions. As such, currently only MAC version
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supported. Adding support for PC versions shouldn't be too difficult and
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mainly involves implementing of proper resources indexing/loading. Game
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engine loads resources by their indexes in game archive file and these indexes
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are different between PC and MAC versions.
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At this moment the game is fully playabe/completeable. List of currently
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discovered bugs can be found in bugs.txt file. None of those are critical or
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game-breaking. No sound support is present in this version, although all
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sound front-end code is in place and should be operational. Only single
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game save/load slot is supported and saves are not cross-platform compatible.
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Also, no game restart feature work due to the way it's implemented.
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Due to the way original engine is coded, it is not fully portable in its
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current state. Game uses conditional dialog system (similar system is used in
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Dune game as well) and this system involves accessing native engine
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variables through predefined offsets within large structure. Any modification
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of this structure will result in broken dialog system.
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Because of limited development environment, this code is only tested on
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MSVS2013 32-bit compiler. There may be some issues with GCC/LLVM compilers
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or on 64-bit platforms. As mentioned above, this code is neither pretty or
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bug-free (aka it's a can of worms). Several original bugs, various oddities
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and problematic areas are marked with TODO comment in the source code. There
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are number of variables with non-descripitve names like byte_1234, those
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purpose is yet to be clearly understood. To make code debugging easier,
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EDEN_DEBUG macro activates several extra features. Some parts, like image
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drawing routines, can be simplified/generalized. Other parts, like CLView,
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can be replaced with existing SCUMMVM classes.
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Because parts of this code (mainly decompression and video playback) used
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by other Cryo's games, it might be worthy to make them reusable by future
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engines.
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