Live data from Hacker News

An open source re-implementation of RollerCoaster Tycoon 2

github.com

11–20 of 132 posts

Re: An open source re-implementation of RollerCoaster Tycoon 2

#11
An amazing project, My only criticism is the scaling, playing in 1080p makes the UI really small, it does have scaling in the options but 1.5 uses antialiasing and kinda ruins the pixel graphics.

Otherwise the best way to play this. I'm pretty sure you can also import certain elements from RCT1 if you have it.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#12
OpenRCT2 requires original files of RollerCoaster Tycoon 2 to play.

It's the engine without the assets. Kind of like Open Rails, which is an open source engine for Microsoft Train Simulator content. That's been out for a while, and now others are writing content for it.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#13
post #5

Man what a great project, I've been only lightly following it for the last year or so, but it gets me excited. I think I could see myself choosing this as a first open source project to commit to. Thinking now, I would love to see Dolphin style progress reports every now and then from the project. I'm sure they'd catch a lot of buzz.

what are Dolphin status reports, and what about them is effective?

They do excellent blog posts, outlining tech details and explaining it for less technical people.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#14
post #9

I've never played this but have been aware of it for a while. Judging from the Readme it sounds fairly complete? Like I could play out a full scenario in this without missing features or crashing?

I also head of it for a while before I gave it a spin. I finally got around to it about 6 months ago. The game works really well. I don't remember noticing that anything was still missing in singleplayer. Multiplayer... there was something, but I don't remember what. Desyncs for sure, but I think those were always solveable by just reconnecting. I'm not sure what, but there was a reason why my girlfriend and I didn't…

Thanks for the info, I definitely will. RCT and RCT2 are among my favorite games ever made. I still load them up at least once every 6 months. Leafy Lake / Lucky Lake will always have a place in my heart.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#15
post #5

Man what a great project, I've been only lightly following it for the last year or so, but it gets me excited. I think I could see myself choosing this as a first open source project to commit to. Thinking now, I would love to see Dolphin style progress reports every now and then from the project. I'm sure they'd catch a lot of buzz.

what are Dolphin status reports, and what about them is effective?

Dolphin is an emulator for the Gamecube and Wii (named for Nintendo's original codename for them). Their technical blog posts are amazing and are released every few months.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#16
post #12

OpenRCT2 requires original files of RollerCoaster Tycoon 2 to play. It's the engine without the assets. Kind of like Open Rails, which is an open source engine for Microsoft Train Simulator content. That's been out for a while, and now others are writing content for it.

The same approach was used for OpenTTD, which is a re-implementation and extension of Transport Tycoon Deluxe, one of the other Chris Sawyer classics. When finally all graphics and sounds had been recreated, version 1.0.0 was released in 2010. Before that the original asset files were required to play the game.

https://www.openttd.org/

Re: An open source re-implementation of RollerCoaster Tycoon 2

#17
For all RCT2 fans here: check out RCT Classic on iOS [1] and Android [2]. It's fantastic.

I thought the size of the device would be an issue, but I've been playing on an iPhone SE with surprisingly great ease! The tap zones are small but very well defined, so you almost never mis-tap. And the game is I believe bug-free because it has never crashed!

The only real tricky part is designing underground paths and building rides with an excitement rating above 6.0! But that's always been tricky…

[1] https://itunes.apple.com/gb/app/rollercoaster-tycoon-classic...

[2] https://play.google.com/store/apps/details?id=com.atari.mobi...

Re: An open source re-implementation of RollerCoaster Tycoon 2

#18

I've never played this but have been aware of it for a while. Judging from the Readme it sounds fairly complete? Like I could play out a full scenario in this without missing features or crashing?

Its fully complete. Because it was reversed engineered function by function, it was never really not feature complete, since it would still call out to existing code in the binary (thought there were some bugs). They've since added a ton of new features not in the original game (eg multiplayer networked mode), native OS X/Linux support, etc.

I contributed a little bit back in 2014/2015 and it was a lot of fun. Because it is almost all hand-written x86 ASM (which is insane), it was actually not too hard to reason about, certainly far easier than what Clang/GCC will spit out.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#19
post #17

For all RCT2 fans here: check out RCT Classic on iOS [1] and Android [2]. It's fantastic . I thought the size of the device would be an issue, but I've been playing on an iPhone SE with surprisingly great ease! The tap zones are small but very well defined, so you almost never mis-tap. And the game is I believe bug-free because it has never crashed! The only real tricky part is designing underground paths and buildin…

That's great thanks. I enjoyed replaying Baldur's Gate 1 and 2 on the ipad.

What I really want next is Pharoah.

Post reply on HN