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Scummvm myst saving8/17/2023 ![]() I was hoping to block off slot 0 to future user saves so as to prevent the case of the user saving in slot 0 and then playing for a while and then forgetting to save and exiting. If slot 0 is not marked off as Autosave then they can save in this slot and hence disable autosave. The default period is 300 secs for this value, which most users will probably not change. With this feature the user will only have enabled autosaving ifġ.) They don't already have a save in slot 0Ģ.) They don't save to slot 0 before the first config set autosave period. I removed the redundant enum for the should I prefer using getMillis() over getTotalPlayTime() the latter is what I am currently using and it seems to work.Īfter we have discussed the autosave operation a bit I am not sure how useful/used the autosave will be. I am now using the default shouldPerformAutoSave() so that just grabs the config based period (issue 2), and I have also moved the polling into the doFrame function (issue 4). Overwriting users's saves must be avoided. I like idea of not writing an autosave in slot 0 if there is already a non autosave save in there. If it's possible to save and the state changed since the last autosave and there has not been an autosave in the last few seconds then save. The save would be made as soon as the delay is expired and it's possible to save.Ĭheckpoint based saves are possible as well. I have no objections to time-based autosaving. If users rely on autosaving, then they can loose progress because the game did not save when they thought it would. But then an autosave will be made when quitting while the game is interactive, and not when it's playing a script. Saving when quitting must obey those rules. See MohawkEngine_Myst::canSaveGameStateCurrently. It's also forbidden to save in some stacks because there are no scripts to restore to. Saving is not allowed when scripts are running to prevent saves with an inconsistent state. These are some of the features that ScummVM has over the original games.Autosaving is a tricky question in Myst. Might and Magic 4 & 5.ĭeveloped by Nucleosys, Scream engine was only usedįor the cult classic adventure game, Scratches ![]() Text adventure - Colossal Cave Adventure (the first known work of interactive fiction and the first text adventure game) and about 1600 more.3D point-and-click adventure - Grim Fandango, Escape from Monkey Island, The Longest Journey.2D point-and-click adventure - Monkey Island, Maniac Mansion, Sam & Max, Blade Runner, Simon the Sorcerer, Broken Sword, King's Quest, The Neverhood, Indiana Jones, and many more from companies such as LucasArts, Sierra, Adventure Soft, Humongous Entertainment, Revolution, etc.For a more complete list, check out their compatibility page. Here are just a few examples of the games it can run. ScummVM supports over 250 games from many publishers and developers. On October 9, 2020, in a similar precedent to MAME and its fork MESS, the ScummVM Team merged the sister project ResidualVM into the ScummVM repository. Disney even republished Maniac Mansion on Steam using an outdated version of ScummVM. Support for many games in ScummVM has even been contributed by official developers. ![]() Multiple versions of the same game are often supported, such as PC and console ports. ![]() Unlike a full-fledged system emulator, ScummVM only uses the resources it needs to run the games, like the original SCUMM (though the codebase does have emulators for hardware like sound cards), making the system requirements very modest and forgiving. ScummVM is similar the simplicity of the engine makes it portable to a wide variety of platforms. But LucasArts also used it for manipulating graphics and sound, as doing so alleviated the burden of having to redevelop Maniac Mansion from scratch, and save time on getting subsequent ports to market. The technique of using a virtual machine for game development is not new, as it was previously used for text adventure games in the form of the Z-machine. SCUMM is notable for its portability, having originally been designed for the Commodore 64, and then later ported to the Apple II and IBM PC. ScummVM was originally a reverse engineered reimplementation of SCUMM, the game engine used in the adventure game Maniac Mansion, and it released on October 8, 2001. ScummVM is an open-source collection of game engine recreations and source ports based around various adventure games and RPGs from the late 80s and 90s, and supports over 280 games (over 1800 if you count text adventures), making it the biggest project of its kind. Ludvig Strigeus (ludde), Vincent "yaz0r" Hamm, ScummVM TeamĮugene Sandulenko (sev), Arnaud Boutonné (Strangerke), ScummVM Team
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