[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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