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Fiesta 45, did -you- kill Rita?
Shame DS2 requires windows 3.1 because of the menus ;/ (damn it)
I would love to see DS1 tho, if i recall that runs on dos.
You can get those on GOG and add them to your Steam library, depending on how truly interested you are in playing them.
Shrimp baby
Dark Seed 2, maybe that game is best left buried in its Windows 3.1 (or 3.2, whatever) grave, not necessarily because it's a bad game (I never played it and so wouldn't know if it's good or bad, also I never watched the whole Retsupurae so I don't even know what most of the game even looks like) but it's one of those games that's been resurrected just to become a meme factory, a branding that it's never gonna shake off. RP has riffed on lots of games but it's that one that seems to have really struck a chord with people the most. But not in a way I can see anyone bothering to actually buy it for the purposes of playing it and enjoying it since all the fans seem to universally agree the game's a piece of ♥♥♥♥ (all I gather is that it's like Harvester with its bizarro, ultra-campy Twin Peaks-lite nightmare world but with a worse protagonist and bad digitized animation instead of FMV, but has some neat H.R. Giger artwork thrown in to give it some flair).
I want to say that Dark Seed 2 is a bad game, but at the same time it's a good game... for the same reasons. DS2, for me, is the Plan 9 From Outer Space of video games.
The protagonist is a pathetic little worm that everyone hats, the dialogue is cheesy and delicious, the puzzles get so crazy that it almost feels weirder than Gabriel Knight 3's cat-mustache puzzle, the antagonist's design is just... it's a beautiful package. It's a game that is awful, but in such a way that it comes right back around to being completely entertaining.
That will be all.
Yeah, that was me.
https://github.com/DrMcCoy/scummvm/tree/darkseed2/engines/darkseed2
The problem is that I didn't start with reading the disassembly, but instead reimplemented it as I saw fit. The file formats were common or easy enough to deduce by looking at them with a hex editor and fuzzing. So I thought I could be quicker this way.
This worked beautifully until I reached the scripts. Though basically plaintext[gist.github.com], there are two basic types of them, each with blocks that somehow, I think, run simultaniously. I never quite figured out how exactly, so while the game is "playable" (graphics, sound and videos work; you can walk around, talk to people, pick up objects), the scripts deadlock early on (when entering the mirror maze in the carnival, and after speaking to the fortune teller), each time apparently waiting on another script block.
In addition, the scripts have several numerical parameters I also haven't figured out, some of them probably flags/bitfields. Among them is the scaling for the walkmap: the walkmap is a black/white bitmap, one color for walkable parts, one color for non-walkable (with occasionally colors turning up), but obviously not a 1:1 mapping to the game screen.
What I would need to do is basically restart from scratch, with the disassembly. When I realized that, I abandoned that project (for now?), and went to work on one of my other projects (of which I have far too many). I might come back to it in the future.