Author Topic: Cps2 Source Rewrite  (Read 1448 times)

Offline Hooman

  • Administrator
  • Hero Member
  • *****
  • Posts: 4955
Cps2 Source Rewrite
« on: April 08, 2010, 04:10:06 AM »
I started on a CPS2 (Colony Builder - Plymouth, Starship II) rewrite a long while back so there can be example code of a significant level, which would hopefully match how Sierra would have it written as closely as possible. The project wasn't finished, but it was far enough along that I figure there's some value in diging it up and putting it into SVN. The level does compile, but I make no guarantees as to whether or not it will run.

Note that the code is not designed to be optimal, nor is it designed to be compact. It was written so the compiled code would be as close as possible to the original DLL. Hence, it would be a better example of how Sierra *might* have coded it, rather than an example of a faster or smaller way to code something. I have tried to organize the code into separate files and such to try and make it a little more modular and easier to understand.


The code should provide an example of how to convert a LandRush type game to a LastOneStanding type game, how to check for more complicated failure conditions, and how to create random disasters on the map, while avoiding the AI bases.
 

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
Cps2 Source Rewrite
« Reply #1 on: April 08, 2010, 04:21:45 AM »
Wasn't Sierra the company that published the game? I thought Dynamix was the company that made the game.


Anyway, on behalf of all the people who might draw a use from this, I thank you for the source.
"Nothing from nowhere, I'm no one at all"