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.
This is still just a mock-up, and a bad one at that. It will all be for
nought unless I can figure out how to wire up these buttons to the SCUMM
verbs.
E.g. when exiting the lost dialogue of Plato screen in INDY4,
sound would dip down for a fraction of second. This is a result
of a workaround of our own, which should be disabled during
heap/temporary saves handling.
The issue, although minor, was there because of a workaround
which is incompatible with what the original HE code is trying to
do at that point; removing that workaround for HE games fixes it.
This fixes an inaccuracy in situations where a talkie
continues after exiting from a temporary save state,
e.g. looking at the National Archeology journal in Indy4
and exiting the screen before speech is over.
This get rids of a whole class of sound glitches across the
engine, where temporary saves paused sound for a fraction
of second, resulting in a hiccup.
Examples: reading the dialogue of Plato in INDY4, looking
at the recipe book in COMI.
Concept suggested by eriktorbjorn, and proved by the fact
that disasms do not pause audio at when saving.
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.
zlib is used when available and falls back on gzio.
This allows performance improvements as our CRC32 and gzio
implementations are slower than base zlib.
As zlib is available when libpng is present, this is sensible to
benefit from it.
This commit properly takes care of #10854 and #1016;
the previous code was retrofitted from v5 and thus potentially
presented inaccuracies (e.g. room 1 in LOOM CD shouldn't
cycle colors).
A post-load fix was also necessary for older savegames,
otherwise color cycling would not occur at all until the room
was exited and then re-entered. Being that the cycling data
was being mangled by the previous implementation, there was
no choice but to introduce a new save version to detect this.