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With this re-release, is there any way to run the game in a window?
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I would like to know if there is any kind of a windowed mode as well.
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IronArcturus: I would like to know if there is any kind of a windowed mode as well.
If anyone's still interested, I've recently started disassembling the game executable with a view to eventually reimplementing it in ScummVM, and I can confirm that it doesn't have any option for running in windowed mode. It may be possible to hack the window/DirectDraw creation to start in windowed mode; I'll report back if I make any progress.

In the meantime, my casual searching brought up the following that might be useful for full screen games in general: http://www.makeuseof.com/tag/2-ways-force-directx-applications-launch-windowed-fullscreen-windows/

Though I haven't tried either of the apps mentioned, so I can't say for certain whether they'd work with this game.
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IronArcturus: I would like to know if there is any kind of a windowed mode as well.
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dreammaster: If anyone's still interested, I've recently started disassembling the game executable with a view to eventually reimplementing it in ScummVM, and I can confirm that it doesn't have any option for running in windowed mode. It may be possible to hack the window/DirectDraw creation to start in windowed mode; I'll report back if I make any progress.
If it uses ScummVM, isn't there a command in that program to run in a window? Or does Starship Titanic use a modified engine?
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IronArcturus: If it uses ScummVM, isn't there a command in that program to run in a window? Or does Starship Titanic use a modified engine?
Which part of this sentence did you not understand?
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dreammaster: If anyone's still interested, I've recently started disassembling the game executable with a view to eventually reimplementing it in ScummVM...
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Gydion: Which part of this sentence did you not understand?
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dreammaster: If anyone's still interested, I've recently started disassembling the game executable with a view to eventually reimplementing it in ScummVM...
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Gydion:
Have you heard of a SCUMM Interpreter. That's what I was talking about. Right now older games like the LSL series can be run, instead, on that SCUMM Interpreter--provided that the engine wasn't modified. That's what I was asking about to dreammaster.
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IronArcturus: Have you heard of a SCUMM Interpreter. That's what I was talking about. Right now older games like the LSL series can be run, instead, on that SCUMM Interpreter--provided that the engine wasn't modified. That's what I was asking about to dreammaster.
As Gydion pointed out, I'm only looking to eventually add support for it to ScummVM. ScummVM can't run a given game unless we put in a lot back-breaking effort to figure out how the games work first. Even with game series like the Sierra games, although a lot of them use a common format for their game data, there are still many subtle differences between the individual games that needed to be figured out. Which is why, even now, the later Sierra games still aren't supported.

I'm actually somewhat hopeful for eventual Titanic support. The original executable had a whole bunch of startup debugging information, and the various classes all have a method that returns their class name as a string. So I've been able to made some progress already in identifying the various overall sub-systems. Which should hopefully help figuring out their individual methods.
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dreammaster: I'm actually somewhat hopeful for eventual Titanic support. The original executable had a whole bunch of startup debugging information, and the various classes all have a method that returns their class name as a string. So I've been able to made some progress already in identifying the various overall sub-systems. Which should hopefully help figuring out their individual methods.
That's good to hear! Thanks for working on the game! Good luck! :)
It's really great to hear your interested in getting ScummVM support for SST. It's a pity the game often goes ignored, as it's one of my absolute favourites. During your executable travels, should you come across any info on a debug menu (there are assets for it in one of the games archives) please feel free to add any info to the TCRF wiki if you like, as I don't have the skill to find such things.
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So1ar: It's really great to hear your interested in getting ScummVM support for SST. It's a pity the game often goes ignored, as it's one of my absolute favourites. During your executable travels, should you come across any info on a debug menu (there are assets for it in one of the games archives) please feel free to add any info to the TCRF wiki if you like, as I don't have the skill to find such things.
Thanks, I'll keep that in mind. Even if I don't find any such code still in the executable, I could create new debug commands that use them.