Thyme, a Generals ZH reimplementation project. |
Thyme, a Generals ZH reimplementation project. |
11 Jan 2017, 16:14
Post
#1
|
|
Group: Members Posts: 39 Joined: 11 January 2017 Member No.: 14208 |
I've just pushed the beginings of a Zero Hour reimplementation project to https://github.com/TheAssemblyArmada/Thyme if anyone is interested in contributing to such a project.
The project is using a similar approach to the one recently used successfully by the OpenRCT2 project. That is, the reimplementation is initially being implemented as a dll that is injected into the game run time that replaces the games functions with new implementations as they are written, allowing it to be reimplemented a bit at a time. I've already reimplemented the custom memory allocator the game uses as well as a couple of string classes. Its very early days for the project, but if anyone has some C++ knowledge and is interested in getting involved, drop by the #thyme channel on freenode.net IRC. When some significant progress has been made it should become possible to fix engine bugs and add additional features to the game. |
|
|
28 Jan 2017, 17:34
Post
#2
|
|
Group: Members Posts: 39 Joined: 11 January 2017 Member No.: 14208 |
Stalker, yeah that is right, currently the thyme code calls the existing code where functions aren't yet reimplemented. Currently that is most of them, but as more and more functions are done, less will be called from the original until none are and thyme can run on its own. Currently I'm working on the file system handling so loading big files and such and the abstraction needed to open from it or the normal file system.
Bruce, unless rotr uses a hacked exe already with some custom functions, it should work as is when thyme is complete. I hope to be able to have it load original generals content as well if provided with generals game files instead of zh files, but I'm not sure what differences in the engines exactly I'll need to account for. |
|
|
Lo-Fi Version | Time is now: 30 May 2024 - 6:43 |