Hi there! The title is a bit of a pun, because this week was spent primarily on the ‘story’ part of the engine. Last week I mentioned that the next step was to implement level and then move on to the skeleton of the room object. Before getting into Story, I’ll mention right now that… Continue reading Weekly Update – Story time
Weekly Update – Midterm week
Welcome back! I am happy to have passed the midterm and can continue onwards with the project. This past week This week has been mostly about tidying some things up (mostly with regard to git) and getting started with the next steps. Something that I have needed to keep better track of are my git… Continue reading Weekly Update – Midterm week
Conceptualizing The Game Engine
Welcome back Today I would like to finally tie together the stuff I’ve been talking about in previous posts about the structure of the game engine, with images and diagrams! Some of this will probably feel obvious, but I think it’s an interesting topic to discuss none the less, so that’s why it’s here and… Continue reading Conceptualizing The Game Engine
Weekly Update – Progress
Welcome Next week is the midterm evaluation, so I think this is a good opportunity to take a look at things that have been done, and what is on the docket for the near future. To begin, I’ll quickly outline what I did the past week, and then I will briefly go over what I’ve… Continue reading Weekly Update – Progress
Weekly Update – More structure
Welcome Back! I really do have some more interesting posts brewing currently, but they still need a bit more time. For example, as I’ve translated further parts of the engine, my concept of how sprites function specifically has changed, and may change again as I get closer to when I plan to translate the sprite… Continue reading Weekly Update – More structure
Weekly Update – Engine Structure
Welcome back! Going forward, I will be separating the more in-depth posts about specific subsystems, and the general update for each week. For example, I am working on a post all about the interesting and very confusing nature of sprites, their data, and their animations (with some neat graphics!). In a different post, I want… Continue reading Weekly Update – Engine Structure
One bit, Two bit, Red bit, Blue bit
Welcome back! Last week I mentioned that the next step would be to work on translating Kernal.gs and Driver.gs. These files contain many important functions for the entire game engine, including the main game loop and the initialization before it. These two files are distinct in the context of the apple IIGS, but for our… Continue reading One bit, Two bit, Red bit, Blue bit
Translating Assembly
Welcome Back! Since the last post, I finished translating the decompression routines, experimented a little with displaying an image, and looked further into the structure and program flow of the game. However before diving further into that I thought it would be a good time to make this post about the process of translating Assembly… Continue reading Translating Assembly
ProDOS File System
The first week of the coding period is over, and there a few things to talk about. ProDOS File System Last week I talked about how The Immortal is stored as .dsk files formatted as ProDOS. Since ScummVm did not have a way to read ProDOS specifically, the first thing that needed to be done… Continue reading ProDOS File System
Game versions, file systems, and the next step
The first day of the coding period starts tomorrow, so it’s time for an update! There are two important things to go over since the last post. The first is about the version of the game being used, and the second is following up from that. Game Version My original assumption with the project was… Continue reading Game versions, file systems, and the next step