Welcome back! It’s been quite a while since I’ve updated this blog, sorry about that. But don’t worry, I’m still working on the Immortal! In fact I have several things to talk about today. First off: I can draw tiles! But before I get into the main part of this post, I wanted to also… Continue reading CNM: A Confounding Non-standard Mechanism for drawing tiles
GSoC Final Report
Welcome! Google Summer of Code 2022 has now ended, so this post will wrap up everything that’s been done and what is left to do. The branch of my repository with the latest code for The Immortal can be found here: https://github.com/Quote58/scummvm/tree/immortal/engines/immortal What has been done – Initial analysis of the source code and ScummVM… Continue reading GSoC Final Report
Weekly Update – Text Rendering
Welcome As shown above, text rendering is now implemented enough to display the introduction to the game. It’s kind of neat, because every time I had tested the game ever since implementing the logic system, it was trying to display this introduction sequence. It was just calling a function that couldn’t render text until… Continue reading Weekly Update – Text Rendering
Weekly Update – “Draw me like one of your french Wizards”
Hello! This is a bit of a special post because I finally have stuff to show that actually has a visual component! Getting to this point took quite a few steps, as you can see below. But there are many interesting things to take away from it which I will get into later in this… Continue reading Weekly Update – “Draw me like one of your french Wizards”
Translating assembly part 2 – Electric boogaloo
Welcome Today isn’t a weekly update, since I did one a few days ago, instead I wanted to discuss something specifically to do with moving between Assembly and C. So, in a smaller, shorter capacity, this is a follow up to the previous post about translating assembly code. I was recently implementing a function for… Continue reading Translating assembly part 2 – Electric boogaloo
Weekly Update
Welcome Just a quick update tonight. We are nearing the end of the program, with the deadline being September 12th. However, I have decided with my mentor to extend the timeline by an additional two weeks. The reason for this, is that the engine is only just now getting sprite drawing implemented, and with an… Continue reading Weekly Update
Mini Update
Hi, Just a quick update from the last one. I did several commits on Tuesday to finish implementing flameSet and get ready to start on sprite drawing. I am in the process now of translating the sprite drawing, however I will be away for a few days (back on Monday), and I will not be… Continue reading Mini Update
Weekly Update – seg-faulty code
Welcome This week is a bit weird for timing, so this update is sort of in the middle of my work cycle. As such, it’s going to be a short couple of updates. Firstly, I want to update the diagram for sprites to reflect a more clear explanation of cycles within sprites: And to make… Continue reading Weekly Update – seg-faulty code
Sprite Art
Welcome Yes, the title is a pun. Today I’m going to talk about sprites in The Immortal. And to do so, I have some art (diagrams). What is a Sprite Sprites are quite interesting, because they fundamentally differ between consoles and computers of the time. On a comparable game console like the Super Nintendo for… Continue reading Sprite Art
Weekly Update – Story and Room things
Welcome Since last week, I’ve worked mostly on Story.GS, and the relevant Level and associated functions. My interpretation of Story has changed a little bit, and Level 0 now has a filled out story function. However the bigger change is that I have now added a skeleton of the Room object, and have been working… Continue reading Weekly Update – Story and Room things