Quote from: Pumaman on Tue 04/12/2007 20:36:05
As far as the "universal game format" goes, I would still maintain that it's an impossible task. But, if anyone did manage to actually create something like this, then we could certainly consider an export feature from AGS
On the more general open source question, one possibility would indeed be to open source most of the engine except the code that reads in the data files. But then you'd have a pretty useless open source game engine that couldn't play any games, and it'd be unlikely that anyone would go to the effort of writing a separate data importer and compiler to use with it.
The other argument against open-sourcing the engine code is, well, the current state of it. The design of the code was reasonable back in 1999 when AGS 2.0 was created, but now it has got into such a state that I really wouldn't wish trying to decipher it on anyone. Put simply, it wouldn't be easy to understand and therefore trying to merge it into something like ScummVM would be a nightmare.
What about having two kind of different game formats?
- open format: it will be compatible with the open-source one. This can be used in the AGS version of ScummVM, but the "second runner" thing can be a problem here (maybe the solution could be a fork with AGS on it).
- closed format: only compatible with the closed-source AGS implementation.
Of course both engines will be 100% compatible. If developers prefer the open format, then maybe the closed-source version could be canceled in the future.
About source code: maybe the ScummVM Team already had to deal with certain spaghetti code from some game that their main devs gave them the source code for easier support. I think messed code could be easier than reverse engineering.