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An open source re-implementation of RollerCoaster Tycoon 2

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

#111
post #37

Haha. I like this bug fix fixing an issue with people always vomiting. https://github.com/OpenRCT2/OpenRCT2/pull/6434/files

We have had numerous bugs like this in the past. At one point there was a bug where all guests would destroy everything they walked past.

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

#112
post #35

Earlier quoted context omitted.

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.

ALL of it. Even the DirectX stuff was hand-written assembly. It's the same core engine going back to the Transport Tycoon days.

There is actually no DirectX at all in RCT2 source code. The game has its own software renderer that outputs direct to the screen buffer.

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

#113
post #104

I'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!

Blows my mind. What sorts of optimizations can you do in assembly better than a good C compiler could? I'm wondering what % performance improvement he saw from doing it this way.

The main advantage that Chris used in RCT2 to optimise his code was that he could vary his calling convention however he felt. Most of the time all variables were passed in registers instead of the stack. This can make for some impressive speed ups.

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

#114
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.

Yes its always been a thought that we should do a Dolphin style progress blog but at present there is no one available to write one.

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

#115
post #87
post #72

I only have OS X does this mean I can buy the rtc2 (which is windows ) and still be able to play it on OS X?

Buying RTC Classic from Steam (which is available on macOS) is probably a better idea. It's an update to the game featuring both RCT1 and RCT2 campaigns.

RCT Classic is one way of getting the files but it's cheaper to buy RCT2 then load it in OpenRCT2. But to each their own as long as you're having fun.

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

#117
post #109

For more open source game engines or re-implimentations check out: http://osgameclones.com

If you're just there to browse working games do a ctrl+f for Playable Playable Active if you're after active playable repos

There is a filter at the top and you can click on the tag.

However it seems that the tags are not all there. For example Freeciv is in there ant not tagged as playable. So don't rely on it.

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

#118

Earlier quoted context omitted.

Hi, OpenRCT2 dev here. FYI: OpenRCT2 has support to consume RCT Classic assets as its base. Also, RCT Classic is available on Steam too (Windows and macOS only, though).

I love the product you work on. Partially hijacking your comment to say that an easy way to get the original assets in openrct 2 is to install the gog version through wine or play on Linux. Have played it a bit too much to say the least...

If you use gog, there's innoextract for that, so no need for wine or x86 at all.

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

#119
post #41

Earlier quoted context omitted.

I'm glad they finally delivered this. When they first announced RCT mobile everyone was hyped until it came out and was just another build and wait style game. Hoping simcity gets the same treatment (they had an old one but it doesn't really work on new devices and crashed a lot).

Well there are two RCT mobile games. This one, is fantastic. There is another one with more “modern” graphics that is a grinding piece of junk. It has tons of micro transactions and you have to wait forever on everything.

Yeah that's what I was referring to. Was really unfair to fans since their initial marketing made it look like a fresh new game. What a shame. Even the "coaster builder" is awful. Not even sure why they bothered.

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

#120
post #117
post #109

Earlier quoted context omitted.

If you're just there to browse working games do a ctrl+f for Playable Playable Active if you're after active playable repos

There is a filter at the top and you can click on the tag. However it seems that the tags are not all there. For example Freeciv is in there ant not tagged as playable. So don't rely on it.

Hah that's my bad, I didn't even look for a search/filter function once I noticed everything was on one page
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