Hey everyone. As I mentioned, the past week I’ve been working on implementing some savestate management features, namely loading games directly from savestates ‘-x’, and listing savestates ‘–list-saves’. Some engines already supported these features, and I have added support for some of the engines that didn’t. I’ve added ‘-x’ support for LURE and PARALLACTION, and I’m still working on AGOS and GOB. I’ve added ‘–list-saves’ support for quite a few engines as well.
Month: July 2008
The past week, after gaining much understanding of how sound is implemented in the engines, I have made some progress getting the settings in the Options dialog to function correctly as well as implemented properly for most engines. Learning how the sound should be implemented and finding the common ground between all of the engines was a challenging part of the Global Main Menu portion of my task.
In the following engines, modifying the sound settings through the GMM works very well, meaning that the volume for music, sfx, and speech can all be adjusted separately:
Well, it looks like I ended up doing the opposite of what I had planned.
Most of my progress has actually been made in improving the implementation of the Global Main Menu. I have gotten rid of the Quit and RTL flags that were being used by the engines. This is better because previously the Quit flag had to be made public, and the GMM code needed to access these flags, which was not good.
It’s been about a week and a half since my last post, I had meant to make an update sooner (sorry, time has just been flying by). I have implemented the Global Main Menu, and it is coming up in all of the engines. We are able to ‘Quit’ and ‘Return to Launcher’ from the GMM, and there are ‘About’ and ‘Options’ dialogs as well. Also, the sound settings for most engines are configurable through the GMM’s Options dialog. I am still working on getting the sound settings to work for the following engines: AGI, LURE, QUEEN, and SCUMM.