How would that much assembly code be organized? I've never seen a large assembly project, but I would imagine something as complex as RCT2 would easily clock in over 100k lines of assembly. That just sounds light a nightmare to me!
An open source re-implementation of RollerCoaster Tycoon 2
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Re: An open source re-implementation of RollerCoaster Tycoon 2
#32OpenRCT2 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
#33there's also a pretty nice Knights and Merchants remake http://www.kamremake.com/ https://github.com/Kromster80/kam_remake
It's a shame the remake has decided to go 3d and lose the original art style. The original really has timeless graphics.
Re: An open source re-implementation of RollerCoaster Tycoon 2
#34I'm always amazed when I'm reminded that RCT2 was originally written in assembly. How would that much assembly code be organized? I've never seen a large assembly project, but I would imagine something as complex as RCT2 would easily clock in over 100k lines of assembly. That just sounds light a nightmare to me!
Re: An open source re-implementation of RollerCoaster Tycoon 2
#35I'm always amazed when I'm reminded that RCT2 was originally written in assembly. How would that much assembly code be organized? I've never seen a large assembly project, but I would imagine something as complex as RCT2 would easily clock in over 100k lines of assembly. That just sounds light a nightmare to me!
How much of the game was actually in assembly? I always heard that it was mostly stuff like the guest AI that was in assembly (which is why you could have hundreds of them running at once), and the graphical stuff was in a higher-level language.
Re: An open source re-implementation of RollerCoaster Tycoon 2
#36I'm always amazed when I'm reminded that RCT2 was originally written in assembly. How would that much assembly code be organized? I've never seen a large assembly project, but I would imagine something as complex as RCT2 would easily clock in over 100k lines of assembly. That just sounds light a nightmare to me!
And if you were a little more ambitious you could also write a custom code generator that added whatever additional features you needed - expansions, type checks, expression evaluators, simple optimizations. Code generation is actually far easier today since the scripting languages now are so much more powerful and feature-rich than what a typical early 90's setup would have(assembly, buggy proprietary C or Pascal compiler, Basic variants).
Of course there's nothing stopping you from taking a similar approach now and custom-generating some source instead of using templates or compile-time evaluation or other fancy features - it's just harder to communicate.
Re: An open source re-implementation of RollerCoaster Tycoon 2
#37Re: An open source re-implementation of RollerCoaster Tycoon 2
#38OpenRCT2 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.
I am not a gamer so I can't opine on the quality.
Re: An open source re-implementation of RollerCoaster Tycoon 2
#39Re: An open source re-implementation of RollerCoaster Tycoon 2
#40For 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…