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(Some ramblings on how to improve the SubstResFileNames system) |
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Hence the idea is born to unify the knowledge / data found in <code>ScummEngine::openRoom</code> and <code>substResFileNameTable</code> into a single mechanism. This is why I wrote above that <code>detectGames</code> should return a SubstResFileNames (or equivalent recorde). We already pass that to the ScummEngine object. We simply extend this to allow to be used directly by <code>ScummEngine::openRoom</code> (and of course other methods) to generate suitable filenames from given data. | Hence the idea is born to unify the knowledge / data found in <code>ScummEngine::openRoom</code> and <code>substResFileNameTable</code> into a single mechanism. This is why I wrote above that <code>detectGames</code> should return a SubstResFileNames (or equivalent recorde). We already pass that to the ScummEngine object. We simply extend this to allow to be used directly by <code>ScummEngine::openRoom</code> (and of course other methods) to generate suitable filenames from given data. | ||
How to achieve this? I am not yet fully sure how to do this best... We probably need (at least) the following three parts: | |||
# A way to determine what file naming scheme to be used (for the detector; i.e. a way to loop over all possible detect names for a given game) | |||
# A way to encode the naming scheme (i.e. <code>substResFileNameTable</code> or a successor) | |||
# A function that generates filenames from the <code>substResFileNameTable</code>, given some data (like room & disk number) | |||
The first part should be good enough to also allow the detector to extract useful extra information about the game. E.g. if the filename is 00.man, we know that it's Maniac Mansion Demo; if it's toffzeit.he0, then we are dealing with the German putttime, etc. | |||
Parts 2 and 3 go hand in hand. Unfortunately, we can't just use a prinft format string, since in some cases, the file names may need to encode the room number, in others the disk number, and in some cases even letters instead of numbers are used (for HE 98+ games, "(a)" and "(b)" are used as file name extensions, at least) | |||
This is still a bit fuzzy. To decide how to proceed, it might help to write down a list of all possible file names, or even a map between filenames <-> gameid, but since that's a lot of work and may just as well be *not* useful at all, I am not doing this for now... :-) | |||
TODO: Finish this | TODO: Finish this | ||
=== Incomplete code snippets === | |||
The following snippets are sketches. We may end up doing things totally different. It's just a way for me to make visible what goes on in my head right now, and is neither complete nor necessarily the best way to handle things. You have been warned :-) | |||
Random thought: The detector could automatically populate the 'basename' field, too. | |||
In particular, the first use of generateSubstResFileName in Sound::openSfxFile | |||
is used to translate the "basename" of the game; this would be unnecessary if | |||
the basename was already set to the right value. | |||
For regular use (e.g. in ScummEngine::openRoom, and most places where | |||
generateSubstResFileName is currently being used), we could use a new function like this one: | |||
<pre> | |||
Common::String generateFilename(int room, int diskNumber) { | |||
char buf[128]; | |||
if (_game.version == 4) { | |||
if (room == 0 || room >= 900) { | |||
sprintf(buf, "%.3d.lfl", room); | |||
} else { | |||
sprintf(buf, "disk%.2d.lec", diskNumber); | |||
} | |||
} else if (_game.heversion >= 98) { | |||
char c; | |||
int disk = 0; | |||
if (_heV7DiskOffsets) | |||
disk = _heV7DiskOffsets[room]; | |||
switch(disk) { | |||
case 2: | |||
c = 'b'; | |||
break; | |||
case 1: | |||
c = 'a'; | |||
break; | |||
default: | |||
c = '0'; | |||
} | |||
sprintf(buf, _substEntry.formatStr, c); | |||
} else if (_substEntry.method == kGenDiskNum) { | |||
sprintf(buf, _substEntry.formatStr, diskNumber); | |||
} else if (_substEntry.method == kGenRoomNum) { | |||
sprintf(buf, _substEntry.formatStr, room); | |||
} else { | |||
error("FOO"); | |||
} | |||
return buf; | |||
} | |||
</pre> | |||
For detection: We should touch every file at most once (in particular, it would be very bad to compute the MD5 of a file multiple times, since many of our targets aren't exactly fast when it comes to disk I/O speed). So instead of looping over all games, let's loop over the files and then split down into cases. At the same time, squeeze any information we can from the filenames and files. | |||
<pre> | |||
fullCandidateList = () | |||
FOR filename in files DO | |||
bool filenameKnown = false; | |||
IF length of filename < 4 THEN | |||
NEXT | |||
ENDIF | |||
tempList = () | |||
IF (filename contains '.' and is at most 8+1+3=12 chars long) THEN | |||
filenameKnown = true; | |||
SWITCH filename { | |||
case 00.MAN | |||
add to tempList: | |||
gameid = Maniac Mansion, platform = ?, language = en, extra = demo | |||
subst pattern = "%02d.MAN", kGenWithRoomNum | |||
case *.sm0 | |||
add to tempList: | |||
gameid = Sam & Max, ... | |||
case 00.LFL | |||
look at the file to distinguish between V1, V2/V3OldBundle and V3SH | |||
Then add all possible game variants to tempList | |||
... | |||
case 000.LFL | |||
... | |||
case *.000 | |||
... | |||
case *.la0 | |||
... | |||
case *.he0 | |||
... | |||
case *.d64 // Non-extracted C64 | |||
add to tempList: | |||
gameid = Maniac Mansion, platform = C64 | |||
OR | |||
gameid = Zak, platform = C64 | |||
OR | |||
error | |||
... | |||
default: | |||
filenameKnown = false; | |||
ENDSWITCH | |||
ELSE | |||
// Must be a mac name / long name | |||
IF filename = "Maniac Mansion (*).prg" THEN | |||
add to tempList: | |||
gameid = Maniac Mansion, platform = NES, language = * | |||
ELIF name is in mac container list THEN | |||
... | |||
ELSE | |||
search the generic subst list | |||
... | |||
TODO | |||
... | |||
ENDIF | |||
ENDIF | |||
if filenameKnown then | |||
compute MD5 of the file (we only do this for known filenames to avoid | |||
computing the MD5 of every single file in the directory!) | |||
IF MD5 is found in the table THEN | |||
optionally: perform a sanity check, show if the exact match | |||
agrees with at least one of our guesses | |||
add this exact match to fullCandidateList | |||
ELSE | |||
add tempList to fullCandidateList | |||
ENDIF | |||
ENDIF | |||
ENDFOR | |||
</pre> | |||
== Standardized descriptions == | == Standardized descriptions == | ||
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(NAME, PLATFORM, LANGUAGE, EXTRA) | (NAME, PLATFORM, LANGUAGE, EXTRA) | ||
The game desc then is: | The game desc then is one of the following (which one to use in the end isn't the point of this text!): | ||
NAME (PLATFORM EXTRA LANGUAGE) | NAME (PLATFORM EXTRA LANGUAGE) | ||
NAME (LANGUAGE PLATFORM EXTRA) | |||
NAME (EXTRA PLATFORM LANGUAGE) | |||
... | |||
I'll stick with the first version for now, but it's not set in stone (yet). | |||
Missing/unknown information is left our. So, if none of the extra values are known, the description simply becomes: | Missing/unknown information is left our. So, if none of the extra values are known, the description simply becomes: |
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