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

Matthew Hoops clone2727 at gmail.com
Tue Nov 26 15:42:32 CET 2013


On Tue, Nov 26, 2013 at 9:08 AM, Mathieu Parent <math.parent at gmail.com> wrote:
> (please keep me cc-ed)
>
> 2013/11/22 Matthew Hoops <clone2727 at gmail.com>:
>> 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?
>
> According to wikipedia [1], it is part of OpenGL 1.3. Isn't it
> suficient (IANAL)?
> Also, S2TC seem patent-free and S3TC compatible [2]
>
> [1]: http://en.wikipedia.org/wiki/DirectDraw_Surface
> [2]: http://en.wikipedia.org/wiki/S2TC

Did you read that? "The S2TC reference implementation is also capable
of decompressing S3TC compressed textures, but instead of implementing
the patented aspects of the algorithm, the S2TC decompressor picks
colors at random". S3TC is most certainly patented and there's no
getting around that.

>>> - 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).
>
> We already have a modular way to load sounds (flac, ogg, ...). ffmpeg
> has "-acodec adpcm_ima_wav".

I know what ScummVM has to load sounds. I wouldn't have mentioned Core
Audio or XMA if I knew we already had those and I already know we have
both MS IMA and Apple IMA decoders. I'm not really sure why you're
bringing FFmpeg into this discussion at all or even FLAC/OGG.

>> 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.
>
> As much as possible, I try to move the SE specific code in the se
> folder (I can make an se folder in the imuse folder too).

A folder isn't really relevant to what I was saying.

>>> - 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.
>
> They are shaders, and this is not a must-have.

It's a must-have if we want to claim support, no?

> My work is on the non-Steam PC DVD. I thought that those games were
> abandonware because it was hard to get them (and I'm still waiting for
> MI2SE). I now know that this is not the case on iOS, Xbox and Steam.

We have a strict no-abandonware policy.

Matt




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