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General and Everything Else => Everything-Else => Topic started by: MusicallyInspired on July 27, 2010, 10:37:11 AM
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Space Quest 1, 2, and 3 (http://www.gog.com/en/gamecard/space_quest_1_2_3) are now released on Good Old Games. It should be noted that in this release they include the AGI version of Space Quest 1 rather than the remake!
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10 bucks for all three, I remember paying like 50 a piece. The first Sierra game I ever played was Space Quest ]|[ when a friend let me borrow it. Something that I would like to see done, which I have absolutely no intention of doing myself, is to see all of the Space Quest games combined into one single playable game. Anybody up for the challenge of rewriting an existing Sierra a game with our sci editors. :P
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There isn't enough heap space in the world. :P
The last 3 games are also already available on GoG for the same price, incidentally.
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I think it could be done. Personally I've already got all the games, but what I would like to see is one long single game that included all the others as well as a little extra here and there to fill in some gaps and whatnot.
I actually played around a little before with companion's pic converter to see just what it would do and I converted some sq5 screens to ega. But after coding the black cauldron, I don't see myself ever remaking another sierra game, only my own. But like I said, if someone else would like to do it, I would be more than happy helping get and keep the heap space under control.
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Heh. It would be pretty neat. I've been wanting to create SQ2 in SCI for a long time. Or even SQ1 in the style of the AGI version and the graphics quality of KQ1SCI. But I have to finish KQ2SCI first.
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Actually I was kind of hoping to see them made as point and click sci games myself.
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What would the 'non-technical' process be to remake these games? I assume some sort of decompilation of the original games would be required (or else some kind of exhaustive documentation of possible interactions within the game). Or does it just involve someone with intimate knowledge of the games?
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A good walkthru would really be all that is required. And when I say good one, I mean that at least mentions alternate story branches. As for catching all the little stuff, being able to see the text resources seems to be sufficient. To this day I still have not completed the original Black Cauldron (thats the main reason I haven't finished that room yet) and thats the only real bit left to do. If you know that something happens when you do whatever, all that is left to do is see where you can or can't do that whatever. As for line for line code, I don't see any need for that, afterall part of the fun is figuring out how to do something.
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I do it all pretty much through playthroughs, trying everything, and memory/knowledge of the game. Occasionally I'll look at KQ2AGI's game logic to figure some things out but not often. And only for things like what all specific rooms that Red Riding Hood appears in. This can be annoying when all the variables in an AGI game are just numbers (which they are when decompiled by AGI Studio) but there's no other way around it.
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Makes sense. I'd make a run at re-making a game at some point - after my current project is complete (so no time soon, unfortunately).