I've checked the contents of the indy3-vga.s01 save which had been provided
in that bug report back then. It was really coming from this very-badly
patched fan translation, since the save file contains some very bad
grammar/translations unique to that version.
This confirms that some users still had this release in their collection
in 2011, and that it's important to detect it so that people are aware
of it being effectively broken.
This is a very old fan-made translation (circa 2001-2002), if not one
of the first ones, targeted at the VGA release of Indy3.
Problem is that it used very poor tooling (mostly a hex editor and
luck I believe, trying not to change any game offset) and it deeply
corrupted several .LFL files in the process, also inserting bogus
data in some opcodes.
Rejecting it feels safer, we don't want bug reports about a release
having some many corrupted resources.
Checked against a copy I had on a 2004 hard drive… and I do remember
already hitting deep issues when playing this translation, back in
the ScummVM 0.7-0.8 days.
Good news is that alternatives exist (with much better grammar and
spelling along the way), and as far as I can remember, ScummTr was
precisely created for the French ATP team in response to the poor
results of this first attempt.
(Night work sponsored by my sleep paralysis demons.)
Both this versions have empty extra fields in their game definitions, so
ScummVM will put the variant there but only on subsequent game launches.
This means the wrong game settings was shown on adding the game, but not
later. With this change, it should show the correct one immediately.
I don't have the FM Towns version, only the Sega version, but I assume
the same fix applies to both.
This is currently only used for Macintosh games, but I kept the name of
the setting anonymous in case we ever need gamma correction for
something else.
SAM mostly works, too, but there hasn't been done any
adjustment work yet for the newer imuse system yet.
DOTT (and probably SAM) actually support stereo. The
hardware caps get detected and it is activated based on
that. The samples are still 8-bit mono, but it allows some
pan pos effects. Nonetheless, I have currently set it to
mono, since that sounds better (less noise, better balance
between channels. Not sure if is a bug of mine or an
original issue, since I haven't been able to get stereo
sound on an emulator).
No more cases of SCUMM quit dialogs followed by frontend
quit dialogs, and no more cases of versions not having an
override quitting without confirmation (ignoring the frontend
setting).
The exposes the --copy-protection command line option to the engine
settings dialog. This affects the following games:
* Maniac Mansion v1 (DOS) and v2, but not NES or the demos
* Zak McKracken v1 and v2
* Loom EGA (DOS)
* Monkey Island 1, VGA floppy and Macintosh
* Monkey Island 2, but not demos, FM Towns, or the Ultimate Talkie
* Fate of Atlantis, Amiga and other floppy versions
I don't have all of these versions myself, so I can't verify that it
works. And in some cases, the checkbox will appear for games that don't
have the copy protection in the scripts, e.g. the Mac CD Game Pack
version of Fate of Atlantis. (Anyone want to re-insert that script like
we do for that release of Monkey Island 2?)
This is the thing I held off doing during the HE gfx rewrite, only to find out
it was actually needed. As usual, a great number of changes for... only
one small bug fixed. This closes ticket #9619:
"SCUMM/HE: PUTTZOO- Kenya Animation Bug Persists"
I have tested a bunch of representative HE70+,80,90,95,98,99,100
entries and I didn't notice regressions.
HE versions under 70 have not been touched by this, as I'd like to
know if there are issues with actor/object overlaps BEFORE actually
starting disassembling 16-bit DOS executables...
English versions usually run in a 320 x 240 resolution in ScummVM.
The original interpreter uses 640 x 480. It has a unique pause/restart
banner that we cannot display in 320 x 240. So that is really the only
reason for adding this option.
The layout is not good and needs more work. I haven't
yet understood how the theme layout code has to be used.
I commit this nonetheless, since it is the only way to access
the music quality settings for MI1.
There was discussion a while back about how people may want to enable
some of the SCUMM enhancements, but not all since some of them affect
gameplay beyond simple bugfixing. This is an initial attempt at the GUI
part of it. The details are very much still up for discussion.