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Dwatteau

Joined 14 June 2022
Small updates for my own stuff
(Small updates for my own stuff)
 
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Bonjour bonjour ! I've been using ScummVM for so long that I thought that I might as well contribute to it after all these years, even though I'm Not a Developer™.
Bonjour bonjour ! I've been using ScummVM for so long that I thought that I might as well contribute to it after all these years, even though I'm Not a Developer™.


I currently (2022) maintain the macOS 10.4/10.5 PowerPC release, which hopefully helps preserving [[HOWTO-Debug-Endian-Issues|big-endian compatibility]] of various engines (e.g. [[Dragons]]) for various other big-endian ports (such as [[PlayStation 3|PS3]]).
I currently (2024) maintain the macOS 10.4/10.5 PowerPC release, which hopefully helps preserving [[HOWTO-Debug-Endian-Issues|big-endian compatibility]] of various engines (e.g. [[Dragons]]) for various other big-endian ports (such as [[PlayStation 3|PS3]], Wii, GameCube, AmigaOS…).


Lately, I've also written some of our [[SCUMM/Game Enhancements|SCUMM enhancements]]. As a side project, I also maintain Thomas Combeleran's ScummTR translation tools for various LucasArts adventure titles.
Lately, I've also written some of our [[SCUMM/Game Enhancements|SCUMM enhancements]]. As a side project, I also maintain Thomas Combeleran's ScummTR translation tools for various LucasArts adventure titles.
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==macOS PPC builds==
==macOS PPC builds==
* Publish the dependency and release OSX PPC build scripts somewhere.
** I have it all and can share it on request, it's just not very clean yet.
** No cross-compilation through Docker (as done for the other macOS builds in dockerized-bb) is possible for older OSX PPC, AFAIK.
* Find a better way of testing G3 (non-Altivec) compatibility
** There are some runtime checks for Altivec in some components (SDL1.2, libjpeg-turbo), but it's really easy to trigger an unconditional Altivec instruction if things are not properly built (e.g. SDL1.2 defaults with a newer compiler)
** I currently boot a G4 with <code>sudo nvram boot-args="novmx=1"</code> to emulate the behavior of a G3 and it's helpful, but still it's not an accurate guarantee
* Upgrade the C++11 compiler from GCC 4.8.5 to GCC 7.5.0 at some point
** Official builds are currently made with the "Unofficial TenFourFox Development Toolkit", because it's much faster and more reliable to set up than a native MacPorts build. GCC 4.8.5 is a battle-tested C++11 compiler for Tiger and so it's usually the default, but GCC 7.5.0 is also an option (but its bootstrap sometimes randomly gets stuck in the <code>compare</code> phase, see https://trac.macports.org/ticket/56922)
** As of May 2024, I have a local 2.9.0pre build that successfully builds with GCC 7.5.0.


==SCUMM enhancement ideas==
==SCUMM enhancement ideas==
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===DOTT===
===DOTT===
* Improve Dr. Fred's hitbox when you need to use the rope on him. It's way too small.
* https://tcrf.net/Maniac_Mansion:_Day_of_the_Tentacle lists of lot of good content and jokes being untriggerable.
** For some of them, we don't know if it's an intentional cut, but most of the time it looks like they're just script oversights.
* If you try reading the boring green book to the cast with Hoagie in the past, the cat has the same reaction as when you try to touch it, but this time there's no sound at all.
** It's not very hard to restore it, but how to make sure that the audio offset is the proper one, since the two scripts (23-203 and room-23-obcd-162) can't "see" each other when we do opcode workarounds in script_v5.cpp?


===Sam & Max===
===Sam & Max===


===The Dig===
* French release: in the intro, Sam calls Max "Sam", which is not intended in this part of the game.
** The floppy release has a different dub, and there's no such mistake there, but it's a very rare release and the audio quality is very low.
** Maybe we could patch in a different "Max" voice clip from some other place, but I fear that it's going to be too complex/hackish.
** This ''does'' exist as a joke later in the game, though! So, is it that much of a problem in Sam & Max's wonderfully weird world?
* French and German releases: several dubbed lines are cut way too early (e.g. if you at the one of the creatures inside the Tunnel of Love)
** The mistake is in the original audio resources, not in the scripts, so we probably can't do anything about this.
* Improve the hitbox of the rightmost door in room 53 (bigfoot party), because only a handful of pixels on the very top of it are clickable.
* Improve the hitbox for the last room of the game: you need to click in very small area in the rightmost part of the screen, but it would be nice if the you could just click in the middle of the screen, since this is where you can ''see'' the next room, so it's more intuitive to click there.


===Full Throttle===
===Full Throttle===
* In the German and French releases, ''several'' lines are dubbed by the wrong actor (see Trac#13646).
** I'm pretty sure we can't do anything about this, though, as it looks like this was a line-by-line dub and not a scene-by-scene dub. The 2017 remaster didn't fix this either, so the mistake is probably right in the recording process of that area.
* In the French release, several lines and SFX are completely missing from some SAN sequences (e.g. SNSETRDE.SAN and boot param <code>900</code>), so you only get subtitles.
** Again, unfortunately, there's probably nothing to restore.
* In the French release, the volume level of (way too) many lines is very poorly adjusted (i.e. you can't hear anything).
** There is maybe a way of fixing this… but that's quite low on my priority list.
** I also need to check if the 2017 remaster didn't improve this in some way.
===The Dig===


===COMI===
===COMI===
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