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Sometime earlier in 2002, I contacted Chris Jones the author of
Adventure Game Studio about
letting me port AGS to Linux. At the time, I really didn't know everything I needed to do this,
but I figured I'd learn. After some vanity modifications to the source and some things Chris had
to do, I let my motivation get stale to work on it. Also, AGS was going through a major revision
at the time (v2.5x).
Mid-December of 2002, I caught back up with Chris and asked if he would still let me do the port.
He was still interested and so with renewed vigor (and knowing a lot more of what I needed to),
I pursued porting it. I started over completely with the latest version of the code that Chris
was working with at that time. 3 days later I had King's Quest 2 VGA running, sound, music and
all. Chris and I then discussed a setup program for the Linux Version, and I started to write it.
Shortly after, the Holidays and my Real Life™ job delayed further progress. About 3 weeks ago,
I then started working on the setup program again, and after much research into windowing toolkits,
etc. had a prototype. Finally, on Saturday, February 22nd, 2003 I managed to finish the setup
program and figured out how to properly statically link the AGS runtime engine to avoid the C++
ABI issues that have been haunting me in regards to the Linux binary.
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