OpenRCT2: Difference between revisions

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==Development==
Development of ''OpenRCT2'' was started on 2 April 2014 by Ted 'IntelOrca' John, with the project making steady development progress due to the efforts of other volunteers contributing towards its development.
{{Construction|section}}
Development started on April 2nd, 2014 by Ted 'IntelOrca' John. Thanks to numerous contributions from others the OpenRCT2 project is making great progress and already has new features.
 
As of 16 August 2014, the project was estimated to have reached approximately 25% completion of its target goal of having the game run on 100% C code.
Currently, the windowing system, graphics rendering and basic game loop are being decompiled. Decompiling all of the game's procedures is a convenient way of identifying the game's memory structure. SDL2 has been used as a replacement for the operating system calls, allowing for cross-platform support after the dependency on the original game's executable has been removed.
 
The first stable release of ''OpenRCT2'', labelled 0.0.2, was released on 21 June 2015.
As of 16th August 2014, various UI improvements have already been made, settings are now stored in a local INI file. More drawing functions have now been decompiled but still remain cryptic C, much of the game management have been decompiled (e.g. peep generation, awards, cash out) and almost half of the windows. A rough estimate based on number of functions in the original game and number of functions now in C tells us that the project is approximately 25% complete of its target goal of having the game run on 100% C code. More information can be found in [https://github.com/IntelOrca/OpenRCT2/wiki/Changes-to-original-game changes to original game] and[https://github.com/IntelOrca/OpenRCT2/wiki/Window-progress window progress].
 
''OpenRCT2'' 0.0.5, released on 27 December 2016, was the release version of ''OpenRCT2'' that is able to run without needing RCT2.exe to be present, although it still required files from the /data and /ObjData folders in order to load scenarios bundled with the official game. 0.0.5 was also the first release where 64-bit versions of the game are made available.
The aim is to completely decompile RollerCoaster Tycoon 2 into C so that cross-platform support, new features, and new gameplay can be added in a similar fashion to OpenTTD. With the addition of SDL2, the game can already be run in a resizeable window (which was not possible originally). Once the game has been fully decompiled, additional gameplay features, gameplay tweaks, and improvements can be introduced. The following is only a brief, non-exhaustive list of the possibilities - there are many more:
 
As of the release of ''OpenRCT2'' 0.0.6 on 29 January 2017, much of the original game's windowing system, graphics rendering and basic game loop have been decompiled and, in addition to its compatibility with the files from RCT2, ''OpenRCT2'' also features basic compatibility with .SC4 scenarios imported directly from RCT1, while incorporating some features exclusive to ''[[RollerCoaster Tycoon Classic]]''.
 
Project development is split into two branches: the "develop" branch is updated a few times daily, incorporating fixes or additions approved for addition into future versions of the game, while the "master" branch is updated once every few months, incorporating all fixes and additions made on the "develop" branch since the previous "master" branch release.
 
The aim is to completely decompile RCT2 into C so that cross-platform support, new features, and new gameplay can be added in a similar fashion to ''OpenTTD''. The usage of SDL2 to replace operating system calls from the engine allows for cross-platform development.
 
==Distribution==