Unfortunately, the CD version never offically supported MT-32 for SFX and music
because the voice acting needed a Sound Blaster. This means it was shipped
with corrupted MT-32 patches for the SFX.
The GOG version of the game comes with both CD and FDD data together, so add
the ability to load MT-32 patch information out of the FDD version if it's also
present.
This makes no difference to gameplay becasue we do not directly load from the
SDS.OVL file that contains these blocks, but adding for correctness and to help
with debugging.
DGDS basically uses the same midi and patch code as SCI. This change copies
the midi driver out of SCI. It now mostly works, but there is still an
instrument mismatch to fix out with SFX.
Most dialogs now render correctly and the game is partly playable. Still a
bunch of work to do for inventory and menus to render correctly.
Added loading for TDS (talking head) data structures too, but they are not yet
used.
- Moved scene loading in the GDSScene and SDSScene classes
- Removed all the parseFile() functions
- Removed the Amiga file handlers, as they were very early guesswork
- Kept some semi-implemented file handlers as a reference, for now
- Removed the file dump code - we got debugger functions for that use
- Removed isFlatFile() - it's no longer used
This is the initial import of the sources from vcosta's implementation.
Work has progressed on that base, so that it forms into an actual engine.
There has been heavy refactoring into classes, but there's still loads of
work to be done.
The status is almost the same the original vcosta's engine: it's possible
to play the intro Rise of the Dragon, and parts of the intro of Heart of
China and Willy Beamish. The DOS VQT images are still not decoded, so only
the Mac versions work for now - or the DOS versions with the Mac images
as patches