Myst and Riven

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Wally123
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Myst and Riven

Post by Wally123 » Tue Sep 08, 2015 12:55 pm

I am kinda new to this forum, and I decided to join it when I discovered that the Steam and GoG versions of Myst, Myst Masterpiece Edition and Riven are actually somewhat usable in ScummVM. That being said, I think it would be worth the effort to implement .cg filter plugins into ScummVM much the same way they work in RetroArch and SNES9x.

Anyway tangent aside, there is an option missing from Riven that need to be addressed. Specifically it is the transitions that need to be included with water affects.

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DrMcCoy
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Re: Myst and Riven

Post by DrMcCoy » Tue Sep 08, 2015 2:00 pm

Wally123 wrote:That being said, I think it would be worth the effort to implement .cg filter plugins
Our scaler/filter code is relatively static, and mostly hardcoded. It also currently mixes scaling (2x, 3x, hq2x, ...) with output method (SDL backend allows 2D surface or OpenGL) and effect filters (scanlines, dot-matrix). It is in need of serious rewriting, and has been for some time now.

If you want to do this rewriting, we like GitHub pull requests with full and clean solutions.
Wally123 wrote:there is an option missing from Riven
Riven is not yet officially supported, the engine being very WIP in ScummVM. We do not take bug reports or feature requests for unsupported, in-progress games. In general, assume that we know of every little thing wrong and missing in unsupported games, and do not need reminding. Thanks.

digitall
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Post by digitall » Tue Sep 08, 2015 6:31 pm

Wally123: To add to DrMcCoy's response, please check the Wiki and Bug Tracker as we may already be aware of issues:
http://wiki.scummvm.org/index.php/Engin ... ss_Engines
http://wiki.scummvm.org/index.php/Mohawk/TODO

The Scalers were worked on as part of GSoC 2012, but the changes required are extensive and still have not been completed to the point of merging... If you wish to help with this, I suggest talking to LordHoto:
http://wiki.scummvm.org/index.php/Summe ... gin_System
http://singron.blogspot.co.uk/
https://github.com/lordhoto/scummvm/tre ... alers-cont

Wally123
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Post by Wally123 » Wed Sep 09, 2015 12:17 pm

Both of you should check the current source code for SNES9x and the SNES9x Forums to ask permission to implement that code. CG itself is a graphics language is compatible with both OpenGL (and its variants) and Direct3D. By no means am I a programmer...I am a delegate and diplomat. I will bring this subject up with the guys over at SNES9x.

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DrMcCoy
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Post by DrMcCoy » Wed Sep 09, 2015 12:29 pm

Wally123 wrote:Both of you should check the current source code for SNES9x
1) That's not the point.
2) We don't take orders from you.
Wally123 wrote:I will bring this subject up with the guys over at SNES9x
Unless you personally wish to do the work (and from what I know about SNES9x, it's not a matter of simply copying over code; like I said, the ScummVM code needs extensive reworking), do not bother the SNES9x devs.

I suggest that you stop talking about things you don't know anything about.

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