Showing posts with label Fahrenheit. Show all posts
Showing posts with label Fahrenheit. Show all posts

Wednesday, April 27, 2011

Fahrenheit Post-Install stuff...

Well, after playing around with the game, I noticed a couple of things. First is that the dialog cuts like five or six seconds too early. This seems to be something to do with the game's internal timer because the conversations are spoken at a normal pace. Second is that at 1024x768, the game does slow down, making things pretty annoying when trying to interact with objects in the game. I bumped down the resolution to 800x600 which makes the game run perfectly. The last thing is that I changed the Fahrenheit bottle to be the default bottle and that has made the Desktop emulation option on winecfg take effect.

I'm pretty much set and have gone through a couple of chapters so it's been fun overall.

Tuesday, April 26, 2011

Playing Fahrenheit on CrossOver Games 8 (Lame Duck) on Ubuntu 9.10 (without Windows!)

I liked Atari's Fahrenheit when I played it years back, so I was delighted to see that wine's support for it was pretty much good. As usual with wine, it's not quite as straightforward as popping the disc and everything will pan out right. As it turned out, the winehq app database entry for Fahrenheit stresses the need to install the version 1.1 patch for the game and the No-CD patch for everything to work. No-CD patching is really the norm with Wine as copy protection simply doesn't work at all and no, you're not going to find links to that in this article!

Installing

Installing turned out to be a breeze with CrossOver Games 8 but we still need to update the game. Patching to 1.1 seems like not much of a big deal but apparently Wine support for the MSP file format is pretty dodgy right now and the 1.1 patch only comes in the MSP format (I think it's used in msiexec). I didn't like the proposed idea of installing Fahrenheit to Windows and patching it there, so I thought of another way to get this thing running.

Over this link, I figured that using another application to extract the MSP package was the next option. The program MsiX seems to do this relatively fine, so I grabbed the patch and extracted the Patch to see its contents.

$ <$CX_install>/bin/wine --bottle Sample MsiX.exe "Fahrenheit Patch1_1.msp" /out outdir

In case you're wondering, outdir is the target directory where MsiX will dump everything. CrossOver Games extracted it without any problems at all. In this directory, you'll see three files, #QPPrev1ToQPNewVersion, QPPrev1ToQPNewVersion, and PCW_CAB_Family00. The only file we're really looking for is PCW_CAB_Family00 which is a cabinet (.cab) file. With this we simply run cabextract!

$ cabextract PCW_CAB_Family00
Extracting cabinet: PCW_CAB_Family00
extracting fahrenheit.exe
extracting bytecode.btc

All done, no errors.

The Fahrenheit patch only has two files, the executable and a file called bytecode.btc. It's fairly obvious that the executable here is copy-protected so, that's not much of any help here. The file bytecode.btc contains updated information that should be copied to C:\Program Files\Atari\Fahrenheit\obj\BYTECODE.BTC. Once you overwrite the bytecode.btc file as well as apply the correct No-CD patch (as advised in the winehq database entry), you should get a patched version of Fahrenheit.

PulseAudio

CrossOver Games 8 has big problems with pulseaudio and its bloody annoying as the game audio stutters badly and the game freezes as soon as Lucas leaves the restroom of the diner! I scoured the net for information on this and came up with padsp which is an OSS wrapper to PulseAudio. So to get the audio working fine, I had to run the games with the OSS wrapper plus set the audio drivers to OSS.

$ padsp sh -c <$CX_install>/bin/cxsetup

This will run the CrossOver Games configuration Window, and from there you can get to the control panel for your Fahrenheit bottle and configure the Audio tab on winecfg. To run the game, I had to wrap it with padsp as well.

$ padsp sh -c <$CX_install>/bin/fahrenheit

The game should run now without problems. It goes full screen and I'm not sure why, but at least the game doesn't freeze and the audio doesn't stutter anymore. Next part is to revisit the game!




Wednesday, January 16, 2008

Opinion on Adventure Games

Adventure games have been with us from decades ago. It is hard to believe how far the genre has survived since the old Sierra days. Adventure games had primarily been a story-focused affair with players being inundated with more developed graphics, videos, puzzles and a complex story. At first, I was at ease with this kind of trend. How much more game play can you really add to games of this ilk? Most of these games were laid-back gaming affairs, choosing to let the player play at his own pace and at the same time throwing strange and often frustrating puzzles as an indication of levels of difficulties. While at the time, I thought it was fine, my interest in them started to diminish.

My problem was primarily in that there's no real form of immersion. The pretty screens can only go so far, and the kind of game play involved harkened back to the early 90s. My thoughts about these games started to shift in that this can no longer be the same kleptomaniac style play of picking up all you can pick up and sticking the square plug on a circular hole till it fits. It's a shame that the gameplay has gone stale since then, opting to give you video cutscenes which in my opinion, isn't really a bad idea. But it cannot be the be-all-end-all of the game contents. Videos are good ways of pushing the story forward, but it surely does not make the game any more interactive.

I think adventure games need to have a higher level of interactivity, and a lesser level on throwing puzzles for the sake of it, and hinging your game success on videos. Games are interactive form of entertainment, and adventure games tend to have the least amount of them.

In recent memory, I remember two adventure games that have given me that kind of satisfaction and reinforces the thoughts for me. The first is Indigo Prophecy.

Atari and Quantic Dreams created a stellar of a game that dwelled on a great plot, as well as keeping a good flavour of adventure in it. It had a more engaging element to the way you played it and it certainly was all I had hoped for. It certainly was not a laid-back type of adventure game, which I believe lead to it being a hit or miss title for adventure gamers, but it gave a new level of interactivity to it, even though the ideas used aren't very original. Though the PC port had a bit more questionable controls layout, over all, it did not become a detriment in my enjoyment. That Quantic Dreams had focused on creating a game that gave players more to do than just picking up items and solving puzzles had earned them some respect in my books.

The second is Hotel Dusk: Room 215 on the DS. From the first screenshot and the catchy title, I had already marked the title as a must buy. Hotel Dusk though dwells a little bit more in the traditional adventure sense, but creates a satisfying dialog system that you don't mind talking to these well-written characters. It had created a good sense of immersion in the game. Unlike other adventure games were the dialogs only drop clues on what to do next, Hotel Dusk makes the dialog system part of its focal point in the game. The dialog choices have consequences, and it gives the player that bit more thought and interaction with the game. Even though Hotel Dusk follows adventure games a bit more in the traditional sense, it knows its strengths and focuses on that to give players a more engaging experience.

After playing these two titles, I am convinced that the genre can thrive, but developers have to try and put more thought and effort to the products they do. In my opinion, the traditional sense of adventure games is purely pre-historic. The genre has to evolve into something much more than the conventional sense. And I think it mainly involves a clever way of interactivity.