Sorry I haven't been able to get to this sooner
King InuYasha, on Mar 1 2009, 06:24 AM, said:
What is the difference between E02 and ProSonic? My understanding of the two engines is that they are basically rewrites of the Sonic engine for the PC
That's the difference. As jman already mentioned, "
Mettrix" is my Sonic implementation using E02, while
E02 itself is a general system for managing I/O, player characters, objects, levels, etc and interpreting scripts that actually make the game what it is. My understanding is that ProSonic is also supposed to be expansible with external data and scripting, but it has more "Sonic" directly in the program
King InuYasha, on Mar 1 2009, 06:24 AM, said:
But, the Sonic Genesis engine had three revisions I think, so which revision of the Sonic Genesis engine are these targeting
You'd have to be more specific about that since I can't actually think of any significant differences between the Genesis Sonic games that would be relevant to this discussion at the moment, but I guess you would say that the current Mettrix scripts are based primarily on Sonic 3. Because there's nothing 100% uniquely "Sonic" in E02 itself, though, it doesn't matter a whole lot. Any little nit-picky detail can be changed by modifying the appropriate script (which, in this case, I'm assuming you'd be interested in the player scripts? - Mettrix\chars\ S3Sonic.def S3Tails.def S3Knux.def Common.def)
King InuYasha, on Mar 1 2009, 06:24 AM, said:
do either of these engines have a fully functional and working Linux port? [...] Do either of these have functional Linux native game development tools in the works or included with the engine package?
The only existing builds of E02 are for Windows and DOS. That's not really any more likely to change now than it's ever been
King InuYasha, on Mar 1 2009, 06:24 AM, said:
Is it possible to port Sonic 1/2/3[&K] and/or Sonic CD to these engines with reasonable accuracy?
Having a look at
the current demo should answer that question sufficiently. I've made every effort to make the current scripts as accurate as possible, and if something is off, there's no reason it can't be corrected given the fact that all game-specific characteristics are script-driven. The Genesis itself has stricter limitations than E02, so there should be no worry there, either
King InuYasha, on Mar 1 2009, 06:24 AM, said:
I don't really have a lot of time for learning a function-based language, but I seem to grasp scripting rather well, so I thought about doing something like this using one of these two.
That's generalizing things a bit.. there are various brands of "script", and some are looking more and more like C/C++. I guess you may be talking about the level of involvement with the overall program, but, again, some "scripts" are getting more complicated than others. One could say E02 is "function-based" depending on how you look at it; you'd really have to have a look in the Docs folder to get a better idea of where it fits on your scale
Everything you have E02 do needs at least one script routine to do anything significant, and you can go so far as to give any one part of the game near-total control over another. When you already have something like "Mettrix engine" to work from, there's significantly less work to do overall, but you'll still have to get your hands pretty dirty to do anything particularly fancy
Some relevant things I have online right now:
Old functions doc, with old function format and a complete command index
Character def format, with example of new function format
Doc on using the player character management system
List and descriptions of player character control variables
King InuYasha, on Mar 1 2009, 06:24 AM, said:
My final question is something that I thought about and I don't know if either engine may do this in the future, but would either engine support working with the compositing window manager
That'd be a "no".. there really isn't any need to divert time and resources to do anything really elaborate like that. The built-in tools are pretty much how they're going to stay. They're very simple in design and use
King InuYasha, on Mar 1 2009, 06:24 AM, said:
Two questions of curiosity, why does E02 have a DOS port? I know there are people that may prefer it, but I would honestly like to know why Stealth wrote a DOS version of his engine.
This, for one. I started working with C/DOS around late 95, and never made a real move to Windows until years later, when Microsoft started having more success in burying DOS by pushing NT. I never wanted to dump the DOS version since it's generally better on a DOS/9X system, there are people still using versions of DOS, and the DOS version generally runs better on Linux under emulation
King InuYasha, on Mar 1 2009, 06:24 AM, said:
And also, what are the types of buildsystems used to compile the two engines?
I build for DOS with Watcom, and Windows with Borland. That's how I learned, and I've just been doing it forever because I don't see any problem with it. I use command-line compilers, and edit the sources with Crimson Editor. That's about the only way I know to answer that question