[Scummvm-devel] Started Monkey Island I+II Special Edition support

Matthew Hoops clone2727 at gmail.com
Fri Nov 22 15:56:53 CET 2013


And, one more thing: Do we want this at all? Our current attitude
towards even the Steam re-releases is that we don't want them to not
upset LucasArts. I never really liked that thinking since one could
easily rip out the index file anyway. But it's worth bringing up in
case there's objection to this (personally, I'd love to see us support
it, but that's just me :)).

Matt

On Fri, Nov 22, 2013 at 9:53 AM, Matthew Hoops <clone2727 at gmail.com> wrote:
> On Fri, Nov 22, 2013 at 7:28 AM, Mathieu Parent <math.parent at gmail.com> wrote:
>> - untested dxt file support (DXT1+DXT5)
> Well, there's still legality complications with DXTn. Do we even want that?
>
> If we're OK with it, we have libtxc_dxtn anyway. Would be nicer than
> any implementation we could roll out.
>
>> I currently fail to get 32bit color mode working (see HEAD^). The idea
>> is to run the classic game in 256 color mapped to 32-bit color (and
>> scaled, which I will do in another commit). This will allow to use
>> classic costumes on SE rooms or some other funny things.
> SCUMM probably needs a lot of changes to run in 32bpp. ScummVM isn't
> really about "funny things" like that, either.
>
>> - activate sound
> That's not really easy either. We're missing necessary sound formats,
> for starters. And there's different formats used on different systems.
> iOS uses Core Audio (with ima4, I believe), whereas Windows/X360 use
> XMA (with MS IMA, I believe).
>
> Not to mention the absolute mess that this iMuse implementation would
> bring. Probably the entire iMuse implementation in MI2:SE would have
> to properly be RE'd again, I'm guessing. I can only imagine the
> hackish nightmare the dev team did to get that in.
>
>> - DirectX effects
> Hard to really say "DirectX effects" since that would only satisfy the
> Windows and X360 ports. I assume they're shaders anyway, which would
> make it impossible to use in ScummVM.
>
> Matt




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