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Heart of Darkness (SDL port)
PORTSNATIVE

Heart of Darkness (SDL port)

NATIVE PORTSPORTSWINDOWSLINUXMACOSANDROIDBETA

Heart of Darkness (SDL port)

Heart of Darkness

OriginWindows / PlayStation

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS, Android

View official project

About the project

Heart of Darkness es un videojuego de Amazing Studio, publicado en 1998 por Infogrames e Interplay para Microsoft Windows en PC y PlayStation. Para Game Boy Advance se anunció en 2001, pero nunca fue lanzado. Es el primer juego que tuvo una orquesta para hacer la banda sonora; pero, debido a los retrasos, no logró ser el primero en ser lanzado con esta novedad. A pesar de que su público principal son niños, el juego muestra varias escenas de muerte y, además, es considerado uno de los juegos más difíciles.

Official project information

Author's original READMEOpen on GitHub ↗

GITHUB_BANNER

HeartOfDarkness-SDL

<p>Release version : 0.2.9.1</p> <p><b>We have a Wiki ! Please check it out.</b></p>

Links

  • Go see the Wiki
  • Go to INSTALLATION for more informations about the installation.
  • Go to CONTROL for the control's scheme.
  • CHANGELOG
  • CONTRIBUTING
  • COMPATIBILITY_RELEASE

About

<p>The objectives of this port is to be 100% accurate to the real game and make it compatible with every devices (like PSP, Nintendo Switch, etc.) or any modern operating system (Linux, Windows, macOS, etc.) that can run SDL2.</p> <p>HeartOfDarkness-SDL is a reimplementation of the engine of the used by the game "Heart of Darkness" developed by Amazing Studio.</p> <p>This is a fork of "hode" by Gregory Montoir</p>

Installation

<p>Go to release for downloading the engine. HeartOfDarkness-SDL is avalaible for :</p>
  • Microsoft Windows
  • Linux
  • Nintendo Switch
  • Nintendo Wii
  • Google Android
  • Sony PlayStation Vita
  • Sony PlayStation Portable
  • Microsoft Xbox

Status

<p>Menus are currently missing.</p> <p>PSX datafiles can be used but sound (SPU ADPCM) and background screens (MDEC) are not handled yet.</p> <p>No GUI control on Android.</p>

Installation

Datafiles

<p>The original datafiles from the Windows release (demo or CD) are required.</p>

List of files :

  • hod.paf (hod_demo.paf, hod_demo2.paf)
  • setup.dat
  • *_hod.lvl
  • *_hod.sss
  • *_hod.mst

Configuration

<p>By default the engine will try to load the files from the current directory and start the game from the first level.</p> <p>These defaults can be changed using command line switches :</p>
Usage: hode [OPTIONS]...
--datapath=PATH   Path to data files (default '.')
--savepath=PATH   Path to save files (default '.')
--level=NUM       Start at level NUM
--checkpoint=NUM  Start at checkpoint NUM
<p>Display and engine settings can be configured in the 'hode.ini' file.</p> <p>Game progress is saved in 'setup.cfg', similar to the original engine.</p>

Credits

<p>All the team at Amazing Studio for possiby the best cinematic platformer ever developed.</p> <p>Gregory Montoir for the hode engine.</p> <p>Usineur for the Switch and Vita port.</p> <p>Modern Vintage Gamer / Lantus for the Xbox port.</p>

URLs

  • Mobygames
  • Website
Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Sports
Status
beta
Original platform
Windows / PlayStation
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
Aug 3, 2020

Target platforms 4

Windows
Linux
macOS
Android
View on GitHub
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