Whoa, glad to hear you made it through it!
@alltinker.com
Tinkering with all the things! Veteran software dev (mostly C/C++), long-time amateur artist & musician. I sometimes tinker with electronics and other things too. Working on free & indie game projects; one day perhaps full-time!
Whoa, glad to hear you made it through it!
The passengers in the taxi combat game Quarantine (1994) have names in the data which aren't used/visible in-game. The one who pukes in your cab is called "Jean-Luc Pukard".
Nothing fancy; loop counter just aborts at 0xFFFF. The launcher handles the detection so it's all disabled on startup if there's no sticks. Also handles the calibration; updates the hardcoded clamping/scaling/deadzoning immediates in the new routine. One way to achieve calibration persistence! =D
There was a progression bug in SM2 once you hit the Dralthi missions; now fixed in Beta 0.8 R4! Quite a few other misc fixes; e.g. better support for older versions of WC1. I'm working on further improvements to the input layer, which should be in the next release. alltinker.itch.io/wcat
Beta 0.8 R3 is out; there was a lockup in the nav screen with joystick controls enabled - now fixed! You can also calibrate joysticks in the launcher via Alt-J (like the original game); useful if it's out of whack for whatever reason. More improvements on the way...
alltinker.itch.io/wcat
I've just released Beta 0.8 R2, which fixes an oversight in the mouse controls. You can now choose between the original game's behaviour (default) or a "fine" control mode with a reduced deadzone. YMMV - you may prefer the new mode, but either way it's now optional!
alltinker.itch.io/wcat
Well, it's been a long wait, but the first (beta) release is out: alltinker.itch.io/wcat
In between real life stuff, the delay has been partly because I've added several more features, including revising a huge subset of the input system. You can even now use 4-axis/4-button controllers "natively".
I'm working on another patch for ScummVM which should fix some more issues (in many games, not just GK1). But I am also looking at making the offline patcher more generic - I need to implement the other codecs used in various .AUDs, but also other games I've looked at have different specific issues.
A new version of my Gabriel Knight speech patch is available at alltinker.itch.io/gk-speech-fix. More pops fixed! I also made a realtime version for ScummVM, which appears in the upcoming 2.9.0 (in daily builds now)! The realtime version "only" fixes overflows right now, but that's the worst of it!
Outside of my original projects (more on them another time), I love reverse-engineering old games. Besides Wing Commander-related stuff, I'm working on a new engine for Quarantine (1994); here's an old "drive through" of a section of each map - lots of progress since then. Will resume at some point!
A quick work-in-progress preview of the new launcher for W.C.A.T., which lets you configure the new (and old) settings. It also lets you manage saves (to help with the in-game 8-save limit), or even create / edit them. I probably didn't need to recreate the barracks save screen, but I did anyway. =)
Here's something I'm working on... Wing Commander for DOS has always had ISSUES on anything much past mid-tier 386 machines. I've made an EXE patch which fixes this and other issues - it also adds some new features, including configurable difficulty. On real DOS hardware or DOSBox. Coming soon(TM)!