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New engine: Beavis and Butthead In Virtual Stupidity #435
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What codec do the AVI videos use? It should try to use the best format instead of a specific 16bpp one. |
The videos use the iv32 codec. |
#include "graphics/thumbnail.h" | ||
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static const PlainGameDescriptor bbvsGames[] = { | ||
{ "bbvs", "Bbvs" }, |
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Shouldn't here be the full game name?
Looks good overall to me. The only minor thing I have issue with is the number of methods that have a blank first and/or last line. Although I guess it's not explicitly against the code formatting guidelines. Also the list of fields being read and written in saveload.cpp are large enough that you might want to consider refactoring them to share a method in common that uses a Serializer. That will make it easier to add in any new fields in the future if they're ever needed. |
- Use AD_ENTRY1 macro - Use the correct game name in bbvsGames
Nice work overall! Well done :) |
16 commits total? Has the history here been squashed heavily? |
No, there just wasn't a useful commit history. |
Nice work. I have a copy of this game and will give it a good valgrind and a run in a BE VM to see if any issues show up. |
OK to merge from me |
@johndoe123 : GCC warning still present... |
The GCC warning should be fixed now. |
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bool BbvsEngine::walkTestLineWalkable(const Common::Point &sourcePt, const Common::Point &destPt, WalkInfo *walkInfo) { |
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I think we could get rid of the floating point math here. At least I don't exactly see why we need it, if you use "nDeltaX = wDeltaY * ptDeltaY / ptDeltaX" in the nDeltaX definition, similar to what you do in the nDeltaY definition. But probably not important anyway.
Looks like nice work overall. I left a few comments about style and other issues, like a memory leak AFAICT. I think the only game breaker for this is the broken commit I mentioned in the previous comment. I am however not really sure about all the static data included in the engine (it might look bigger than it actually is though). In the past we have been favoring an addition datafile for this. Any thoughts about this? It also seems to use floating point math. But if that poses a real problem, it shouldn't be too hard to replace it with fixed point math AFAICT. |
I am all for keeping the static data in the engine. I'm not really sure why we really do it anymore, except really for kyra. |
…e the audiostream directly
I've (hopefully) fixed some of the problems suggested by lordhoto. |
Thanks to wjp, we were able to remove the wrong commit. Now it looks to be fine to merge. wjp, LordHoto? |
Looks good now. Great! |
OK, I'm merging then. The work should continue in-tree. |
BBVS: New engine: Beavis and Butthead In Virtual Stupidity
This pull request adds support for "Beavis and Butthead In Virtual Stupidity".
One thing missing:
In the air guitar minigame, support for saving/loading of songs is currently not implemented. The original uses Windows' file dialogs. I didn't come up with a good idea how to reimplement this. I guess it would be ok if the files can only be saved in the savegame path and not in other directories, so maybe some kind of simpler saveload dialog could be used, since the songs don't have sceenshots etc. and it would suffice to have a simple list of filenames.
This will then be added in-tree.
I'm looking forward to your comments and suggestions!