[Scummvm-devel] V2 support?

J.Brown (Ender/Amigo) ender at enderboi.com
Thu May 2 01:33:02 CEST 2002


We don't mind, but we would prefer you not to.

We have already decoded all the opcodes and have that information ready
for when we DO want to add V2 support - but we do not want that to happen
under after V3 games are working completly. Otherwise the projects code
will just get too garbled. It makes much more sense to work backwards -
jumping between versions will just make the code very very nasty.

So feel free to do it, but theres no way I'll accept any of it into
ScummVM until V3 is complete. And I already have ll the information for V2
(no, I'm not sharing yet, most of it is in my mind :) so really your time
would bve better spent helping with V3 support at the moment...

I mean, no offence, your offer is appretiated. But we need to keep some
sort of order. V3 first, V2 second.

 - Ender
	ScummVM Developer

On Thu, 2 May 2002, Niclas Carlsson wrote:

> Date: Thu, 2 May 2002 11:23:35 +0300
> From: Niclas Carlsson <nkarlsso at ra.abo.fi>
> To: scummvm-devel at lists.sourceforge.net
> Cc: Niclas Carlsson <nkarlsso at ra.abo.fi>
> Subject: [Scummvm-devel] V2 support?
>
>
> [ hope this goes through without subscribing ;) ]
>
> Hello all!
>
> I just had a brief look at the Zak 16 col (v2?) interpreter. The opcodes
> seem quite similar to the o5_xxxx ones, although not at all identical. Also
> there seems to be a built-in debug mode that I haven't yet quite figured
> out quite how to get into it (.ch4mysocks?). :)
>
> Anyway, would anybody mind if I gave it a shot to try and implement
> Scumm v2 support? Anybody working on it already?
>
> Cheers, Nicke
> --
> -[ nkarlsso at abo.fi ]-  Seek simplicity, and distrust it. (A. Whitehead)
>
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