![]() ![]() With Filippos’ help and an old Gamasutra Postmortem article providing some insight as to the inner workings of the game, we were making rapid progress. Filippos Karapetis, a veteran ScummVM developer, also joined us early on and helped correct quite a few bad C++ habits both Alex and I had at the time :P ![]() We began collaborating on an IDA Pro project to see how far we could get. I reached out to Alex Fontoura as he had also been reverse engineering the game’s executable ( sntrm.exe) and we decided to merge our efforts. I began working on an engine for Sanitarium, but soon found a post on the ScummVM forums by someone trying to do the same thing. Though the gameplay was linear I found myself continually drawn into the world and the story. After finishing it I ended up buying the full version and replaying it several times. When I first played Dreamforge’s Sanitarium (the Razor 1911 rip at the time …) I was immediately drawn to the darker story and ambiance. Some of the engines I was toying with at the time included one’s for Uplink: Hacker Elite, the Dynamix Game Development System as well as Sanitarium. With PR#2982 - ENGINES: Sanitarium engine being recently merged into ScummVM I wanted to take some time to chronicle the original development efforts which began in 2009.Īt the time I was looking to work on a new engine in an attempt to improve my knowledge of C++ as well as to “give something back” to the open source community. ![]()
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