There is currently no user friendly way to do this. You have to unpack
the Maniac Mansion files (since the game is not detected from the "Day
of the Tentacle Data" file), and then you have to put a copy of the Day
of the Tentacle Mac executable where ScummVM can find it (e.g. in the
same directory) because that's where the menus and dialogs are.
Known issues:
"About" shows the credits screen for Day of the Tentacle,
but the original behavior isn't much better: It just shows a black
screen.
The "Sound" menu should be disabled. There are some things I would like
to rearrange before looking into that, though.
Poor Apple II version, it has been broken for at least a couple
of years :-)
All regressions were a byproduct of basically forgetting this
version existed when making changes which should have
(or should not have) targeted C64 games, which use the
same rendering routines and palettes as this one.
Fixes and closes#14765:
"SCUMM V0: MANIAC: APPLE II: Palette is incorrect."
My goal right now is to move all font drawing that isn't explicitly
handled by scripts into the Mac GUI. The Indy 3 speech boxes will
probably be moved into the Mac GUI as well, since they're a bit special.
This means the charset class will only have to keep track of the game
font, which will remove some odd special cases.
This is the same problem that has affected version 6 games and Mac Indy
3, so hopefully this fix is enough. I changed the _macScreen check to
check for platform, since that seemed more sensible to me. Some day, we
should probably get rid of the ability to play the Mac versions in low
resolution anyway.
Cursor is handled differently in this Mac port, i.e. without
setting values in the _cursor object. The CursorManager
doesn't exactly like that, so in this commit I've provided a
post-load fix and a fix for the cursor initialization itself.
Interestingly, but unsurprisingly, this was caused by 20 years old code which now produces no effects
at all, other than causing the bug that this commit fixes :-P I have checked the disasm of every version
of SCUMM, and there is no sign of updatePalette() ever being called at the end of the fadeOut() function.
Removing it fixes the issue. I have tested every game I have for this change, but I'm sure that whatever
that updatePalette() call was trying to fix 20 years ago, it has probably been fixed properly now, so there's
no need for it.
Also, removed _fullRedraw toggles in o_LoadRoom for DIG and COMI, which, judging by the disasm, don't
force the redraw after changing the scene.
The mouse cursors get dithered correctly now and due to earlier fixes SAMNMAX seems to be in as good a state as DOTT regarding EGA dithering mode, so I enable it. Also added a post-load fix for the palette and the mouse cursors.
This does not improve anything about these modes for v2 and v3, except:
- brighter CGA colors
- v2 will also get the more accurate Hercules mouse cursor
I will do improve v2/v3 as separate tasks. v3 seems to be mostly fine, anyway, except for the actors (we dither them just like the backgrounds, but that looks different in DOSBox).
The main purpose of this set of changes is to refactor the code to make
it easier to pass the name of the Macintosh resource file to other parts
of the engine (it used to be hard-coded in the music players), and to
scale-up the graphics by 2.
The actual font rendering is almost completely broken.