[Scummvm-devel] Started Monkey Island I+II Special Edition support
Mathieu Parent
math.parent at gmail.com
Tue Nov 26 15:08:15 CET 2013
(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
> If we're OK with it, we have libtxc_dxtn anyway. Would be nicer than
> any implementation we could roll out.
Didn't knew about this. I will move to that then.
>
>> 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.
Some advance in this area (some glitches fixed). Costumes a still
garbage (because they are written in 8bit).
>
>> - 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".
>
> 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).
>> - 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.
2013/11/22 Matthew Hoops <clone2727 at gmail.com>:
> 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 :)).
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.
--
Mathieu
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