[Scummvm-tracker] [ScummVM :: Bugs] #14732: SCUMM: Remaining Mac GUI issues for Indy3 and Loom
ScummVM :: Bugs
trac at scummvm.org
Fri Dec 1 08:29:16 UTC 2023
#14732: SCUMM: Remaining Mac GUI issues for Indy3 and Loom
-------------------------+------------------------------
Reporter: eriktorbjorn | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: SCUMM
Version: | Resolution:
Keywords: | Game: Indiana Jones 3
-------------------------+------------------------------
Description changed by eriktorbjorn:
Old description:
> This bug collects known remaining issues with the Macintosh GUI for
> Indiana Jones and the Last Crusade, and Loom. Most of them too small to
> warrant their own bug report.
>
> - In emulation, the game runs at 640x480 pixels. ScummVM uses 640x400
> pixels. I've played both Last Crusade and Loom to verify that the
> different positioning of the menu doesn't affect gameplay, but it ''is''
> a difference.
>
> [[Image(screen-resolution.png)]]
>
> - We also do not support the low-resolution mode used on 9" Mac screens.
> It's not something I have any personal interest in, but maybe there is
> someone out there who's nostalgic for it?
>
> [[Image(low-resolution.png)]]
>
> - In the original, the menu bar is activated by pressing the Command
> button. On PC style keyboards, this would probably be the Alt key, since
> that's how both Basilisk II and Mini vMac works. ScummVM instead uses the
> built-in feature to activate the menu when the mouse is moved to the top
> of the screen. This seems friendlier to touch devices, but it would be
> nice if we could support both. (Note that Alt-clicking is used by at
> least some window managers to drag windows, i.e. the click is not passed
> to the application.)
>
> - The menu-auto-appears even when the mouse is hidden.
>
> - The Edit menu isn't implemented at all. (Note that if we do implement
> clipboard handling, we have to make sure pasting text into an editable
> text widget does not exceed its maximum length.) I believe the original
> only uses the Edit menu for the Save dialog:
>
> [[Image(edit-menu.png)]]
>
> - As the Save dialog screenshot shows, the menus that aren't used for the
> dialog should be disabled. Except for the Apple menu, where the menus are
> still enabled and the Apple menu itself is highlighted:
>
> [[Image(apple-menu.png)]]
>
> - The upper corners of the menu bar are green. (I think I've filed a bug
> report for this for another game, but I can't find it at the moment.
> Maybe it was part of another bug report.)
>
> [[Image(green-corners.png)]]
>
> - When loading images, ScummVM is not restricted to the 16 colors of the
> game palette, so it uses the ones from the image itself. This is probably
> technically an enhancement, but perhaps not something we need to fix or
> even flag as such?
>
> [[Image(color-correction.png)]]
>
> - The "About" dialogs are recreated based on observed behavior, but I've
> taken some liberties. The animations in the Loom one are probably the
> most obvious difference. I think they maintain the spirit of the
> originals, but if anyone wants to go the extra mile to make them exact...
> Rounded corners are also drawn a bit differently.
>
> - At least on my old Macintosh, I seem to recall there was a "blinking"
> animation when selecting a menu item. I've seen it in some Mac
> emulations, but not in others. I don't know if it's an emulation speed
> issue or if the behavior changed in different MacOS versions.
>
> - The Macintosh color palette is currently hard-coded. The games have a
> "clut" resource, but using that looks wrong so there must be something
> else involved?
>
> - There are a lot of hard-coded texts that we should be able to read from
> the STRS resource. I wasn't sure how to do that correctly, though.
>
> - Our save/load dialogs are a bit inconsistent. The Loom one is ours,
> built from scratch, where I added a "Delete" button that's not
> implemented. The Last Crusade one is built from the DITL resource, and
> doesn't have a "Delete" button. We should make up our minds about that.
>
> - The music for Indiana Jones and the Last Crusade sounds nothing like
> the original Macintosh synth.
>
> - The "About" dialogs trigger strange warnings from the Mac font manager.
> It appears to be harmless, because it works fine, so it could be the
> debug message itself that's wrong:
>
> {{{
> Found font substitute for font 'Indy-11-12' WARNING:
> MacFontManager::getFontName: No _fontInfo entry for font 65535!
> WARNING: MacFontManager: Requested font ID 65535 not found. Falling back
> to Geneva!
> as 'Geneva-0-12'
> }}}
>
> - https://bugs.scummvm.org/ticket/12984 - Text centering in Loom is a bit
> off.
>
> - https://bugs.scummvm.org/ticket/4494 - Music is not restored in Last
> Crusade when loading a savegame.
New description:
This bug collects known remaining issues with the Macintosh GUI for
Indiana Jones and the Last Crusade, and Loom. Most of them too small to
warrant their own bug report.
- The gfx_mac.cpp file is now the single largest file in the SCUMM engine,
making it a prime candidate for splitting into its own directory with
files per game. Particularly if we're going to add Mac GUI to the
remaining Macintosh versions. (Should we?) But I think that can wait until
after 2.8.0. (It's still dwarfed by the SCI engine's script_patches.cpp.)
- In emulation, the game runs at 640x480 pixels. ScummVM uses 640x400
pixels. I've played both Last Crusade and Loom to verify that the
different positioning of the menu doesn't affect gameplay, but it ''is'' a
difference.
[[Image(screen-resolution.png)]]
- We also do not support the low-resolution mode used on 9" Mac screens.
It's not something I have any personal interest in, but maybe there is
someone out there who's nostalgic for it?
[[Image(low-resolution.png)]]
- In the original, the menu bar is activated by pressing the Command
button. On PC style keyboards, this would probably be the Alt key, since
that's how both Basilisk II and Mini vMac works. ScummVM instead uses the
built-in feature to activate the menu when the mouse is moved to the top
of the screen. This seems friendlier to touch devices, but it would be
nice if we could support both. (Note that Alt-clicking is used by at least
some window managers to drag windows, i.e. the click is not passed to the
application.)
- The menu-auto-appears even when the mouse is hidden.
- The Edit menu isn't implemented at all. (Note that if we do implement
clipboard handling, we have to make sure pasting text into an editable
text widget does not exceed its maximum length.) I believe the original
only uses the Edit menu for the Save dialog:
[[Image(edit-menu.png)]]
- As the Save dialog screenshot shows, the menus that aren't used for the
dialog should be disabled. Except for the Apple menu, where the menus are
still enabled and the Apple menu itself is highlighted:
[[Image(apple-menu.png)]]
- The upper corners of the menu bar are green. (I think I've filed a bug
report for this for another game, but I can't find it at the moment. Maybe
it was part of another bug report.)
[[Image(green-corners.png)]]
- When loading images, ScummVM is not restricted to the 16 colors of the
game palette, so it uses the ones from the image itself. This is probably
technically an enhancement, but perhaps not something we need to fix or
even flag as such?
[[Image(color-correction.png)]]
- The "About" dialogs are recreated based on observed behavior, but I've
taken some liberties. The animations in the Loom one are probably the most
obvious difference. I think they maintain the spirit of the originals, but
if anyone wants to go the extra mile to make them exact... Rounded corners
are also drawn a bit differently.
- At least on my old Macintosh, I seem to recall there was a "blinking"
animation when selecting a menu item. I've seen it in some Mac emulations,
but not in others. I don't know if it's an emulation speed issue or if the
behavior changed in different MacOS versions.
- The Macintosh color palette is currently hard-coded. The games have a
"clut" resource, but using that looks wrong so there must be something
else involved?
- There are a lot of hard-coded texts that we should be able to read from
the STRS resource. I wasn't sure how to do that correctly, though.
- Our save/load dialogs are a bit inconsistent. The Loom one is ours,
built from scratch, where I added a "Delete" button that's not
implemented. The Last Crusade one is built from the DITL resource, and
doesn't have a "Delete" button. We should make up our minds about that.
- The music for Indiana Jones and the Last Crusade sounds nothing like the
original Macintosh synth.
- The "About" dialogs trigger strange warnings from the Mac font manager.
It appears to be harmless, because it works fine, so it could be the debug
message itself that's wrong:
{{{
Found font substitute for font 'Indy-11-12' WARNING:
MacFontManager::getFontName: No _fontInfo entry for font 65535!
WARNING: MacFontManager: Requested font ID 65535 not found. Falling back
to Geneva!
as 'Geneva-0-12'
}}}
- https://bugs.scummvm.org/ticket/12984 - Text centering in Loom is a bit
off.
- https://bugs.scummvm.org/ticket/4494 - Music is not restored in Last
Crusade when loading a savegame.
--
--
Ticket URL: <https://bugs.scummvm.org/ticket/14732#comment:31>
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