As much as I'd like to allow for variable resolution sizes,
the graphics in Zork Zero are geared specifically for a 320x200
screen. Maybe in the future I can allow for automatic stretching
to fit any screen size, but for now it's more important to get
the v6 games working at all
Blade Runner uses IBM437 encoding for its TRx resources
This covers the ENG, FRA, DEU, ITA and ESP versions.
The ERRORMSG.TRx use different encoding (Latin-1) but with a few bugs (a few character encoded with IBM437)
More work would probably be required for the RUS version.
All game language versions have the English VQA for the logo videos
Do not append the localization suffix to those two, but use the '_E' suffix instead.
Versions supported are English, German, French, Italian and Spanish
More work would be required for Russian versions to be supported by the spreadsheet creator.
I don't have access to the Russian version that ScummVM currently supports/in the detection table.
Current implementation could be improved (to do away with all the if clauses for the glyph "exceptions")
but this is not high priority.
add make rules for output FON and MIX files
Create wrappers for all scripts to check for python 2.7
update module.mk to create FON file, then create the SUBTITLES.MIX file
Remove the intermediate TRE files.
Input is expected to be in sampleInput folder
The prior code was based on the Frotz decoder, which was partially
written in PC assembly, so was hard to represent. This new version
uses code from the ztools pix2gif code
Trivially revises comments and var names for consistency.
Changes hardcoded selector bytes to macros.
Confirms early patches against editions not tested at the time.
Combines two TRAP array patches (commits 6c44106, aceb528) into one.
Restarting was only supported in QfG4, GK1 and PQ4. Those three used
makeshift script code. The kernel call was stubbed out in SSCI as
well. Fixes bug #10681.
It's not very useful. However this is mostly to test the theory that the
build failure we've been experiencing in
engines/scumm/he/logic/football.cpp with the osx builder on buildbot is
related to the size of the intermediary assembly source file.
As I implement further code for Zork Zero, I'm becoming convinced
that all of the windows 2+ are for graphics. A complication arose,
though, that z_draw_picture doesn't have a window number specified.
So creating Glk picture windows for each virtual window was
somewhat redundant. The scheme I'm now going to move forward with
is having a single picture wndow cover the entire screen in v6 mode,
and the upper and lower panes on top of that. All other windows
will not get an accompanying Glk window, and instead I'm caching all
the window properties locally on the Frotz Window class, so that
they can act like the simple placeholders I think they're intended as