[Scummvm-devel] Contributing to ScummVM with an interpreter for Magnetic Scrolls?
dettus
dettus at dettus.net
Sun May 5 11:20:29 CEST 2019
Hello.
Don't worry. I do not think that would be necessary.
The way I currently envision it, is that animations are merely a bunch
of pictures. Lets say pic55.raw-pic67.raw. And that the magnetic engine
would instruct ScummVMGLK every 100ms to draw an individual one of
those. Or something.
So... I cloned ScummVM yesterday, and I started looking into the
engine/glk directory. You already prepared a Magnetic::runGame(), how
lovely!
My plan is that I use your frotz engine as a guideline and work my way
up from there. The .raw format for pictures seems pretty straight
forward, I can easily convert into that format. Not a problem!!
TWO QUESTIONS:
1. STARTUP: How do I tell my engine where the binaries are? I would
assume that Magnetic::loadGameData(strid_t file) has been added for that
purpose. However, looking at the code in detection.cpp, I fear that it
is not such a straight-forward process? Plus: I would be needing two
files for each game? (.mag and .gfx)
2. BUILDING: My engine can be encapsulated in a static library. That
would require to add it to the makefile, so that the final linker could
do an -ldMagnetic, and a -I for the include path. Where would be the
best place to do so?
Thomas
P.S.: I would also prefer to forget about xGLK as frontend, and
concentrate on supporting scummVMGLK.
On 5/5/19 10:58 AM, Paul Gilbert wrote:
> It doesn't add any significant delay. An individual picture is only
> decoded when a ".raw" file is opened, and the virtual filesystem
> pretty much simply wraps the results of the Infocom decompression code
> in a stream so that all file reads read from that memory buffer. As
> for animations, that'll be an interesting question. The Glk code only
> deals with drawing static pictures by frame number. So it's likely the
> existing Magnetic engine does it's own manual handling of animations
> currently. If so, I could probably add code to present the animations
> as if they were a graphics format that supports frames, like APNG or
> GIF, then have the core Glk handle drawing the animation when an
> animated picture number is specified for drawing. Maybe.. I'll have to
> see how it goes.
>
> Paul.
>
> On Sun, May 5, 2019 at 5:06 PM Thomas Dettbarn <dettus at dettus.net
> <mailto:dettus at dettus.net>> wrote:
>
> Sounds like a compromise. How fast is it? Would it be able to
> handle animations?
>
>
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