Re: Contributing to ScummVM with an interpreter for Magnetic Scrolls?

Paul Gilbert <[email protected]> Wed, 1 May 2019 13:10:53 +1000
Newsgroups gmane.games.devel.scummvm
Message-ID <CAEkg9RPonvo+6Yvvj=eoGNuVtuK-jNX+kkkAAyDqXYHh7ryxcQ@mail.gmail.com>
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Hi Thomas,

I'm not sure of the status of the Gargoyle Magnetic Scrolls sub-engine, and
I don't currently have any Magnetic Scrolls games handy to test it on. But
unless it's significantly lacking in support for the later games that your
own work adds support for, it'll likely prove easier to work on converting
it, I'm afraid. Since, after all, someone else has already done the work of
hooking it up to Glk as well. So it'll be easier to do minimal work
(relatively speaking) to hook it up to the ScummVM version of the Glk
layer. And then I can keep testing it as I properly objectify everything to
make sure I don't break anything along the way.

Though I'll be unlikely to be spending much time beyond basic polishing up
of the sub-engine afterwards. So based on your experience with the games &
engine involved, there might be opportunities afterwards for you to
contribute if you're interested, and to do pull requests to improve the
functionality of the engine based on your work.

Regards,

Paul.


On Wed, May 1, 2019 at 2:55 AM dettus <[email protected]> wrote:

> Hello.
>
>
> I must admit that I have not heard about Gargoyle or GLK before.
>
> Judging from the github repository, the Gargoyle engine for Magnetic
> Scrolls is using the original magnetic interpreter from Niclas Karlson.
> What he did was, as far as I know, reverse-engineer the C64 ports of the
> Magnetic Scrolls games in a painstaking process to make them run on DOS.
> What I did was starting from scratch and using his code as a reference. His
> code is probably more settled than mine. Plus, I'd hate to step on
> somebody's toes who has already invested copious amounts of time and energy
> into a project, so if you prefer to use his code: Please, please do so!
>
> What I can offer you is an engine using a more modern coding style. Even
> though it is C, I am sure that it can be integrated easily with C++
> projects. I have worked with projects that use both languages and I am
> experienced in designing APIs for that.
>
>
> Thus far, I have the following function pointers for callbacks:
>
>
> typedef int (*cbLineAOutputChar)(void* context,char c,unsigned char
> controlD2,unsigned char flag_headline);
> typedef int (*cbLineAOutputString)(void* context,char* string,unsigned
> char controlD2,unsigned char flag_headline);
> typedef int (*cbLineAInputString)(void* context,int* len,char* string);
> typedef int (*cbLineADrawPicture)(void* context,tPicture* picture,int
> mode);
> typedef int (*cbLineASaveGame)(void* context,char* filename,void* ptr,int
> len);
> typedef int (*cbLineALoadGame)(void* context,char* filename,void* ptr,int
> len);
>
> As well as those API functions:
>
> // configuration functions
> int lineA_getsize(int* size);
> int lineA_init(void* hLineA,void* pSharedMem,int *sharedmemsize,void*
> pMag,int magsize,void* pGfx,int gfxsize);
> int lineA_getVersion(void* hLineA,int* version);
> int lineA_setCBoutputChar(void* hLineA,cbLineAOutputChar pCB,void
> *context);
> int lineA_setCBoutputString(void* hLineA,cbLineAOutputString pCB,void*
> context);
> int lineA_setCBinputString(void* hLineA,cbLineAInputString pCB,void*
> context);
> int lineA_setCBDrawPicture(void* hLineA,cbLineADrawPicture pCB,void*
> context);
> int lineA_setCBSaveGame(void* hLineA,cbLineASaveGame pCB,void* context);
> int lineA_setCBLoadGame(void* hLineA,cbLineALoadGame pCB,void* context);
>
>
> You typically initialize the engine with pointers to the game binaries,
> set the function pointers, and let it run. When it reaches a point where an
> input is required, the engine generates a callback and pauses until the
> callback returns.
>
>
> Regarding pictues: They are also being rendered internally, and another
> callback is triggered. An upper layer must draw it in whatever way it deems
> appropriate. So, it does not really care where it sits, or if it will even
> be displayed. The data format itself is very basic, almost .xpm.
>
>
> typedef struct _tPicture
> {
>         unsigned int palette[16];
>         int height;
>         int width;
>         char pixels[65536];
> } tPicture;
>
>
> I am sure I can design an extra function for animations, such as this:
>
> typedef int (*cbLineADrawAnimation)(void* context,tPicture* frames[],int
> mode,int framenum,int delay);
>
>
>
> Please let me know if this is of interested to you.
>
> Thomas
>
>
>
> On 4/30/19 2:20 AM, Paul Gilbert wrote:
>
> Hi guys,
>
> Thanks for the excellent summary of the current status, Filippos. As he
> said, I'm currently in the middle of working my way through converting all
> the Gargoyle engines to ScummVM, cleaning them up and making them conform
> to our coding requirements, as well as making them proper C++ classes. If
> you do decide to work on the Gargoyle sub-engine, please let me know.. I'll
> hold off working on it until after I've converted the remaining
> sub-engines. That'll give you plenty of time.. the TADS & Hugo sub-engines
> are big enough that that'll likely take me a while to finish converting :).
>
> If you have any questions about the Glk engine specifically, feel free to
> drop me a line.  There's also the technical forums at intfiction.org.
> Though my schedule is a bit packed for the next few weeks, so if you do
> email, I may take a bit to get back to you.
>
> As far as music and animation goes, music at least should be easy, so long
> as it's a standard format ScummVM understands. Currently the engine
> supports raw sound, wav files, aiff, and mp3. As for graphics, that's
> somewhat straightforward as well, as long as the graphics can be segmented
> into completely separate windows than the text, and it looks like the
> Magnetic Scroll games do.. when you create windows in Glk, you can specify
> what portion of the screen each will use (for text vs graphics). I've had a
> lot of trouble with the Frotz sub-engine, but only because graphics and
> text can intermingle in the same windows, which Glk doesn't allow.
>
> Regards,
>
> Paul Gilbert (aka DreamMaster).
>
>
>
>
>
> On Mon, Apr 29, 2019 at 7:18 PM Filippos Karapetis <[email protected]>
> wrote:
>
>> Sorry, forgot to say that the glk engine in ScummVM can be found here:
>> https://github.com/scummvm/scummvm/tree/master/engines/glk
>>
>> There are currently subengines for the alan2, frotz, glulxe, magnetic,
>> scott, and tads interpreters, in various stages of development. dreammaster
>> is mainly working on these. You can also find information about the glk
>> engine in our wiki:
>> https://wiki.scummvm.org/index.php?title=ScummGlk
>>
>> Regards
>> Filippos Karapetis
>>
>> On Mon, Apr 29, 2019 at 12:14 PM Filippos Karapetis <[email protected]>
>> wrote:
>>
>>> Hello, and glad to hear about your interest in ScummVM, and your work on
>>> the Magnetic Scrolls games!
>>>
>>> It's great that you are working on this. Bear in mind, though, that
>>> there has been extensive work on the Magnetic Scrolls games, which has been
>>> integrated into the Gargoyle interpreter:
>>> http://ccxvii.net/gargoyle/
>>>
>>> Gargoyle is being integrated as a subengine into ScummVM, in the glk
>>> engine. The glk engine is a port of the Gargoyle engine into ScummVM.
>>> There's an extensive wiki for Gargoyle, here:
>>> http://ifwiki.org/index.php/Gargoyle
>>>
>>> So, my advice would be to make your engine part of the glk engine, and
>>> base your work on the already working Magnetic Scrolls interpreter from the
>>> Gargoyle engine. The interpreter is open source, and can be found here:
>>> https://github.com/garglk/garglk/tree/master/terps/magnetic
>>>
>>> The list of supported Magnetic Scrolls games can be found here:
>>>
>>> https://github.com/garglk/garglk/blob/master/terps/magnetic/Generic/games.txt
>>>
>>> And there's an archive about interactive fiction games, where a lot of
>>> resources about the Magnetic Scrolls games can be found, here:
>>>  http://www.ifarchive.org/indexes/if-archive/magnetic-scrolls/
>>>
>>> Thanks for your interest in these games! It would be great to see your
>>> work on them :)
>>>
>>> Regards
>>> Filippos Karapetis
>>>
>>>
>>> On Mon, Apr 29, 2019 at 10:08 AM dettus <[email protected]> wrote:
>>>
>>>> Hello.
>>>>
>>>>
>>>> My name is Thomas, I am a big fan of ScummVM.
>>>>
>>>> Currently, I am in the process of writing an interpreter for classic
>>>> text adventures from Magnetic Scrolls, such as "The Pawn" or "The Guild
>>>> Of Thieves".
>>>>
>>>> Even though I am not saying that it SHOULD be integrated into ScummVM,
>>>> I
>>>> would like to think that it COULD. It is WAY to early to really start
>>>> integrating it, but I like to be prepared.
>>>>
>>>>
>>>>
>>>> So, the reason why I am writing this mail is because I would be
>>>> interested as on how I would have to design my code to make it
>>>> possible.
>>>> Currently, my interpreter needs a couple of hooks into any form of GUI:
>>>>
>>>> - Initialization, where pointers to the original binaries are being
>>>> provided
>>>>
>>>> - Callbacks for textual input (strings)
>>>> - Callbacks for textual output (strings)
>>>> - Callbacks for textual output (characters)
>>>> - Callbacks for drawing a picture (XPM)
>>>>
>>>> My code is purely C, so callbacks I am using function pointers. Said
>>>> functions are, at the moment, doing nothing more than just a simple
>>>> printf() and fgets(). The games I can play so far are "The Pawn", "The
>>>> Guild of Thieves" and "Jinxter". HOWEVER, later games, such as
>>>> "Corruption", "Myth", "Fish!" and "Wonderland" added features such as
>>>> animation and music.
>>>>
>>>> SO MY QUESTION is this: How would I best design the callbacks for
>>>> animation and music in way so that it MIGHT be integratable into
>>>> ScummVM?
>>>>
>>>>
>>>>
>>>> Dettus
>>>>
>>>>
>>>>
>>>> P.S.: My interpreter is available at http://www.dettus.net/dMagnetic.
>>>>
>>>> (Hopefully this link, and the fact that this is my first email will not
>>>> make this spam. ;) )
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> Scummvm-devel mailing list
>>>> [email protected]
>>>> https://lists.scummvm.org/listinfo/scummvm-devel
>>>>
>>>
>>>
>>> --
>>> "Experience is the name every one gives to their mistakes" - Oscar Wilde
>>>
>>
>>
>> --
>> "Experience is the name every one gives to their mistakes" - Oscar Wilde
>> _______________________________________________
>> Scummvm-devel mailing list
>> [email protected]
>> https://lists.scummvm.org/listinfo/scummvm-devel
>>
>
> _______________________________________________
> Scummvm-devel mailing [email protected]://lists.scummvm.org/listinfo/scummvm-devel
>
> _______________________________________________
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> [email protected]
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>

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<div dir=3D"ltr">Hi Thomas,<div><br></div><div>I&#39;m not sure of the stat=
us of the Gargoyle Magnetic Scrolls sub-engine, and I don&#39;t currently h=
ave any Magnetic Scrolls games handy to test it on. But unless it&#39;s sig=
nificantly lacking in support for the later games that your own work adds s=
upport for, it&#39;ll likely prove easier to work on converting it, I&#39;m=
 afraid. Since, after all, someone else has already done the work of hookin=
g it up to Glk as well. So it&#39;ll be easier to do minimal work (relative=
ly speaking) to hook it up to the ScummVM version of the Glk layer. And the=
n I can keep testing it as I properly objectify everything to make sure I d=
on&#39;t break anything along the way.</div><div><br></div><div>Though I&#3=
9;ll be unlikely to be spending much time beyond basic polishing up of the =
sub-engine afterwards. So based on your experience with the games &amp; eng=
ine involved, there might be opportunities afterwards for you to contribute=
 if you&#39;re interested, and to do pull requests to improve the functiona=
lity of the engine based on your work.</div><div><br></div><div>Regards,</d=
iv><div><br></div><div>Paul.</div><div><br></div></div><br><div class=3D"gm=
ail_quote"><div dir=3D"ltr" class=3D"gmail_attr">On Wed, May 1, 2019 at 2:5=
5 AM dettus &lt;<a href=3D"mailto:[email protected]" target=3D"_blank">dett=
[email protected]</a>&gt; wrote:<br></div><blockquote class=3D"gmail_quote" sty=
le=3D"margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);paddi=
ng-left:1ex">
 =20
   =20
 =20
  <div bgcolor=3D"#FFFFFF">
    <p>Hello.</p>
    <p><br>
    </p>
    <p>I must admit that I have not heard about Gargoyle or GLK before.
    </p>
    <p>Judging from the github repository, the Gargoyle engine for
      Magnetic Scrolls is using the original magnetic interpreter from
      Niclas Karlson. What he did was, as far as I know,
      reverse-engineer the C64 ports of the Magnetic Scrolls games in a
      painstaking process to make them run on DOS. What I did was
      starting from scratch and using his code as a reference. His code
      is probably more settled than mine. Plus, I&#39;d hate to step on
      somebody&#39;s toes who has already invested copious amounts of time
      and energy into a project, so if you prefer to use his code:
      Please, please do so!=C2=A0 <br>
    </p>
    <p>What I can offer you is an engine using a more modern coding
      style. Even though it is C, I am sure that it can be integrated
      easily with C++ projects. I have worked with projects that use
      both languages and I am experienced in designing APIs for that. </p>
    <p><br>
    </p>
    <p>Thus far, I have the following function pointers for callbacks:</p>
    <p><br>
    </p>
    <p><tt>typedef int (*cbLineAOutputChar)(void* context,char
        c,unsigned char controlD2,unsigned char flag_headline);</tt><tt><br=
>
      </tt><tt>typedef int (*cbLineAOutputString)(void* context,char*
        string,unsigned char controlD2,unsigned char flag_headline);</tt><t=
t><br>
      </tt><tt>typedef int (*cbLineAInputString)(void* context,int*
        len,char* string);</tt><tt><br>
      </tt><tt>typedef int (*cbLineADrawPicture)(void* context,tPicture*
        picture,int mode);</tt><tt><br>
      </tt><tt>typedef int (*cbLineASaveGame)(void* context,char*
        filename,void* ptr,int len);</tt><tt><br>
      </tt><tt>typedef int (*cbLineALoadGame)(void* context,char*
        filename,void* ptr,int len);</tt><tt><br>
      </tt><br>
    </p>
    <p>As well as those API functions:</p>
    <p><tt>// configuration functions</tt><tt><br>
      </tt><tt>int lineA_getsize(int* size);</tt><tt><br>
      </tt><tt>int lineA_init(void* hLineA,void* pSharedMem,int
        *sharedmemsize,void* pMag,int magsize,void* pGfx,int gfxsize);</tt>=
<tt><br>
      </tt><tt>int lineA_getVersion(void* hLineA,int* version);</tt><tt><br=
>
      </tt><tt>int lineA_setCBoutputChar(void* hLineA,cbLineAOutputChar
        pCB,void *context);</tt><tt><br>
      </tt><tt>int lineA_setCBoutputString(void*
        hLineA,cbLineAOutputString pCB,void* context);</tt><tt><br>
      </tt><tt>int lineA_setCBinputString(void*
        hLineA,cbLineAInputString pCB,void* context);</tt><tt><br>
      </tt><tt>int lineA_setCBDrawPicture(void*
        hLineA,cbLineADrawPicture pCB,void* context);</tt><tt><br>
      </tt><tt>int lineA_setCBSaveGame(void* hLineA,cbLineASaveGame
        pCB,void* context);</tt><tt><br>
      </tt><tt>int lineA_setCBLoadGame(void* hLineA,cbLineALoadGame
        pCB,void* context);</tt><tt><br>
      </tt></p>
    <p><br>
    </p>
    <p>You typically initialize the engine with pointers to the game
      binaries, set the function pointers, and let it run. When it
      reaches a point where an input is required, the engine generates a
      callback and pauses until the callback returns.</p>
    <p> <br>
    </p>
    <p>Regarding pictues: They are also being rendered internally, and
      another callback is triggered. An upper layer must draw it in
      whatever way it deems appropriate. So, it does not really care
      where it sits, or if it will even be displayed. The data format
      itself is very basic, almost .xpm.<br>
    </p>
    <p><br>
    </p>
    <p><tt>typedef struct _tPicture</tt><tt><br>
      </tt><tt>{</tt><tt><br>
      </tt><tt>=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 unsigned int pale=
tte[16];</tt><tt><br>
      </tt><tt>=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 int height;</tt><=
tt><br>
      </tt><tt>=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 int width;</tt><t=
t><br>
      </tt><tt>=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 char pixels[65536=
];</tt><tt><br>
      </tt><tt>} tPicture;</tt><tt><br>
      </tt><br>
    </p>
    <p><br>
    </p>
    <p>I am sure I can design an extra function for animations, such as
      this:</p>
    <p><tt>typedef int (*cbLineADrawAnimation)(void* context,tPicture*
        frames[],int mode,int framenum,int delay);</tt></p>
    <p><br>
    </p>
    <p><br>
    </p>
    <p>Please let me know if this is of interested to you.<br>
    </p>
    <p>Thomas</p>
    <p><br>
    </p>
    <p><br>
    </p>
    <div class=3D"gmail-m_4236726755311743145gmail-m_8705712999262349308moz=
-cite-prefix">On 4/30/19 2:20 AM, Paul Gilbert wrote:<br>
    </div>
    <blockquote type=3D"cite">
     =20
      <div dir=3D"ltr">
        <div dir=3D"ltr">Hi guys,
          <div><br>
          </div>
          <div>Thanks for the excellent summary of the current status,
            Filippos. As he said, I&#39;m currently in the middle of workin=
g
            my way through converting all the Gargoyle engines to
            ScummVM, cleaning them up and making them conform to our
            coding requirements, as well as making them proper C++
            classes. If you do decide to work on the Gargoyle
            sub-engine, please let me know.. I&#39;ll hold off working on i=
t
            until after I&#39;ve converted the remaining sub-engines.
            That&#39;ll give you plenty of time.. the TADS &amp; Hugo
            sub-engines are big enough that that&#39;ll likely take me a
            while to finish converting :).</div>
          <div><br>
          </div>
          <div>If you have any questions about the Glk engine
            specifically, feel free to drop me a=C2=A0line.=C2=A0 There&#39=
;s also the
            technical forums at <a href=3D"http://intfiction.org" target=3D=
"_blank">intfiction.org</a>. Though my
            schedule is a bit packed for the=C2=A0next few weeks, so if you
            do email, I may take a bit to get back to you.</div>
          <div><br>
          </div>
          <div>As far as music and animation goes, music at least should
            be easy, so long as it&#39;s a standard format ScummVM
            understands. Currently the engine supports raw sound, wav
            files, aiff, and mp3. As for graphics, that&#39;s somewhat
            straightforward as well, as long as the graphics can be
            segmented into completely separate windows than the text,
            and it looks like the Magnetic Scroll games do.. when you
            create windows in Glk, you can specify what portion of the
            screen each will use (for text vs graphics). I&#39;ve had a lot
            of trouble with the Frotz sub-engine, but only because
            graphics and text can intermingle in the same windows, which
            Glk doesn&#39;t allow.=C2=A0</div>
          <div><br>
          </div>
          <div>Regards,</div>
          <div><br>
          </div>
          <div>Paul Gilbert (aka DreamMaster).</div>
          <div><br>
          </div>
          <div><br>
          </div>
          <div><br>
          </div>
          <div><br>
          </div>
        </div>
      </div>
      <br>
      <div class=3D"gmail_quote">
        <div dir=3D"ltr" class=3D"gmail_attr">On Mon, Apr 29, 2019 at 7:18
          PM Filippos Karapetis &lt;<a href=3D"mailto:[email protected]" tar=
get=3D"_blank">[email protected]</a>&gt; wrote:<br>
        </div>
        <blockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0.8ex=
;border-left:1px solid rgb(204,204,204);padding-left:1ex">
          <div dir=3D"ltr">Sorry, forgot to say that the glk engine in
            ScummVM can be found here:
            <div><a href=3D"https://github.com/scummvm/scummvm/tree/master/=
engines/glk" target=3D"_blank">https://github.com/scummvm/scummvm/tree/mast=
er/engines/glk</a>=C2=A0</div>
            <div><br>
            </div>
            <div>There are currently subengines for the alan2, frotz,
              glulxe, magnetic, scott, and tads interpreters, in various
              stages of development. dreammaster is mainly working on
              these. You can also find information about the glk engine
              in our wiki:</div>
            <div><a href=3D"https://wiki.scummvm.org/index.php?title=3DScum=
mGlk" target=3D"_blank">https://wiki.scummvm.org/index.php?title=3DScummGlk=
</a></div>
            <div><br>
            </div>
            <div>Regards</div>
            <div>Filippos Karapetis=C2=A0</div>
          </div>
          <br>
          <div class=3D"gmail_quote">
            <div dir=3D"ltr" class=3D"gmail_attr">On Mon, Apr 29, 2019 at
              12:14 PM Filippos Karapetis &lt;<a href=3D"mailto:bluegr@gmai=
l.com" target=3D"_blank">[email protected]</a>&gt; wrote:<br>
            </div>
            <blockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0=
.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
              <div dir=3D"ltr">Hello, and glad to hear about your interest
                in ScummVM, and your work on the Magnetic Scrolls games!
                <div><br>
                </div>
                <div>It&#39;s great that you are working on this. Bear in
                  mind, though, that there has been extensive work on
                  the Magnetic Scrolls games, which has been integrated
                  into the Gargoyle interpreter:</div>
                <div><a href=3D"http://ccxvii.net/gargoyle/" target=3D"_bla=
nk">http://ccxvii.net/gargoyle/</a></div>
                <div><br>
                </div>
                <div>Gargoyle is being integrated as a subengine into
                  ScummVM, in the glk engine. The glk engine is a port
                  of the Gargoyle engine into ScummVM. There&#39;s an
                  extensive wiki for Gargoyle, here:</div>
                <div><a href=3D"http://ifwiki.org/index.php/Gargoyle" targe=
t=3D"_blank">http://ifwiki.org/index.php/Gargoyle</a>=C2=A0=C2=A0<br>
                </div>
                <div><br>
                </div>
                <div>So, my advice would be to make your engine part of
                  the glk engine, and base your work on the already
                  working Magnetic Scrolls interpreter from the Gargoyle
                  engine. The interpreter is open source, and can be
                  found here:</div>
                <div><a href=3D"https://github.com/garglk/garglk/tree/maste=
r/terps/magnetic" target=3D"_blank">https://github.com/garglk/garglk/tree/m=
aster/terps/magnetic</a>=C2=A0</div>
                <div><br>
                </div>
                <div>The list of supported Magnetic Scrolls games can be
                  found here:</div>
                <div><a href=3D"https://github.com/garglk/garglk/blob/maste=
r/terps/magnetic/Generic/games.txt" target=3D"_blank">https://github.com/ga=
rglk/garglk/blob/master/terps/magnetic/Generic/games.txt</a></div>
                <div><br>
                </div>
                <div>And there&#39;s an archive about interactive fiction
                  games, where a lot of resources about the Magnetic
                  Scrolls games can be found, here:</div>
                <div>=C2=A0<a href=3D"http://www.ifarchive.org/indexes/if-a=
rchive/magnetic-scrolls/" target=3D"_blank">http://www.ifarchive.org/indexe=
s/if-archive/magnetic-scrolls/</a><br>
                </div>
                <div><br>
                </div>
                <div>Thanks for your interest in these games! It would
                  be great to see your work on them :)</div>
                <div><br>
                </div>
                <div>Regards</div>
                <div>Filippos Karapetis</div>
                <div><br>
                </div>
              </div>
              <br>
              <div class=3D"gmail_quote">
                <div dir=3D"ltr" class=3D"gmail_attr">On Mon, Apr 29, 2019
                  at 10:08 AM dettus &lt;<a href=3D"mailto:[email protected]=
t" target=3D"_blank">[email protected]</a>&gt;
                  wrote:<br>
                </div>
                <blockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0=
px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Hello.<br=
>
                  <br>
                  <br>
                  My name is Thomas, I am a big fan of ScummVM.<br>
                  <br>
                  Currently, I am in the process of writing an
                  interpreter for classic <br>
                  text adventures from Magnetic Scrolls, such as &quot;The
                  Pawn&quot; or &quot;The Guild <br>
                  Of Thieves&quot;.<br>
                  <br>
                  Even though I am not saying that it SHOULD be
                  integrated into ScummVM, I <br>
                  would like to think that it COULD. It is WAY to early
                  to really start <br>
                  integrating it, but I like to be prepared.<br>
                  <br>
                  <br>
                  <br>
                  So, the reason why I am writing this mail is because I
                  would be <br>
                  interested as on how I would have to design my code to
                  make it possible. <br>
                  Currently, my interpreter needs a couple of hooks into
                  any form of GUI:<br>
                  <br>
                  - Initialization, where pointers to the original
                  binaries are being provided<br>
                  <br>
                  - Callbacks for textual input (strings)<br>
                  - Callbacks for textual output (strings)<br>
                  - Callbacks for textual output (characters)<br>
                  - Callbacks for drawing a picture (XPM)<br>
                  <br>
                  My code is purely C, so callbacks I am using function
                  pointers. Said <br>
                  functions are, at the moment, doing nothing more than
                  just a simple <br>
                  printf() and fgets(). The games I can play so far are
                  &quot;The Pawn&quot;, &quot;The <br>
                  Guild of Thieves&quot; and &quot;Jinxter&quot;. HOWEVER, =
later games,
                  such as <br>
                  &quot;Corruption&quot;, &quot;Myth&quot;, &quot;Fish!&quo=
t; and &quot;Wonderland&quot; added
                  features such as <br>
                  animation and music.<br>
                  <br>
                  SO MY QUESTION is this: How would I best design the
                  callbacks for <br>
                  animation and music in way so that it MIGHT be
                  integratable into ScummVM?<br>
                  <br>
                  <br>
                  <br>
                  Dettus<br>
                  <br>
                  <br>
                  <br>
                  P.S.: My interpreter is available at <a href=3D"http://ww=
w.dettus.net/dMagnetic" rel=3D"noreferrer" target=3D"_blank">http://www.det=
tus.net/dMagnetic</a>.<br>
                  <br>
                  (Hopefully this link, and the fact that this is my
                  first email will not <br>
                  make this spam. ;) )<br>
                  <br>
                  <br>
                  <br>
                  <br>
                  <br>
                  _______________________________________________<br>
                  Scummvm-devel mailing list<br>
                  <a href=3D"mailto:[email protected]" target=
=3D"_blank">[email protected]</a><br>
                  <a href=3D"https://lists.scummvm.org/listinfo/scummvm-dev=
el" rel=3D"noreferrer" target=3D"_blank">https://lists.scummvm.org/listinfo=
/scummvm-devel</a><br>
                </blockquote>
              </div>
              <br clear=3D"all">
              <div><br>
              </div>
              -- <br>
              <div dir=3D"ltr" class=3D"gmail-m_4236726755311743145gmail-m_=
8705712999262349308gmail-m_3635847852077674210gmail-m_2011843848087004711gm=
ail_signature">&quot;Experience
                is the name every one gives to their mistakes&quot; - Oscar
                Wilde </div>
            </blockquote>
          </div>
          <br clear=3D"all">
          <div><br>
          </div>
          -- <br>
          <div dir=3D"ltr" class=3D"gmail-m_4236726755311743145gmail-m_8705=
712999262349308gmail-m_3635847852077674210gmail_signature">&quot;Experience
            is the name every one gives to their mistakes&quot; - Oscar Wil=
de
          </div>
          _______________________________________________<br>
          Scummvm-devel mailing list<br>
          <a href=3D"mailto:[email protected]" target=3D"_bla=
nk">[email protected]</a><br>
          <a href=3D"https://lists.scummvm.org/listinfo/scummvm-devel" rel=
=3D"noreferrer" target=3D"_blank">https://lists.scummvm.org/listinfo/scummv=
m-devel</a><br>
        </blockquote>
      </div>
      <br>
      <fieldset class=3D"gmail-m_4236726755311743145gmail-m_870571299926234=
9308mimeAttachmentHeader"></fieldset>
      <pre class=3D"gmail-m_4236726755311743145gmail-m_8705712999262349308m=
oz-quote-pre">_______________________________________________
Scummvm-devel mailing list
<a class=3D"gmail-m_4236726755311743145gmail-m_8705712999262349308moz-txt-l=
ink-abbreviated" href=3D"mailto:[email protected]" target=3D"=
_blank">[email protected]</a>
<a class=3D"gmail-m_4236726755311743145gmail-m_8705712999262349308moz-txt-l=
ink-freetext" href=3D"https://lists.scummvm.org/listinfo/scummvm-devel" tar=
get=3D"_blank">https://lists.scummvm.org/listinfo/scummvm-devel</a>
</pre>
    </blockquote>
  </div>

_______________________________________________<br>
Scummvm-devel mailing list<br>
<a href=3D"mailto:[email protected]" target=3D"_blank">Scummv=
[email protected]</a><br>
<a href=3D"https://lists.scummvm.org/listinfo/scummvm-devel" rel=3D"norefer=
rer" target=3D"_blank">https://lists.scummvm.org/listinfo/scummvm-devel</a>=
<br>
</blockquote></div>

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