Discworld1 is completable

Yes, it has been less than a month, and Discworld 1 is completable. Actually it is completable since last Sunday, just afer 215 commits. Now the commit count is 320, as the Tinsel engine team works pretty fast. It has been mentioned on the forums that there are few glitches and some portability issues (mainly endianness, 64-bitness and alignment), but the engine itself is in a very good shape.

Though don’t ask when the engine will land to trunk. There is a major task ahead, that is engine rewriting. Yes, that’s right. We chose a most efficient path of adopting, that is take original sources and port them quickly to ScummVM OSystem. But the code now reselmbles original a lot, and this is a big no-no according to our license agreement with the rights holders. So we have to refactor it, rewrite, and get rid of those co-routines, which will make the engine wastly different from what we have now. And only then we will go public.

Next target is DW2, and perhaps we will integrate it before the refactoring will finish, granted that we will get hold of it soon.

Anyway, this is already a really exciting news.

ScummVM Goes Wii

Today we finally accepted patches by dhewg which implement Wii port of ScummVM. It is one of long awaited ports, and we’re happy to have dhewg onboard. That means that this port will be official with our next release, and that users of this port can get some help even now. There has been created another subform specially for port-related discussions.

It is yet another great platform, and I myself witnessed one more time how portable ScummVM is. I will truly need that experience to myself pretty soon, just when that package with some cool  gadget will arrive and I will start hacking for it 🙂