[Scummvm-devel] Broken Sword 2.5

Johannes Schickel lordhoto at gmail.com
Sun Aug 1 00:08:27 CEST 2010


On Sat, Jul 31, 2010 at 9:07 PM, Eugene Sandulenko <sev at scummvm.org> wrote:
> Hi Team,
>
> Recently I got sources for fan game Broken Sword 2.5. The sources were
> passed under full GPL 2.0 license which means that we can use them as
> is.
>
> Thus, I have a question. What do you guys think about adding support for
> this game? Any objections?
>
> Short info about it:
>
>  - The game is free (http://baphometsfluch25.de)
>  - Written in C++ (sometimes a bit over-engineered, though)

Do they use exception handling? I think we have that disabled,
especially since a few of our ports would not support this at all. So
if they would do that I guess some of our ports won't be able to
support it, unless we change the code to do more C like error
handling.

>  - The engine is under 20k lines of code
>  - With Lua coupled together the engine is under 35k lines of code  -
>    The scripts are Lua-based (2.6 MB of them in the game data :) )

Do we plan to have the Lua sources in ScummVM for that too, or will we
use an external LUA reference for that?

>  - There is some little amount of OpenGL used for SFX which will be
>    eliminated
>  - Main hero is drawn with vectors
>  - The engine runs 800x600 24-bits (I think it could be squized into
>    16-bits)

I thought our current "true color" API in OSystem is designed to allow
backend conversion. Then again I think we specifically ruled out 24bit
colors, i.e. only allowed 16bit and 32bit storage. So does this engine
use 32bit for storage of a pixel internally? Or does it really use a
24bit per pixel? If that is not the case I would probably say we
should go with unchanged graphics and let the backend worry about the
real pixel depth it uses (and thus the conversion). That should allow
us to transparently support the "real" color depth later.

>  - The code is well commented... in German (the function names and
>    variables are all in English)

Sounds fine.

>  - Original engine has every library incorporated into engine (almost
>    260k lines of code). Examples: zlib, libvorbis, libogg, libtheora.

I hope we won't do that though ;-).

>
> Dreammaster and me already started work on it, but would like to
> continue work right in the trunk.
>
> So what would you guys say?

Personally I am all for doing this in trunk. Furthermore I have to say
I am really surprised that we nowadays would do that in trunk, from
the discussions in the past it always looked like people were
suggested to do that off trunk. I am really thrilled about that.

// Johannes




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