Re: Contributing to ScummVM with an interpreter for Magnetic Scrolls?
Thomas Dettbarn <[email protected]> Sun, 5 May 2019 09:06:44 +0200 (CEST)
| Newsgroups | gmane.games.devel.scummvm |
|---|---|
| Message-ID | <[email protected]> |
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</head><body><p>Sounds like a compromise. How fast is it? Would it be able =
to handle animations? </p><p><br></p><blockquote type=3D"cite">Paul Gi=
lbert <[email protected]> hat am 5. Mai 2019 um 00:15 geschrie=
ben: <br> <br><div dir=3D"ltr">HI Thomas,<div><br></div><div>Not directly f=
or libxglk, I'm afraid. What I did for the ScummVM implementation was t=
o utilize a nifty feature of the ScummVM framework that allows the creation=
of virtual file systems that expose files as if they're standard files=
you can open with a Common::File just like files in the game directory. Us=
ing this, in the engines\glk\frotz\pics.cpp I create a virtual archive of a=
ll the pictures that the original Infocom games had, and expose them as a r=
eally simple "raw" format, like pic1.raw, pic2.raw, and so on. The =
Glk core has then been enhanced so that when you request to, for example, d=
raw picture #1, in addition to looking for pic1.jpg, pic1.png, it also look=
s for pic1.raw, and if it finds it, loads it up and displays it just like i=
t would JPG & PNG.</div><div><br></div><div>This way, I didn't have=
to put Frotz specific rendering code in the core Glk layer. So I'll do=
something similar when I implement the existing Magnetic Glk engine. Maybe=
you could do something similar for libxglk if you keep using it.</div><div=
><br></div><div>Paul.</div><div><br></div><div><br></div><div><br></div><di=
v><br></div></div><br><div class=3D"ox-bb87fbf8d4-gmail_quote"><div dir=3D"=
ltr" class=3D"ox-bb87fbf8d4-gmail_attr">On Sat, May 4, 2019 at 8:40 PM dett=
us < <a href=3D"mailto:[email protected]">[email protected]</a>> wr=
ote: <br></div><blockquote>Hello. <br> <br> <br> So, I looked into GLK. As =
you can see from the screenshot at <br> <a href=3D"http://www.dettus.net/dM=
agnetic/xglk_pawn.png" target=3D"_blank" rel=3D"noopener">http://www.dettus=
.net/dMagnetic/xglk_pawn.png</a> , I made some progress. <br> However, pict=
ures seem to be handled quite archaic by this. <br> Or at least with the li=
bxglk frontend. Apparently, there are two ways: <br> <br> 1. Draw the recta=
ngles yourself (Which is what I did. Which is <br> slooooooooow.) <br> 2. S=
tore the image as an .png or .jpeg file, load it, display it. <br> <br> Per=
sonally, I would have preferred an interface where I could hand over <br> a=
memory pointer, and let the GUI figure out the best way to render it <br> =
on screen. <br> <br> <br> On top of that: The libxglk library itself is out=
dated. <br> <br> <br> Any hints? <br> <br> <br> Thomas <br> <br> <br> <br> =
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