This fixes#15633:
"SCUMM: COMI: Saving over an existing save loads that save instead"
...whoops.
This also raises the debug level of a related print which caused
noise on the debug log.
In case someone saves the game with the Mac GUI enabled, then loads it
without. Also, don't add _macScreenDrawOffset since that causes the
cursor to jump when loading the game with the Mac GUI. Maybe we
shouldn't warp the cursor at all, but this way it shouldn't make any
difference, I guess.
This came up for Mac versions whenever the sound quality setting was
changed. However, the savegames made with different quality settings
are 100% compatible, so that is not an appropriate use for this dialog.
This adds optional EPX scaling and 640x480 resolution for
LucasArts Macintosh games other than Indy3 and Loom.
This includes:
* Monkey Island 1
* Monkey Island 2
* Indy4
* Day of the Tentacle
* Sam&Max
* Full Throttle
* The Dig
In doing this, I reverted the ugly code which previously offset
the game screen 20 pixels below (to create an internal 320x240
buffer, instead of 320x200). Instead of just offsetting mouse
coordinates and the final screen texture, I used to offset the
in-engine graphics elements. Ew.
This ensures flawless savegame compatibility between old and
new, without touching anything.
This fixes#15353:
"SCUMM: MONKEY1 (Macintosh) Crash in saveLoadWithSerializer loading 2.8.0 saves on 2.9.0git"
I didn't take into account the fact that this version had 0xFFFF as VAR_SOUNDCARD,
at startup. I'm not disabling this soundcard detection thingy for the Mac versions for now,
because I'm not sure how different sound quality settings behave during saving/loading.
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.
For the newer system, the value is interpreted as having
a range from 0 - 127, with 64 the default. Can be tested in
Samnmax in the Tunnel of Love, after stuffing Max into
the fuse box. Now it is like DOSBox, before it was way too slow.
The volume and pitch faders should be fine, now.
I haven't fixed the speed fader, since the whole
handling of the speed setting would need to get
examined a bit closer. I think we're doing it wrong
(but maybe correctly for MI2/INDY4/DOTT?), but
this can be fixed separately...
This should provide more accurate and feature complete
sound than the existing player (which is still there, just
disabled). I haven't implemented a proper quality selection
method yet.
If we show the "Audio files compressed with ScummVM Tools were detected"
message, we are in the middle of initialization. If a user tries to
launch the GMM while the message is still on, it will lead to a crash.
The new Mac GUI doesn't change the savegame format, but it removes a
couple of verbs. It can read old savegames just fine, but new ones will
not be usable by older versions.