[Scummvm-devel] Dink smallwood engine

D G Turner d.g.turner at ntlworld.com
Wed Mar 16 01:21:30 CET 2016


Fedor,
  I suspect you are likely looking at the original V1.07 / V1.08 source
  code release from Seth Robinson / RTSoft.

  The GNU Freedink project provides a much cleaner codebase compatible
  with V1.07 or V1.08 targeted game data. As this replaced all the
  Windows specific code with SDL and is GPL licensed, we should base
  any ScummVM engine port on this:
  https://www.gnu.org/software/freedink/about

  The code can be found here:
  http://git.savannah.gnu.org/cgit/freedink.git

  As an aside, as Freedink is already providing a portable SDL
  based engine for Dink Smallwood and MODs, I am not clear what
  the utility of the scummvm engine port GSoC task would be:

http://wiki.scummvm.org/index.php/Summer_of_Code/GSoC_Ideas_2016#Dink_Smallwood_engine

  I suggest that if we are intending to integrate this, we should
  intend to provide a solution for this which is a set of patches to
  the latest Freedink code to migrate the core engine to OSystem from
  SDL, integrate and remove any uneeded code i.e. as per our integrated
  version of MUNT.

  This will allow the engine to be maintained in future and track any
  future Freedink releases.
Thanks,
David Turner

On 15/03/16 10:37, fedor_qd at mail.ru wrote:
> I quick look at sources and they are mostly Microsoft's code(lol) except project files, dink.cpp, dinkedit.cpp, dinkvar.h, update_frame.cpp and Compress.c.
> I want ask:
> 1)  Has SCUMMVM implementation Window's resource loader?
> 2) How fullness midi and wav support in SCUMMVM?
> 3) Are you interesting add dinkeditor to project?
> 
> 
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