kingmakeress
Commodore
Nice, keep up the good work!
Latest release for wc1-re is here: https://github.com/neuromancer/wc1-re/releases/tag/v0.0.11. The enhancement list of the SDL2 port is here (some of them require command line options, check the README for details):
Runs from either Kilrathi Saga or DOS game data, detected automatically Resizable window, fullscreen toggle, and mouse capture Aspect-correct 4:3 presentation and pointer mapping Camera-relative left/right panning for in-flight sound effects Background planets drawn with correct per-object scaling (WCDX fix) Static on knocked-out cockpit displays, which the 1996 port dropped Landing on the Tiger's Claw from any bearing; retail also required the Claw's bow to face you Mouse wheel throttle control during spaceflight Esc pauses during spaceflight, where the original left it inert Pointer confined only during unpaused, focused spaceflight Gamepad support with automatic SDL mappings and hot-plug OpenGL renderer drawing space objects at output resolution Restored, music-synchronized startup intro OriginFX intro music Heavy-weapon, damage, collision, and afterburner rumble WCAT-style four-button joystick layouts
Next releases of wc1-re will be mostly for fixing bugs reported by players.
I was curious about that tooJust so you know, https://github.com/neuromancer/wc1-re#wing-commander-source-reconstruction-and-sdl2-port says DOS support is partial. Is that part of the readme file now incorrect?
I was today years old when I found out that your gun recharge is affected by your shield status - I always assumed it slowed down due to a cycles/timing/cpu-limited factor while in combatYes, the Hornet (and the Rapier firing lasers) can fire indefinitely, if their shields are full.
Playing the DOS version in the 1990s, I asked someone why they were making such efforts to evade at full shields, and they told me it was to keep their guns recharging at the maximum rate.
Thanks to neuromacer's work, we can now see how this was implemented. In version 0.0.8 it's in the file logic.c, lines 362 to 390, function name replenish_weapon_energy_bank(). If I understand it correctly:
I'm a bit puzzled by the array sizes in globals.c. Wing Commander I supports 24 ships per mission, doesn't it? But does it only store these values for ships in the current action sphere?
- All ships have the same energy store, 100 units.
- If shields are full, you regain 2 energy per cycle.
- If either shield is less than full, you only regain 1 energy per cycle.
- Having both shields recharging doesn't make it any worse.
- Looking at the adjacent function replenish_shields(), the reverse doesn't apply: draining weapon energy doesn't slow shield regeneration.
C:short g_aasShipArmor_0059d420[10][4]; short g_asShipWeaponEnergy_0059d470[16]; short g_aasShipShield_0059d5b0[12][2]; short g_aasShipMaximumShield_0059d6e0[12][2];
WC1 - fixes-and-featuresneuromancer, how close would you say these ports are to a majorly playable state? It would be nice to have a list of sorts detailing what hasbeen implemented, what is left and what future enhancements you plan on adding
neuromancer, how close would you say these ports are to a majorly playable state? It would be nice to have a list of sorts detailing what hasbeen implemented, what is left and what future enhancements you plan on adding
Having a quick play with WC2 - 0.06:
1) Using the Kilrathi Saga data - the 'original' build plays music during the introduction, but the SDL version does not. Even more interesting the music works with DOS data files, but not with KS data files (despite the original build working with the same data!). Same effect whether using --enhanced or not
2) speaking of parameters -f doesn't seem to work (not sure if i'm using it wrong?)
3) When i come to create a character the game seems to crash at 'enter first name'
4) I see some graphical issues (top line of the cinematic player is corrupted) in the 'original' build, which don't appear in the EA original build - most noticeable in the intro conversation between Thrakhath and Khasra - screenshots here (apologies for the quality, since screenshot didn't want to work with the directdraw, I had to photograph and crop).
I suppose the other question that should eventually pop up is how similar the SM1/SM2 and SO1/SO2 executables are to the WC1/WC2 ones - do they just reference different data file extensions, or is there more to them.
What do you mean exactly? you want to see the decompiled functions/assembly?Out of curiosity, where exactly is the decomp’s save data stored? I couldn’t find it for the life of me