WizardStan
Mega GP Mania
- Joined
- May 24, 2008
- Messages
- 16,731
You can start a specific game in ScummVM and then have it exit when the game closes, the end user doesn't need to be aware of the interface at all. I don't know what you mean by "their implementation", it's literally just ScummVM.Did they replace the ScummVM interface or hide it or something ? what is their implementation like ?
I've never seen them mention anywhere how they get games working. Most users don't care whether it's the original game, a modern port, or run through DosBox or ScummVM; all anyone cares is that it runs with as little interference as possible.DO they mention it in the store page?
The only specific game I can think of right now is Might and Magic 4/5: World of Xeen. I've played that a lot over the years so it is hard stuck in my head. Depending on the music you select, the output is obviously glitchy, containing pops and pings that aren't there on original hardware.Another thought I just had, if a game has midi music then you are almost certainly using a modern sound font on your system so you are already not having the exact same original experience.In which games do you see issues with Dosbox ?
edit:
Yes, but ScummVM has been a side discussion. My beef is still about not using eduke32.You are right for Eduke32, but ScummVM is not a port for example
All are optional. The code doesn't contain new models, new graphics, new sounds: in order to take advantage of any of the new features you need to have the assets. If you use just the original assets you are getting the original game.Incidentally, high res texture packs are officially supported by the original Duke Nukem 3D engine anyway. It's one of the recommended mods from GoG.The problem I have with Eduke32 is that you add new renderers (OpenGL) new visual effects, allow for higher textures supports, etc... in the end are you still playing the same game or an enhanced, rebooted version of it ?
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