https://wiki.scummvm.org/api.php?action=feedcontributions&user=LordHoto&feedformat=atomScummVM :: Wiki - User contributions [en]2024-03-19T13:28:27ZUser contributionsMediaWiki 1.36.0https://wiki.scummvm.org/index.php?title=Developers_Bios&diff=22780Developers Bios2016-05-23T08:48:11Z<p>LordHoto: /* Johannes Schickel */ Remove location.</p>
<hr />
<div>This is a (hopefully) complete list of all people that have worked on ScummVM or contributed code. <br />
The idea is that we want to see where everybody comes from and maybe a small biography. <br />
This could be anything from "Loves coding on ScummVM while working on Windows Vista source at Microsoft" <br />
to the next bestseller at your local bookstore: you decide.<br />
<br />
I have created a Perl script that automatically parses the GPS information on this Wiki page and incorporates it onto [http://scummvm.thewicked.nl/images/ World and Europe maps of ScummVM Developers] of various resolutions using [http://xplanet.sourceforge.net/ xplanet]. <br />
So if you do not want to add a small bio we would at least ask you to enter the GPS coordinates of your location so the maps will be populated.<br />
Please enter your location information according to the following wiki syntax so my parse script can find them: <br />
<br />
:Location: Country, City, GPS XXnXX, YYeYY<br />
:Location: The Netherlands, Amsterdam, GPS 52n22, 4e54<br />
<br />
You can easily look up your own GPS coordinates at [http://www.astro.com/cgi/aq.cgi?lang=e astro.com].<br />
You can directly copy-paste the GPS coordinates from the astro.com results. The script is now run automatically once per day @ 00:00 CET.<br />
<br />
Also, if you know the (partial) location for another developer and you don't think he/she can enter it themselves, feel free to add these too for maximum results. Please realize that some of the data on this page may be inaccurate, or hopelessly old and neglected, especially the website links, so remember to take these with a grain of salt :P<br />
<br />
:enjoy!<br />
:SumthinWicked<br />
<br />
http://scummvm.thewicked.nl/images/ScummVM-Developers-World-1024x512.png<br />
<br />
<br>Go [http://scummvm.thewicked.nl/images/ here] to see more maps of ScummVM Developers in Europe & the World. <br />
The high-resolution maps also contain developers names with the locations. <br />
[http://scummvm.thewicked.nl/images/ScummVM-Developers-Europe-1142x798.png This] is a particularly good one.<br />
<br />
<br><br><br />
<br />
== The ScummVM team ==<br />
<br />
=== Project Leaders ===<br />
<br />
==== Eugene Sandulenko ====<br />
:Handle: [[User:sev|sev]]<br />
:ScummVM: Lead developer, Engine: SCUMM (FT INSANE, MM NES, MM C64, game detection, Herc/CGA), HE, SAGA, Gob, OSystem, initial MT-32 support, Asm routines<br />
:Location: Ukraine, Kharkiv, GPS 49n55, 36e18<br />
:Occupation: Project Manager<br />
<br />
=== Engine Developers ===<br />
<br />
==== Torbj&ouml;rn Andersson ====<br />
:Handle: [[User:eriktorbjorn|eriktorbjorn]]<br />
:ScummVM: Engine: SCUMM, Broken Sword 2, SAGA, Gob, AGOS<br />
:Location: Sweden, Borlänge, GPS 60n30, 15e25<br />
:Occupation: Programmer<br />
<br />
==== Adrian Astley ====<br />
:Handle: [[User:RichieSams|RichieSams]]<br />
:ScummVM: Engine: ZVision<br />
:Location: United States, Austin, GPS 30n16, 97w45<br />
:Occupation: Mechanical Engineer<br />
<br />
==== Fabio Battaglia ====<br />
:Handle: [[User: Hkz|Hkz]]<br />
:ScummVM: N64 Backend, Engine: Sword1 (PSX version support), Sword2 (PSX version support), Tinsel (DW1 PSX version support)<br />
:Location: Italy, Ferrara, GPS 44n50, 11e35<br />
:Occupation: Student (computer science)<br />
:Website: http://hkzlab.ipv7.net/<br />
<br />
==== Arnaud Boutonn&eacute; ====<br />
:Handle: [[User: strangerke|strangerke]]<br />
:ScummVM: Engine: CGE, Gob, Hopkins, Hugo, Mortevielle, Tony, TsAGE<br />
:Location: Belgium, Brussels, GPS 50n50, 4e20<br />
:Occupation: IT Manager<br />
<br />
==== Oystein Eftevaag ====<br />
:Handle: [[User:vinterstum|vinterstum]]<br />
:ScummVM: Engine: Kyra<br />
:Location: Norway, Oslo, GPS 59n55, 10e45<br />
:Occupation: Gamecoder<br />
<br />
==== David Eriksson ====<br />
:Handle: [[User:twogood|twogood]]<br />
:ScummVM: Engine: Flight of the Amazon Queen<br />
:Location: Sweden, Stockholm, GPS 59n20, 18e03<br />
:Occupation:<br />
<br />
==== Stu George ====<br />
:Handle: [[User:Stu|stu]]<br />
:ScummVM: Engine: AGI<br />
:Location: Lexington VA, USA (by way of London UK + Melbourne Australia), GPS 37n47, 79w27<br />
:Occupation: Software Engineer <br />
<br />
==== Paul Gilbert ====<br />
:Handle: [[User:Dreammaster|DreamMaster]]<br />
:ScummVM: Engine: AGOS, CGE, Cruise, Lure, M4, Mortevielle, Sword25, Tinsel, Tony, TSAGE<br />
:Location: Australia, Melbourne, GPS 37s49, 144e58<br />
:Occupation: Software Engineer<br />
<br />
==== Robert G&ouml;ffringmann ====<br />
:Handle: [[User:Lavosspawn|Lavosspawn]], Cody56 (on IRC)<br />
:ScummVM: Engine: Beneath a Steel Sky, Broken Sword 1<br />
:Location: Germany, Dortmund, GPS 51n31, 7e28<br />
:Occupation: Student<br />
<br />
==== Jonathan Gray ====<br />
:Handle: [[User:khalek|khalek]]<br />
:ScummVM: Engine: SCUMM, HE, Broken Sword 2<br />
:Location: Australia, Melbourne, GPS 37s49, 144e58<br />
:Occupation: <br />
<br />
==== Benjamin Haisch ====<br />
:Handle: [[User:John doe|John doe]]<br />
:ScummVM: Engine: MADE, Neverhood, Toltecs; DXA encoder<br />
:Location: Germany, Stuttgart, GPS 48n50, 9e11<br />
:Occupation: Programmer<br />
<br />
==== Sven Hesse ====<br />
:Handle: [[User:DrMcCoy|DrMcCoy]]<br />
:ScummVM: Engine: Gob<br />
:Location: Germany, Braunschweig, GPS 52n16, 10e31<br />
:Occupation: Student (computer science)<br />
<br />
==== Filippos Karapetis ====<br />
:Handle: [[User:Md5|md5]]<br />
:ScummVM: Engine: AGI, Drascula, Dreamweb, MADE, Neverhood, SAGA, SCI, Sword25, Tinsel, Toltecs<br />
:Location: Athens, Greece, GPS 37n58, 23e43<br />
:Occupation: Software Engineer<br />
<br />
==== Oliver Kiehl ====<br />
:Handle: [[User:Olki|olki]]<br />
:ScummVM: Engine: Beneath a Steel Sky, AGOS<br />
:Location: UK, Cardiff, GPS 51n29, 3w13<br />
:Occupation: Postgraduate Student<br />
<br />
==== Pawe&#322; Ko&#322;odziejski ====<br />
:Handle: [[User:Aquadran|Aquadran]]<br />
:ScummVM: Engine: SCUMM (Codecs, iMUSE, Smush, etc.)<br />
:Location:<br />
:Occupation:<br />
<br />
==== Andrew Kurushin ====<br />
:Handle: [[User:ajax16384|ajax16384]]<br />
:ScummVM: Engine: SAGA<br />
:Location: Russia, Ivanovo, GPS 57n0, 40e59<br />
:Occupation:<br />
<br />
==== Gregory Montoir ====<br />
:Handle: [[User:Cyx|Cyx]]<br />
:ScummVM: Engine: Flight of the Amazon Queen, HE, Igor, Kyra, SCUMM, Touche<br />
:Location: <br />
:Occupation: <br />
<br />
==== Walter van Niftrik ====<br />
:Handle: [[User:waltervn|waltervn]]<br />
:ScummVM: Engine: SCI<br />
:Location: The Netherlands, 's-Hertogenbosch, GPS 51n42, 5e19<br />
:Occupation:<br />
<br />
==== Willem Jan Palenstijn ====<br />
:Handle: [[User:wjp|wjp]]<br />
:ScummVM: Engine: Gob, Packaging for Fedora/RedHat<br />
:Location: Belgium<br />
:Occupation: scientific programmer<br />
<br />
==== Joost Peters ====<br />
:Handle: [[User:JoostP|JoostP]]<br />
:ScummVM: Engine: Beneath a Steel Sky, Flight of the Amazon Queen, Port: PSP<br />
:Location: The Netherlands, 's-Hertogenbosch, GPS 51n42, 5e19<br />
:Occupation:<br />
<br />
==== Kari Salminen ====<br />
:Handle: [[User:Buddha%5E|Buddha^]]<br />
:ScummVM: Engine: AGI<br />
:Location: Finland, Turku, GPS 60n27, 22e17<br />
:Occupation:<br />
<br />
==== Johannes Schickel ====<br />
:Handle: [[User:LordHoto|LordHoto]]<br />
:ScummVM: Engine: Kyra; GUI improvements<br />
:Location: Germany<br />
:Occupation:<br />
<br />
==== Lars Skovlund ====<br />
:Handle: lskovlun<br />
:ScummVM: Engines: SCI<br />
:Location: Denmark, Hillerød, GPS 55n56, 12e19<br />
:Occupation: Software engineer<br />
<br />
==== David Symonds ====<br />
:Handle: [[User:Dsymonds|dsymonds]]<br />
:ScummVM: Engine: AGI<br />
:Location: Australia, Sydney, GPS 33s52, 151e13<br />
:Occupation: PhD student (Comp. Sci), Software Engineer<br />
<br />
==== Einar Johan Trøan Sømåen ====<br />
:Handle: [[User:somaen|somaen]]<br />
:ScummVM: Engine: Wintermute<br />
:Location: Norway, Trondheim, GPS 63n25, 10e25<br />
:Occupation: Student (Comp. Sci)<br />
<br />
==== Julien Templier ====<br />
:Handle: [[User:Julien|Littleboy]]<br />
:ScummVM: Engine: LastExpress, Ring, Asylum<br />
:Location: USA, Jamaica Plain MA, GPS 42n19, 71w07<br />
:Occupation: Software Engineer<br />
<br />
==== Scott Thomas ====<br />
:Handle: [[User:ScottT|ScottT]]<br />
:ScummVM: Engine: Groovie<br />
:Location: Australia, Adelaide, GPS 34s55, 138e35<br />
:Occupation: <br />
:Website: http://sthomas.id.au<br />
<br />
==== Peter Bozsó ====<br />
:Handle: [[User:uruk|uruk]]<br />
:ScummVM: Engine: Avalanche<br />
:Location: Hungary, Kaposvár, GPS 46n22, 17e47<br />
:Occupation: Student<br />
:Website: http://www.urukgsoc.blogspot.hu/<br />
<br />
=== Porters ===<br />
<br />
==== Chris Apers ====<br />
:Handle: [[User:chrilith|chrilith]]<br />
:ScummVM: Port: PalmOS<br />
:Location: France, Neuilly sur Marne, GPS 48n51, 2e32<br />
:Occupation: <br />
:Website: http://capers.free.fr/<br />
<br />
==== Nicolas Bacca ====<br />
:Handle: [[User:Arisme|Arisme]]<br />
:ScummVM: Port: Windows CE<br />
:Location: France, Courbevoie, GPS 48n54, 2e15<br />
:Occupation: SIM cards, mobility & stuff :)<br />
:Website: http://arisme.free.fr/<br />
<br />
==== Kostas Nakos ====<br />
:Handle: [[User:Jubanka|Jubanka]]<br />
:ScummVM: Port: Windows CE<br />
:Location: Greece, Athens, GPS 38n01, 23e42<br />
:Occupation: PhD Student<br />
:Website: http://users.uoa.gr/~knakos and http://pocketatari.atari.org<br />
<br />
==== Jurgen Braam ====<br />
:Handle: [[User:SumthinWicked|SumthinWicked]]<br />
:ScummVM: Port: SymbianOS maintainer<br />
:Location: The Netherlands, Amsterdam, GPS 52n22, 4e54<br />
:Occupation: Student, CEO<br />
:Website: http://territory.cjb.net/<br />
<br />
==== Marcus Comstedt ====<br />
:Handle: [[User:Zeldin|Zeldin]]<br />
:ScummVM: Port: Dreamcast<br />
:Location: Sweden, Linköping, GPS 58n25, 15e37<br />
:Occupation: <br />
:Website: [http://www.lysator.liu.se/~marcus/ ]<br />
<br />
==== Hans-J&ouml;rg Frieden ====<br />
:Handle: [[User:HJF|HJF]]<br />
:ScummVM: Port: AmigaOS 4<br />
:Location: Germany, Trier, GPS 49n45, 6e38<br />
:Occupation: <br />
:Website: http://www.hyperion-entertainment.com/<br />
<br />
==== Lars Persson ====<br />
:Handle: [[User:Anotherguest|Anotherguest]]<br />
:ScummVM: Port: SymbianOS, ESDL<br />
:Location: Sweden, Malmö, GPS 55n36, 13e0<br />
:Occupation:<br />
:Website: http://anotherguest.k0.se/<br />
<br />
==== Tarek Soliman ====<br />
:Handle: [[User:tsoliman|tsoliman]]<br />
:ScummVM: Port: Maemo<br />
:Location: USA, Waukesha WI (by way of Egypt, Cairo) GPS 43n01, 88w14<br />
:Occupation: Software Engineer<br />
<br />
==== Won Star ====<br />
:Handle: [[User:wonst719|wonst719]]<br />
:ScummVM: Port: GP32<br />
:Location: South Korea, GPS 34n85, 128e59<br />
:Occupation:<br />
<br />
=== Miscellaneous ===<br />
<br />
==== Thierry Crozat ====<br />
:Handle: [[User:Criezy|Criezy]]<br />
:ScummVM: Wiki admin, User Manual, BS1 mac, GUI Translation<br />
:Location: UK, Crawley, GPS 51n07, 0w12<br />
:Occupation: Software Engineer / Geophysicist<br />
<br />
==== Jerome Fisher ====<br />
:Handle: [[User:KingGuppy|KingGuppy]]<br />
:ScummVM: MT-32 emulator<br />
:Location: Germany, Wuppertal, GPS 51n16, 7e11<br />
:Occupation: <br />
<br />
==== Jochen Hoenicke ====<br />
:Handle: [[User:hoenicke|hoenicke]]<br />
:ScummVM: Speaker &amp; PCjr sound support, AdLib work<br />
:Location: Germany, Oldenburg, GPS 53n08, 8e13<br />
:Occupation:<br />
<br />
==== Jordi Vilalta ====<br />
:Handle: [[User:Jvprat|jvprat]]<br />
:ScummVM: Build system, GUI, ...<br />
:Location: Spain, Manresa, GPS 41n44, 1e50<br />
:Occupation: Computer Science student<br />
<br />
==== Robin Watts ====<br />
:Handle: [[User:Robinwatts|robinwatts]]<br />
:ScummVM: ARM platforms, video<br />
:Location: Oxfordshire, UK, GPS 51n47, 0w38<br />
:Occupation: Software Engineer<br />
:Website: http://www.wss.co.uk/<br />
<br />
=== Documentation ===<br />
<br />
==== Joachim Eberhard ====<br />
:Handle: [[User:joachimeberhard|joachimeberhard]]<br />
:ScummVM: For numerous contributions to documentation<br />
:Location: Austria, Lannach<br />
:Occupation: Self-employed<br />
<br />
<br />
== Retired Team Members ==<br />
<br />
<br />
=== Ralph Brorsen ===<br />
:Handle: [[User:painelf|painelf]]<br />
:ScummVM: Help with GUI implementation<br />
:Location: Denmark, Copenhagen, GPS 55n40, 12e35<br />
:Occupation: <br />
:Website: [http://www.ojuice.net/1163/nick.htm <br />
<br />
=== James Brown ===<br />
:Handle: [[User:Ender|Ender]]<br />
:ScummVM: Lead developer, SCUMM Engine, Wiki/Forums Administration<br />
:Location: Australia, Perth, GPS 31s59, 115e49<br />
:Occupation: Systems Administrator<br />
:Website: http://www.enderboi.com/<br />
<br />
=== Jamieson Christian ===<br />
:Handle: [[User:jamieson630|jamieson630]]<br />
:ScummVM: iMUSE, MIDI, all things musical<br />
:Location: USA, Madison WI, GPS 43n04, 89w24<br />
:Occupation: <br />
<br />
=== Vincent Hamm ===<br />
:Handle: [[User:yazoo|yazoo]]<br />
:ScummVM: Co-Founder<br />
:Location: France, Paris, GPS 48n52, 2e20<br />
:Occupation:<br />
:Website: http://www.yaz0r.net/<br />
<br />
=== Rüdiger Hanke ===<br />
:Handle: <br />
:ScummVM: Port: MorphOS<br />
:Location: Germany, Paderborn, GPS 51n43, 8e45<br />
:Occupation: <br />
:Website: [http://wwwcs.uni-paderborn.de/cs/ag-monien/LEHRE/WS00_01/PG_PVMS/members.htm ]<br />
<br />
=== Matthew Hoops ===<br />
:Handle: [[User:Clone2727|clone2727]]<br />
:ScummVM: Engine: PreAGI, Mohawk; Wiki editor<br />
:Location: USA, Edison NJ, GPS 40n31, 74w25<br />
:Occupation: Student (computer science)<br />
<br />
=== Travis Howell ===<br />
:Handle: [[User:Kirben|Kirben]]<br />
:ScummVM: Engine: SCUMM, HE, AGOS<br />
:Location: Australia, Melbourne, GPS 37s49, 144e58<br />
:Occupation:<br />
<br />
=== Felix Jakschitsch ===<br />
:Handle: [[User:yot|yot]]<br />
:ScummVM: Zak256 reverse engineering<br />
:Location: Germany<br />
:RIP: 13 March 2003, [http://www.scummvm.org/?shownews=archive#2003-03-18 scummvm.org news]<br />
<br />
=== Mutwin Kraus ===<br />
:Handle: [[User:mutle|mutle]]<br />
:ScummVM: Original Mac OS porter<br />
:Location: Germany, D&uuml;sseldorf, GPS 51n12, 6e47<br />
:Occupation:<br />
<br />
=== Peter Moraliyski ===<br />
:Handle: [[User:ph0x|ph0x]]<br />
:ScummVM: Port: GP32<br />
:Location: Hungary, Budapest, GPS 47n30, 19e05<br />
:Occupation: <br />
:Website: [http://www.ojuice.net/6484/nick.htm ]<br />
<br />
=== Jeremy Newman ===<br />
:Handle: [[User:laxdragon|laxdragon]]<br />
:ScummVM: Former webmaster<br />
:Location: USA, Minneapolis MN, GPS 44n59, 93w16<br />
:Occupation: <br />
:Website: http://www.dracowulf.com/<br />
<br />
=== Ludvig Strigeus ===<br />
:Handle: [[User:ludde|ludde]]<br />
:ScummVM: Original ScummVM and SimonVM author<br />
:Location: Sweden, Gothenburg, GPS 57n43, 11e58<br />
:Occupation: <br />
<br />
=== Lionel Ulmer ===<br />
:Handle: [[User:bbrox|bbrox]]<br />
:ScummVM: Port: X11<br />
:Location: France, Toulouse, GPS 43n36, 1e26<br />
:Occupation: <br />
<br />
<br />
== Contributors ==<br />
<br />
<br />
=== Tore Anderson ===<br />
:Handle: [[User:tore|tore]]<br />
:ScummVM: Packaging for Debian GNU/Linux<br />
:Location: Norway, Oslo, GPS 59n55, 10e45<br />
:Occupation: <br />
<br />
=== Dob&oacute; Bal&aacute;zs ===<br />
:Handle: [[User:draven|draven]]<br />
:ScummVM: Website design<br />
:Location: Hungary<br />
:Occupation: <br />
<br />
=== Stuart Caie ===<br />
:Handle: [[User:Kyzer|Kyzer]]<br />
:ScummVM: Decoders for Simon 1 Amiga data files<br />
:Location: Scotland/UK, Edinburgh, GPS 55n57, 3w13<br />
:Occupation: <br />
<br />
=== Yaroslav Fedevych ===<br />
:Handle: [[User:jafd|jafd]]<br />
:ScummVM: HTML/CSS for the website<br />
:Location: Ukraine, Lviv, GPS 49n51, 23e59<br />
:Occupation:<br />
<br />
=== Chris Gray ===<br />
:Handle: [[User:Psychoid|Psychoid]]<br />
:ScummVM: Windows64 builds<br />
:Location: UK, Middlesbrough, GPS 54n35, 1w14<br />
:Occupation: <br />
<br />
=== Janne Huttunen ===<br />
:Handle: <br />
:ScummVM: V3 actor mask support, Dig/FT SMUSH audio<br />
:Location: Finland, Kuopio, GPS 62n54, 27e41<br />
:Occupation: <br />
<br />
=== Kov&aacute;cs Endre J&aacute;nos ===<br />
:Handle: [[User:KovacsUr|KovacsUr]]<br />
:ScummVM: Several fixes for Simon1<br />
:Location: Hungary<br />
:Occupation: <br />
<br />
=== Jeroen Janssen ===<br />
:Handle: [[User:japj|japj]]<br />
:ScummVM: Numerous readability and bugfix patches<br />
:Location: The Netherlands<br />
:Occupation: <br />
<br />
=== Andreas Karlsson ===<br />
:Handle: [[User:Sprawl|Sprawl]]<br />
:ScummVM: Initial port for EPOC/SymbianOS<br />
:Location: Sweden, Gothenburg, GPS 57n43, 11e58<br />
:Occupation: <br />
:Website: http://dreo.org/<br />
<br />
=== Robert Kelsen ===<br />
:Handle: <br />
:ScummVM: Packaging for SlackWare<br />
:Location: Australia, Melbourne, GPS 37s49, 144e58<br />
:Occupation: <br />
:Website: http://members.optusnet.com.au/rkelsen/<br />
<br />
=== Jean Marc ===<br />
:Handle: <br />
:ScummVM: ScummVM logo<br />
:Location: <br />
:Occupation: <br />
<br />
=== Claudio Matsuoka ===<br />
:Handle: <br />
:ScummVM: Daily Linux builds<br />
:Location: Brazil, Curitiba, GPS 25s2540, 49w1623<br />
:Occupation: <br />
<br />
=== MetaFox ===<br />
:Handle: [[user:MetaFox|MetaFox]]<br />
:ScummVM: Wiki<br />
:Location: <br />
:Occupation:<br />
<br />
=== Mikesch Nepomuk ===<br />
:Handle: <br />
:ScummVM: MI1 VGA floppy patches, initial sound support Indy3/MI1<br />
:Location: Germany, Koblenz, GPS 50n21, 7e35<br />
:Occupation: Systems Engineer f. Internet Security<br />
<br />
=== Juha Niemimäki ===<br />
:Handle: <br />
:ScummVM: AmigaOS 4 port maintaining<br />
:Location: Finland, Oulu, GPS 65n01, 25e28<br />
:Occupation:<br />
<br />
=== Nicolas Noble ===<br />
:Handle: [[User:pixel|pixel]]<br />
:ScummVM: Config file and ALSA support<br />
:Location: France, Moulins-les-metz, GPS 49n08, 6e10<br />
:Occupation: <br />
<br />
=== Stefan Parviainen ===<br />
:Handle: [[User:pafcu|pafcu]]<br />
:ScummVM: Packaging for BeOS<br />
:Location: Finland, Helsinki, GPS 60n10, 24e58<br />
:Occupation: <br />
<br />
=== 'Quietust' ===<br />
:Handle: [[User:Quietust|Quietust]]<br />
:ScummVM: Sound support for Amiga SCUMM V2/V3 games, MM NES support<br />
:Location: GPS 43n0, 88w0<br />
:Occupation: <br />
:Website: http://www.qmtpro.com/~quietust/<br />
<br />
=== Andreas Röver ===<br />
:Handle: <br />
:ScummVM: Broken Sword 1/2 MPEG2 cutscene support<br />
:Location: Germany, Erfurt, GPS 50n58, 11e01<br />
:Occupation:<br />
<br />
=== Edward Rudd ===<br />
:Handle: <br />
:ScummVM: Fixes for playing MP3 versions of MI1/Loom audio<br />
:Location: <br />
:Occupation: <br />
<br />
=== Daniel Schepler ===<br />
:Handle: <br />
:ScummVM: Final MI1 CD music support, initial Ogg Vorbis support<br />
:Location: <br />
:Occupation: <br />
<br />
=== Paul Smedley ===<br />
:Handle: [[User:Creeping|Creeping]]<br />
:ScummVM: OS/2 fixes and packaging<br />
:Location: <br />
:Occupation: <br />
<br />
=== Andr&eacute; Souza ===<br />
:Handle: <br />
:ScummVM: SDL-based OpenGL renderer<br />
:Location: <br />
:Occupation: <br />
<br />
=== Tim ??? ===<br />
:Handle: [[User:realmz|realmz]]<br />
:ScummVM: Initial MI1 CD music support<br />
:Location: <br />
:Occupation:<br />
<br />
=== Ori Avtalion ===<br />
:Handle: [[User:Salty-horse|salty-horse]]<br />
:ScummVM: Subtitle controls, bug reports<br />
:Location:<br />
:Occupation: Programmer<br />
<br />
== Special thanks to ==<br />
<br />
<br />
=== Sander Buskens ===<br />
:Handle: <br />
:ScummVM: For his work on the initial reversing of Monkey2<br />
:Location: <br />
:Occupation: <br />
<br />
=== Dean Beeler ===<br />
:Handle: [[User:Canadacow|Canadacow]]<br />
:ScummVM: For the original MT-32 emulator<br />
:Location: <br />
:Occupation:<br />
<br />
=== Kevin Carnes ===<br />
:Handle: <br />
:ScummVM: For Scumm16, the basis of ScummVM's older gfx codecs<br />
:Location: <br />
:Occupation: <br />
<br />
=== Ivan Dubrov ===<br />
:Handle: <br />
:ScummVM: For contributing the initial version of the Gobliiins engine<br />
:Location: <br />
:Occupation: <br />
<br />
=== 'Jezar' ===<br />
:Handle: [[User:Jezar|Jezar]]<br />
:ScummVM: For his freeverb filter implementation<br />
:Location: <br />
:Occupation: <br />
<br />
=== Jim Leiterman ===<br />
:Handle: <br />
:ScummVM: Various<br />
:Location: <br />
:Occupation: on his FM-TOWNS/Marty SCUMM ports<br />
<br />
=== 'lloyd' ===<br />
:Handle: [[User:lloyd|lloyd]]<br />
:ScummVM: For deep tech details about C64 Zak &amp; MM<br />
:Location: <br />
:Occupation: <br />
<br />
=== Jimmi Th&oslash;gersen ===<br />
:Handle: <br />
:ScummVM: For ScummRev, and much obscure code/documentation<br />
:Location: <br />
:Occupation: <br />
<br />
=== 'Tristan' ===<br />
:Handle: [[User:Tristan|Tristan]]<br />
:ScummVM: For additional work on the original MT-32 emulator<br />
:Location: <br />
:Occupation:</div>LordHotohttps://wiki.scummvm.org/index.php?title=User:LordHoto&diff=22771User:LordHoto2016-05-23T00:14:23Z<p>LordHoto: updated working on information</p>
<hr />
<div>{{User|<br />
handle=LordHoto|<br />
name=Johannes Schickel|<br />
memberSince=12.10.2005|<br />
workingOn=[[Kyra|Kyra Engine]], GUI, infrastructure code,<br> create_project, OpenGL backend|<br />
blog=[http://lordhoto.blogspot.com/ My blog!]|<br />
email=lordhoto (at scummvm org)<br />
}}<br />
<br />
== About ==<br />
<br />
I started to contribute patches on October 10th, 2004, back then just guesswork or reworked FreeKyra code for Kyrandia support. My first real patch was support for scaled GUI, which allowed the GUI to fit COMI resolution for example, on March 3rd, 2005. Following some GUI additions and fixes, like thumbnail support for SCUMM engine. After cyx started REing Kyrandia 1 I added sound support for his code on September 4th, 2005. Some days later I contributed a basic Maniac Mansion C64 costume renderer for the SCUMM engine. After that I started to work on Kyrandia 1 RE with the help of cyx and finally joined the team on October 12th, 2005 to work on Kyrandia 1 support. Later on, in January 2006, I started to work on theme support for the GUI (IRC logs show that my first screenshot was published on January 17th, 2006). In summer 2007 I started to work on Hand of Fate support. I lost motivation shortly after though and stopped most development till early 2008. I also mentored the script decompiler project by Andreas Scholta in [[Summer_of_Code/GSoC2007#Tools: Game script (bytecode) decompiler|GSoC 2007]]. In late Feburary/early March 2008 I started again to work on Hand of Fate again, after Florian Kagerer started to supply patches for Hand of Fate intro and credits support, he also contributed the dialog script code later. In late March 2008 Hand of Fate was finally completable with ScummVM. In early April 2008 I finished most of the Hand of Fate parts missing, namely the GUI. Meanwhile I also added some code to common/ and did some cleanup there. In early/mid April I started to work on Malcolm's Revenge, which was finished by 11th of May. Meanwhile I cleaned up the Kyrandia code base a bit, most notable about it is merging Kyra2 and Kyra3 code to a common base. I also worked on the Lands of Lore intro and character selection code in my summer holidays 2008. In 2009 I finished Kyrandia 1 Amiga support, after we had a Google Summer of Code project which implemented sound support for Kyrandia 1. I co-mentored another [[Summer_of_Code/GSoC2010#Game script (bytecode) decompiler|decompiler]] project in Google Summer of Code 2009 with [[User:Fingolfin|Fingolfin]], which sadly turned out to be a failure. In the Google Summer of Code 2010 [[User:Fingolfin|Fingolfin]] and me mentored yet another decompiler task which finally got us some useful decompiler code, which supports SCUMM v6 and Kyra v2 scripts. I also worked on various little parts of the common code base and Kyra between all these.</div>LordHotohttps://wiki.scummvm.org/index.php?title=User:LordHoto&diff=22770User:LordHoto2016-05-22T22:25:30Z<p>LordHoto: Remove out dated information.</p>
<hr />
<div>{{User|<br />
handle=LordHoto|<br />
name=Johannes Schickel|<br />
memberSince=12.10.2005|<br />
workingOn=[[Kyra|Kyra Engine]], GUI|<br />
blog=[http://lordhoto.blogspot.com/ My blog!]|<br />
email=lordhoto (at scummvm org)<br />
}}<br />
<br />
== About ==<br />
<br />
I started to contribute patches on October 10th, 2004, back then just guesswork or reworked FreeKyra code for Kyrandia support. My first real patch was support for scaled GUI, which allowed the GUI to fit COMI resolution for example, on March 3rd, 2005. Following some GUI additions and fixes, like thumbnail support for SCUMM engine. After cyx started REing Kyrandia 1 I added sound support for his code on September 4th, 2005. Some days later I contributed a basic Maniac Mansion C64 costume renderer for the SCUMM engine. After that I started to work on Kyrandia 1 RE with the help of cyx and finally joined the team on October 12th, 2005 to work on Kyrandia 1 support. Later on, in January 2006, I started to work on theme support for the GUI (IRC logs show that my first screenshot was published on January 17th, 2006). In summer 2007 I started to work on Hand of Fate support. I lost motivation shortly after though and stopped most development till early 2008. I also mentored the script decompiler project by Andreas Scholta in [[Summer_of_Code/GSoC2007#Tools: Game script (bytecode) decompiler|GSoC 2007]]. In late Feburary/early March 2008 I started again to work on Hand of Fate again, after Florian Kagerer started to supply patches for Hand of Fate intro and credits support, he also contributed the dialog script code later. In late March 2008 Hand of Fate was finally completable with ScummVM. In early April 2008 I finished most of the Hand of Fate parts missing, namely the GUI. Meanwhile I also added some code to common/ and did some cleanup there. In early/mid April I started to work on Malcolm's Revenge, which was finished by 11th of May. Meanwhile I cleaned up the Kyrandia code base a bit, most notable about it is merging Kyra2 and Kyra3 code to a common base. I also worked on the Lands of Lore intro and character selection code in my summer holidays 2008. In 2009 I finished Kyrandia 1 Amiga support, after we had a Google Summer of Code project which implemented sound support for Kyrandia 1. I co-mentored another [[Summer_of_Code/GSoC2010#Game script (bytecode) decompiler|decompiler]] project in Google Summer of Code 2009 with [[User:Fingolfin|Fingolfin]], which sadly turned out to be a failure. In the Google Summer of Code 2010 [[User:Fingolfin|Fingolfin]] and me mentored yet another decompiler task which finally got us some useful decompiler code, which supports SCUMM v6 and Kyra v2 scripts. I also worked on various little parts of the common code base and Kyra between all these.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/iPhone&diff=22606Compiling ScummVM/iPhone2016-03-30T16:09:45Z<p>LordHoto: /* Compilation */ typo</p>
<hr />
<div>This page explains how to compile your own version of [[ScummVM]] using the [[iPhone]] backend.<br />
<br />
= Using XCode =<br />
<br />
'''TODO:''' Describe how to use XCode and create_project to compile for iOS using the official Apple toolchain.<br />
<br />
= Cross-Compilation =<br />
<br />
Please note binaries generated with these instructions only work with jailbroken devices.<br />
<br />
== Toolchain Setup ==<br />
<br />
=== Toolchain ===<br />
<br />
First you need to set up a toolchain for cross-compilation. On our buildbot we use [https://github.com/lordhoto/ios-toolchain this toolchain]. It is based on LLVM/Clang and contains instructions on how to set it up.<br />
<br />
=== External libs ===<br />
<br />
In the previously linked toolchain a script to compile all libraries used by the iOS version of ScummVM is contained. Please refer to the toolchain's README file on how to build them.<br />
<br />
== Building ScummVM ==<br />
<br />
=== Configuration ===<br />
<br />
Before we can compile ScummVM we need to configure the source tree for building. This is usually only required once or when you want to alter build options.<br />
<br />
==== Choosing an iOS target ====<br />
<br />
We feature two different iOS backends:<br />
* ''iphone'': Our legacy iOS backend, which supports all iOS3+ devices.<br />
* ''ios7'': Our modern iOS7+ backend, which only supports iOS7+ devices but features better integration for these.<br />
<br />
Depending on which backend you use you will need to use a different value for the ''TARGET'' environment variable.<br />
<br />
* For ''iphone'' use:<br />
<source lang="bash"><br />
export TARGET=arm-apple-darwin9<br />
</source><br />
<br />
* For ''ios7'' use:<br />
<source lang="bash"><br />
export TARGET=arm-apple-darwin11<br />
</source><br />
<br />
==== Setting up the Environment ====<br />
<br />
<source lang="bash"><br />
export PATH="$IOS_TOOLCHAIN_BASE/bin:$IOS_TOOLCHAIN_BASE/$TARGET/bin:$IOS_TOOLCHAIN_BASE/$TARGET/usr/bin:$PATH"<br />
export CPPFLAGS="-isystem $IOS_TOOLCHAIN_BASE/$TARGET/usr/include"<br />
export LDFLAGS="-L$IOS_TOOLCHAIN_BASE/$TARGET/usr/lib"<br />
</source><br />
Where ''IOS_TOOLCHAIN_BASE'' contains the directory where you installed the toolchain. And ''TRAGET'' has been setup from the previous step.<br />
<br />
'''NOTE''': If you quit the shell you are using when configuring ScummVM and pick up compilation later, you will need to re-export only the ''PATH'' variable like described above.<br />
<br />
==== Configuring the Build ====<br />
<br />
Then configure ScummVM for the iOS version you want to target.<br />
<br />
First, navigate to a path where you want your build files to be located (this can be the ScummVM root directory but does not have to be).<br />
Then run the following:<br />
<source lang="bash"><br />
./path/to/scummvm/configure --host=ios7 --with-staticlib-prefix=$IOS_TOOLCHAIN_BASE/$TARGET/usr<br />
</source><br />
Replace ''ios7'' with ''iphone'' if you want to build the older version of our iOS backend.<br />
<br />
=== Compilation ===<br />
<br />
You can compile ScummVM with running make:<br />
<source lang="bash"><br />
make iphone<br />
</source><br />
If you simply want to test whether changes you made compile but do not plan to use the binary for deployment you can also simply run ''make''.<br />
<br />
Please note that if you want to deploy ScummVM on your iOS device you will need to generate a bundle file. For this run either:<br />
<source lang="bash"><br />
make ios7bundle<br />
</source><br />
for the ''ios7'' backend. Or<br />
<source lang="bash"><br />
make iphonebundle<br />
</source><br />
for the ''iphone'' backend.<br />
<br />
Then simply upload the whole ScummVM.app directory to your device under the /Applications folder, and you're done!</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/iPhone&diff=22605Compiling ScummVM/iPhone2016-03-30T15:14:21Z<p>LordHoto: /* Unofficial SDK */ Update cross-compilation instructions.</p>
<hr />
<div>This page explains how to compile your own version of [[ScummVM]] using the [[iPhone]] backend.<br />
<br />
= Using XCode =<br />
<br />
'''TODO:''' Describe how to use XCode and create_project to compile for iOS using the official Apple toolchain.<br />
<br />
= Cross-Compilation =<br />
<br />
Please note binaries generated with these instructions only work with jailbroken devices.<br />
<br />
== Toolchain Setup ==<br />
<br />
=== Toolchain ===<br />
<br />
First you need to set up a toolchain for cross-compilation. On our buildbot we use [https://github.com/lordhoto/ios-toolchain this toolchain]. It is based on LLVM/Clang and contains instructions on how to set it up.<br />
<br />
=== External libs ===<br />
<br />
In the previously linked toolchain a script to compile all libraries used by the iOS version of ScummVM is contained. Please refer to the toolchain's README file on how to build them.<br />
<br />
== Building ScummVM ==<br />
<br />
=== Configuration ===<br />
<br />
Before we can compile ScummVM we need to configure the source tree for building. This is usually only required once or when you want to alter build options.<br />
<br />
==== Choosing an iOS target ====<br />
<br />
We feature two different iOS backends:<br />
* ''iphone'': Our legacy iOS backend, which supports all iOS3+ devices.<br />
* ''ios7'': Our modern iOS7+ backend, which only supports iOS7+ devices but features better integration for these.<br />
<br />
Depending on which backend you use you will need to use a different value for the ''TARGET'' environment variable.<br />
<br />
* For ''iphone'' use:<br />
<source lang="bash"><br />
export TARGET=arm-apple-darwin9<br />
</source><br />
<br />
* For ''ios7'' use:<br />
<source lang="bash"><br />
export TARGET=arm-apple-darwin11<br />
</source><br />
<br />
==== Setting up the Environment ====<br />
<br />
<source lang="bash"><br />
export PATH="$IOS_TOOLCHAIN_BASE/bin:$IOS_TOOLCHAIN_BASE/$TARGET/bin:$IOS_TOOLCHAIN_BASE/$TARGET/usr/bin:$PATH"<br />
export CPPFLAGS="-isystem $IOS_TOOLCHAIN_BASE/$TARGET/usr/include"<br />
export LDFLAGS="-L$IOS_TOOLCHAIN_BASE/$TARGET/usr/lib"<br />
</source><br />
Where ''IOS_TOOLCHAIN_BASE'' contains the directory where you installed the toolchain. And ''TRAGET'' has been setup from the previous step.<br />
<br />
'''NOTE''': If you quit the shell you are using when configuring ScummVM and pick up compilation later, you will need to re-export only the ''PATH'' variable like described above.<br />
<br />
==== Configuring the Build ====<br />
<br />
Then configure ScummVM for the iOS version you want to target.<br />
<br />
First, navigate to a path where you want your build files to be located (this can be the ScummVM root directory but does not have to be).<br />
Then run the following:<br />
<source lang="bash"><br />
./path/to/scummvm/configure --host=ios7 --with-staticlib-prefix=$IOS_TOOLCHAIN_BASE/$TARGET/usr<br />
</source><br />
Replace ''ios7'' with ''iphone'' if you want to build the older version of our iOS backend.<br />
<br />
=== Compilation ===<br />
<br />
You can simple compile ScummVM with running make:<br />
<source lang="bash"><br />
make iphone<br />
</source><br />
If you simply want to test whether changes you made compile but do not plan to use the binary for deployment you can also simply run ''make''.<br />
<br />
Please note that if you want to deploy ScummVM on your iOS device you will need to generate a bundle file. For this run either:<br />
<source lang="bash"><br />
make ios7bundle<br />
</source><br />
for the ''ios7'' backend. Or<br />
<source lang="bash"><br />
make iphonebundle<br />
</source><br />
for the ''iphone'' backend.<br />
<br />
Then simply upload the whole ScummVM.app directory to your device under the /Applications folder, and you're done!</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/iPhone&diff=22604Compiling ScummVM/iPhone2016-03-30T14:48:05Z<p>LordHoto: Stub out XCode instructions till they are up to date.</p>
<hr />
<div>This page explains how to compile your own version of [[ScummVM]] using the [[iPhone]] backend.<br />
<br />
= Using XCode =<br />
<br />
'''TODO:''' Describe how to use XCode and create_project to compile for iOS using the official Apple toolchain.<br />
<br />
= Unofficial SDK =<br />
<br />
== Setup ==<br />
<br />
=== Toolchain ===<br />
First, you'll need to set up the [http://www.saurik.com/id/4 toolchain]. Earlier versions than the one linked will NOT work.<br />
<br />
=== Environment variables ===<br />
You'll need to set some environment variables for both the external libraries, and ScummVM itself. This is so the right compiler and libraries will be used.<br />
<br />
<pre><br />
export SDKROOT=<your toolkit directory><br />
export SYSROOT="$SDKROOT/sys"<br />
export BUILDENV="$SDKROOT/pre"<br />
export FDIR="$SYSROOT"<br />
export CC="$BUILDENV/bin/arm-apple-darwin9-gcc -v"<br />
export CXX="$BUILDENV/bin/arm-apple-darwin9-g++"<br />
export LD=$CC<br />
export SHAREDOPTS="-isysroot $SYSROOT -fobjc-abi-version=2 -I$SDKROOT/include"<br />
export FRAMEWORKS="-F$FDIR/System/Library/PrivateFrameworks/ -F$FDIR/System/Library/Frameworks/"<br />
export LDFLAGS="-L$BUILDENV/arm-apple-darwin9/lib/ $FRAMEWORKS $SHAREDOPTS -bind_at_load -lobjc"<br />
export CXXFLAGS="-I$SYSROOT/usr/include $SHAREDOPTS"<br />
export OBJCFLAGS="-I$SYSROOT/usr/include/ $SHAREDOPTS --std=c99"<br />
export CFLAGS="$CXXFLAGS"<br />
export AS=$SDKROOT/pre/bin/arm-apple-darwin9-as<br />
</pre><br />
<br />
<br />
=== External libs ===<br />
Then, set up any of the external libs you might want. Meaning libMAD for MP3 playback, libFLAC for FLAC support and/or Tremor for Ogg support.<br />
<br />
Note that you only need to add these if you need support for those filetypes. ScummVM itself will run fine without them. You can also download the already compiled libraries from the link in the Official SDK section above.<br />
<br />
The below should usually do the trick for these:<br />
<pre><br />
./configure --host=arm-darwin --prefix=$SDKROOT/sys/<br />
make && make install<br />
</pre><br />
<br />
=== ScummVM ===<br />
<br />
Then, we need to configure ScummVM itself.<br />
<br />
<pre><br />
./configure --host=iphone \<br />
--disable-mt32emu --disable-scalers --enable-release \<br />
--with-flac-prefix=/$SYSROOT/usr/local \<br />
--with-mad-prefix=/$SYSROOT/usr/local \<br />
--with-tremor-prefix=/$SYSROOT/usr/local<br />
</pre><br />
<br />
Note that the --with-flac-prefix (and the rest) is only necessary if you want to include support for that specific library.<br />
<br />
If you've installed the external libs in any other place than $SYSROOT/usr/local, you need to use that location instead.<br />
<br />
== Compiling ==<br />
<br />
Now, we can start the compile:<br />
<br />
<pre><br />
make iphone<br />
</pre><br />
<br />
Lastly, we want to make a ScummVM.app bundle:<br />
<br />
<pre><br />
make iphonebundle<br />
</pre><br />
<br />
Then simply upload the whole ScummVM.app directory to your device under the /Applications folder, and you're done!</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/RPI&diff=22542Compiling ScummVM/RPI2016-03-16T21:11:40Z<p>LordHoto: /* Configuring ScummVM */ Mention --no-keep-memory option for linking on a RPi itself.</p>
<hr />
<div>== Cross-compiling ScummVM on for Raspberry Pi ==<br />
<br />
== Installing the official Raspberry Pi cross-compiler on PC ==<br />
<br />
We will clone the Raspberry Pi tools repository which includes the cross-compiler we need:<br />
<br />
git clone https://github.com/raspberrypi/tools.git<br />
It will get cloned to a directory called tools at your current location.<br />
<br />
Add it to the path so we have the crosscompiler binaries available from our scummvm building directory. If my raspberrry pi tools repository ended cloned in tools at my home directory, I would do:<br />
<br />
PATH=$PATH:$HOME/tools/arm-bcm2708/arm-rpi-4.9.3-linux-gnueabihf/bin<br />
<br />
After adding the crosscompiler executables directory to the path, we should be able to run arm-linux-gnueabihf-gcc, arm-linux-gnueabihf-g++, etc... just try. They should yield an error because you pass them no input files, but that's expected. It's just a test so we know we've the crosscompiler installed and accesible.<br />
<br />
== Installing the needed Raspberry Pi headers and libraries on PC ==<br />
<br />
We need to copy over the /usr, /lib and /opt directories from your Raspbian SD to your PC (the computer were you will do the cross-compilation), for the needed headers and libs to be available. <br />
Of course, you'll have to install any additonal libs from Raspbian running of the Pi before expecting them to be available, so if you compile scummvm with FLAC support, you should have installed the libflac development libs on the Pi first.<br />
<br />
First we export the path where we will copy these into, and then we will manually copy them. I choose /opt/rpi_root, but any other path with the right permissions for your user and common sense is going to be ok:<br />
<br />
mkdir -p /opt/rpi_root<br />
<br />
cd <SD_mountpoint_directory><br />
<br />
cp -R usr lib opt $RPI_ROOT<br />
<br />
export RPI_ROOT=/opt/rpi_root<br />
<br />
== Configuring ScummVM ==<br />
<br />
Now we configure scummvm buildsystem so it knows what backend we want and where is our raspberry pi local sysroot living, containing the Raspberry Pi headers and libs the cross-compiler and linker will need. In this example configuration, we disable additional libs, and debug symbols since it's intended for final users.<br />
<br />
./configure --host=raspberrypi --with-sdl-prefix=$RPI_ROOT/usr --disable-debug --enable-release --enable-optimizations --disable-mt32emu --disable-flac --disable-mad --disable-vorbis --disable-tremor --disable-fluidsynth --disable-taskbar --disable-timidity --disable-alsa<br />
<br />
Remember you should have exported the RPI_ROOT enviroment variable previously.<br />
On the raspberrypi host, SDL2 will be always used since it provides graphics acceleration.<br />
<br />
''Note:'' If you are building ScummVM on your RPi itself, you might run out of memory during linking. If you use GNU ld for compiling you can try exporting LDFLAGS="-Wl,--no-keep-memory" before running configure. This tells GNU ld to optimize for memory usage.<br />
<br />
== Compiling ScummVM ==<br />
<br />
run "make clean" and then "make -j<n>", where n is the number of cores available on your compilation machine x2.<br />
<br />
== Installing ScummVM ==<br />
<br />
Simply copy over the resulting scummvm executable to your Raspberry Pi sd. A good idea is to create an scummvm folder in your /home/pi directory, and put the executable there along with the games you want to use with it.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/GCC&diff=22541Compiling ScummVM/GCC2016-03-16T21:10:46Z<p>LordHoto: /* Configuring ScummVM */ Mention --no-keep-memory option for linking on systems with low memory.</p>
<hr />
<div>== Compiling ScummVM with GCC under Linux ==<br />
<br />
==Installing the needed libraries via a package manager==<br />
===Debian-based distributions===<br />
The following should install all the needed libraries:<br />
<source lang="bash"><br />
apt-get install g++ make libsdl1.2-dev libjpeg62-turbo-dev libmpeg2-4-dev libogg-dev libvorbis-dev libflac-dev libmad0-dev libpng-dev libtheora-dev libfaad-dev libfluidsynth-dev libfreetype6-dev zlib1g-dev<br />
</source><br />
<br />
For Ubuntu, you can also obtain libunity:<br />
<source lang="bash"><br />
apt-get install libunity-dev<br />
</source><br />
<br />
===RPM-based distributions===<br />
The following should install all the needed libraries (apart from fluidsynth):<br />
<source lang="bash"><br />
yum install gcc-c++ make SDL-devel libjpeg-turbo-devel libmpeg2-devel libogg-devel libvorbis-devel flac-devel libmad-devel libpng-devel libtheora-devel faad2-devel freetype-devel zlib-devel<br />
</source><br />
<br />
== Configuring ScummVM ==<br />
Run the configure script - type "./configure" in the directory with the ScummVM source files. If no errors come up, you should be ready to compile ScummvM. Run "./configure --help" for a list of optional features (eg additional, not yet enabled engines).<br />
<br />
''Note:'' If you are building ScummVM on a system with low main memory (for example, lower than 256MB), you might run out of memory during linking. If you use GNU ld for compiling you can try exporting LDFLAGS="-Wl,--no-keep-memory" before running configure. This tells GNU ld to optimize for memory usage.<br />
<br />
== Compiling ScummVM ==<br />
run "make clean" and then "make"<br />
<br />
== Installing ScummVM ==<br />
either run ./scummvm from the current directory or run make install to install ScummVM (you can then run it using "scummvm" from any directory)<br />
<br />
== Further reading ==<br />
* [http://svn.sourceforge.net/viewcvs.py/*checkout*/scummvm/scummvm/trunk/README ScummVM README, Section 9.0]</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/RPI&diff=22540Compiling ScummVM/RPI2016-03-16T21:02:56Z<p>LordHoto: /* Configuring ScummVM */ Remove note about dispmanx option which does not exist anymore.</p>
<hr />
<div>== Cross-compiling ScummVM on for Raspberry Pi ==<br />
<br />
== Installing the official Raspberry Pi cross-compiler on PC ==<br />
<br />
We will clone the Raspberry Pi tools repository which includes the cross-compiler we need:<br />
<br />
git clone https://github.com/raspberrypi/tools.git<br />
It will get cloned to a directory called tools at your current location.<br />
<br />
Add it to the path so we have the crosscompiler binaries available from our scummvm building directory. If my raspberrry pi tools repository ended cloned in tools at my home directory, I would do:<br />
<br />
PATH=$PATH:$HOME/tools/arm-bcm2708/arm-rpi-4.9.3-linux-gnueabihf/bin<br />
<br />
After adding the crosscompiler executables directory to the path, we should be able to run arm-linux-gnueabihf-gcc, arm-linux-gnueabihf-g++, etc... just try. They should yield an error because you pass them no input files, but that's expected. It's just a test so we know we've the crosscompiler installed and accesible.<br />
<br />
== Installing the needed Raspberry Pi headers and libraries on PC ==<br />
<br />
We need to copy over the /usr, /lib and /opt directories from your Raspbian SD to your PC (the computer were you will do the cross-compilation), for the needed headers and libs to be available. <br />
Of course, you'll have to install any additonal libs from Raspbian running of the Pi before expecting them to be available, so if you compile scummvm with FLAC support, you should have installed the libflac development libs on the Pi first.<br />
<br />
First we export the path where we will copy these into, and then we will manually copy them. I choose /opt/rpi_root, but any other path with the right permissions for your user and common sense is going to be ok:<br />
<br />
mkdir -p /opt/rpi_root<br />
<br />
cd <SD_mountpoint_directory><br />
<br />
cp -R usr lib opt $RPI_ROOT<br />
<br />
export RPI_ROOT=/opt/rpi_root<br />
<br />
== Configuring ScummVM ==<br />
<br />
Now we configure scummvm buildsystem so it knows what backend we want and where is our raspberry pi local sysroot living, containing the Raspberry Pi headers and libs the cross-compiler and linker will need. In this example configuration, we disable additional libs, and debug symbols since it's intended for final users.<br />
<br />
./configure --host=raspberrypi --with-sdl-prefix=$RPI_ROOT/usr --disable-debug --enable-release --enable-optimizations --disable-mt32emu --disable-flac --disable-mad --disable-vorbis --disable-tremor --disable-fluidsynth --disable-taskbar --disable-timidity --disable-alsa<br />
<br />
Remember you should have exported the RPI_ROOT enviroment variable previously.<br />
On the raspberrypi host, SDL2 will be always used since it provides graphics acceleration.<br />
<br />
== Compiling ScummVM ==<br />
<br />
run "make clean" and then "make -j<n>", where n is the number of cores available on your compilation machine x2.<br />
<br />
== Installing ScummVM ==<br />
<br />
Simply copy over the resulting scummvm executable to your Raspberry Pi sd. A good idea is to create an scummvm folder in your /home/pi directory, and put the executable there along with the games you want to use with it.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Buildbot&diff=22531Buildbot2016-03-11T00:04:41Z<p>LordHoto: /* Administration */ Update config update steps for new buildbot.</p>
<hr />
<div>{{Infobox Project Service Information|<br />
url=http://buildbot.scummvm.org|<br />
purpose=Provides automated build services for an increasing number of our supported platforms.|<br />
maintainer=Andre Heider ([[User:Dhewg|Dhewg]])<br>John Willis ([[User:DJWillis|DJWillis]])<br />
}}<br />
<br />
== Introduction ==<br />
<br />
From the [http://buildbot.net/ buildbot homepage]:<br />
<br />
:The BuildBot is a system to automate the compile/test cycle required by most software projects to validate code changes. By automatically rebuilding and testing the tree each time something has changed, build problems are pinpointed quickly, before other developers are inconvenienced by the failure. The guilty developer can be identified and harassed without human intervention. By running the builds on a variety of platforms, developers who do not have the facilities to test their changes everywhere before checkin will at least know shortly afterwards whether they have broken the build or not. Warning counts, lint checks, image size, compile time, and other build parameters can be tracked over time, are more visible, and are therefore easier to improve.<br />
<br />
:The overall goal is to reduce tree breakage and provide a platform to run tests or code-quality checks that are too annoying or pedantic for any human to waste their time with. Developers get immediate (and potentially public) feedback about their changes, encouraging them to be more careful about testing before checkin.<br />
<br />
You can find the ScummVM buildbot page [http://buildbot.scummvm.org/ here].<br />
<br />
== Goals ==<br />
<br />
* Compile all ports when a commit is done (both trunk and the active branch) to check if it broke one or more ports.<br />
* Notify developers about breakage (and if a following commit fixes it again).<br />
* Provide useful statistics.<br />
* Provide nightly builds of all ports.<br />
<br />
== Status ==<br />
<br />
What we have so far:<br />
* The bot already polls the [[Git|Git Server]] for changes on trunk and the current branch.<br />
* When a change occurs, all ports are being built incrementally.<br />
* Once every 24h (currently 4am CET), a full and clean rebuild is compiled for all ports.<br />
* Provide the [http://buildbot.scummvm.org/builds.html nightly builds via HTTP].<br />
* Notify developers upon problems through an IRC bot in [[IRC Channel]].<br />
<br />
What's missing:<br />
* Add more toolchains for all missing ports - when possible (see below).<br />
* Notify developers upon problems via mail.<br />
<br />
== Toolchains ==<br />
<br />
A few requirements must be met to add a toolchain to the buildbot server:<br />
* It must be possible to cross-compile the port from Linux (that might change in the future).<br />
* No custom Makefiles from the ''backend/'' folder, the port has to use the ''./configure'' script.<br />
* The compile process must neither modify nor add anything in the source tree. All builds are performed in external build directories, by invoking the ''./configure'' script in these external directories.<br />
* The port must be fully buildable from scratch with only ''./configure'' arguments and environment variables for it.<br />
<br />
The toolchain should be primarily maintained by the port maintainer, but since this requires a little Linux experience, its not a must ;). We will provide assistance with this where possible.<br />
<br />
If your toolchain/port is ready to be added, ask ''sev'', ''joostp'' or ''dhewg'' for an account.<br />
<br />
== Administration ==<br />
<br />
When the buildbot config files are changed, a user with shell access and sudo privileges needs to run the following commands. It's good practice to do this once buildbot is idle:<br />
<br />
<source lang="bash"><br />
sudo -s<br />
/etc/init.d/buildslave stop<br />
/etc/init.d/buildmaster stop<br />
cd ~buildbot/scummvm-sites<br />
sudo -u buildbot git pull --ff-only<br />
/etc/init.d/buildmaster start<br />
/etc/init.d/buildslave start<br />
</source><br />
<br />
If problems arise, check if all files in the master (~buildbot/scummvm-master) and slave (~buildbot/scummvm-slave) directories are owned by the correct user (buildbot:buildbot). If the daemons were incorrectly started, new files might have been created under another user account. In that case:<br />
<br />
* stop the daemons (see above)<br />
* fix the permissions with<br />
<source lang="bash"><br />
chown -R buildbot:buildbot ~buildbot/scummvm-master/*<br />
chown -R buildbot:buildbot ~buildbot/scummvm-slave/*<br />
</source><br />
* start the daemons<br />
<br />
=== Rebuilding Toolchain Libraries ===<br />
<br />
It is periodically necessary to update the toolchain libraries for<br />
newer version releases or to add new library dependencies.<br />
This is a basic outline procedure for how to build these on the<br />
buildbot.<br />
<br />
* Toolchains are located at /opt/toolchains/<host target> in general, with the following exceptions:<br />
** Though some of the MinGW 32 toolchain is present in<br />
/opt/toolchains/i586-mingw32msvc<br />
which should be used as the host/prefix in the following<br />
instructions, the binaries i.e. i586-mingw32msvc-gcc are located<br />
at /usr/bin. This is probably as they are precompiled to be<br />
installed at this location, so this is necessary.<br />
<br />
However, if the PATH step to the bin is omitted in the following,<br />
this will still work for this target, which is confusing and could<br />
result in odd builds as some of toolchain bin contents may be needed.<br />
<br />
* All source tarballs used and any patches should be left in /opt/toolchains for reference.<br />
<br />
* /opt/toolchains is actually a symlink to the real location of the external storage drive, but /opt/toolchains should be used in all configuration to ensure that this can be freely moved in future if necessary.<br />
<br />
libSDL:<br />
<br />
* Decompress the latest libSDL tarball to a temporary location i.e.<br />
<br />
<source lang="bash"><br />
tar -xvzf SDL-1.2.15.tar.gz -d /home/digitall<br />
</source><br />
<br />
* Apply any required patches i.e. Currently libSDL-1.2.15 snapshot has a error in the Win32 version strings.. This may occur again on future releases :/<br />
<br />
<source lang="bash"><br />
patch -p0 < SDL-1.2.15-Fix-Windows-DLL-Version.patch<br />
</source><br />
<br />
* Add toolchain binaries directory to path.<br />
<br />
<source lang="bash"><br />
PATH=/opt/toolchains/x86_64-w64-mingw32/bin:$PATH<br />
export PATH<br />
</source><br />
<br />
* Add out of tree build directory and configure the SDL codebase here with the host target and prefix to use the correct cross toolchain and target for make install.<br />
<br />
<source lang="bash"><br />
mkdir SDL-1.2.15-x86_64-w64-mingw32<br />
cd SDL-1.2.15-x86_64-w64-mingw32<br />
../SDL-1.2.15/configure --host=x86_64-w64-mingw32 --prefix=/opt/toolchains/x86_64-w64-mingw32<br />
</source><br />
<br />
* Compile the codebase.<br />
<br />
<source lang="bash"><br />
make<br />
</source><br />
<br />
* Install the compiled files. As you become root, you need to make the same modification to the path to get the required cross toolchain tools such as ranlib.<br />
<br />
<source lang="bash"><br />
sudo bash<br />
PATH=/opt/toolchains/x86_64-w64-mingw32/bin:$PATH<br />
export PATH<br />
make install<br />
</source></div>LordHotohttps://wiki.scummvm.org/index.php?title=Windows&diff=22526Windows2016-03-09T22:05:14Z<p>LordHoto: /* Compiling */ Remove link to out-dated/incomplete Dev-C++ instructions.</p>
<hr />
<div>{{PortFeatures|<br />
name=Windows|<br />
backend=sdl|<br />
version={{StableVersion}}|<br />
status=Maintained|<br />
mp3=yes|<br />
ogg=yes|<br />
flac=yes|<br />
uncompressed=yes|<br />
mt32=yes|<br />
zlib=yes|<br />
plugins=yes MinGW only|<br />
16bits=yes|<br />
buildbot=yes|<br />
firstversion=0.1.0b|<br />
maintainer=[[User:Kirben|Kirben]]|<br />
packager=[[User:Kirben|Kirben]]|<br />
pkgend=-win32.exe|<br />
forum=1|<br />
icon=windows|<br />
<br />
agi=yes|<br />
agos=yes|<br />
cine=yes|<br />
cruise=yes|<br />
draci=yes|<br />
drascula=yes|<br />
gob=yes|<br />
groovie=yes|<br />
kyra=yes|<br />
lure=yes|<br />
made=yes|<br />
parallaction=yes|<br />
queen=yes|<br />
saga=yes|<br />
scumm=yes|<br />
sword1=yes|<br />
sword2=yes|<br />
sky=yes|<br />
teenagent=yes|<br />
tinsel=yes|<br />
touche=yes|<br />
tucker=yes|<br />
}}<br />
== About ==<br />
ScummVM has been ported to [[Microsoft]] Windows.<br>This supports machines running Windows 95, 98, ME, NT, 2000, XP, 7 and 8 (excluding RT).<br>Notes:<br />
* Though we try to maintain builds on the older OS versions, unless there is a very good reason to break compatibility, OS versions earlier than XP are not tested regularly, so could exhibit runtime failures. Please report any such issue as bugs in the normal manner.<br />
* Windows 8 should run our builds as it supports Win32 applications. However as this is new (as of Q4 2012), this has not been tested significantly and minor issues may occur. Note: tablets running this may have input issues as our builds are compiled for keyboard and mouse input, rather than touchscreen.<br />
* Windows 8 RT is unlikely to be supported by this port as Windows RT is a rewritten version of Windows 8 so that it works on an ARM processor. It is incompatible with any other version of Windows, as it runs on a completely different processor architecture, and it follows the Apple paradigm: it can only run certified software obtained from the Windows Store, similar to iPhones/iPads running software from the App Store.<br />
* Windows 3.1 (and earlier) are not supported. Please don't ask, unless you are providing a code patch!<br />
* Devices running Windows CE (Compact Edition) are [[Windows_CE|supported here]].<br />
<br />
* [[Windows/Console| Windows Console - Blessing Or Curse? Discussion Notes]]<br />
<br />
== Compiling ==<br />
<br />
It is generally recommended to use the official builds, but for anyone interested in doing their own builds...<p>The following links contain instructions and notes on how to build / cross-compile our codebase for MS Windows:<br />
* [[Compiling_ScummVM/Visual_Studio]]<br />
* [[Compiling_ScummVM/MinGW]]<br />
<br />
== External links ==<br />
* [http://forums.scummvm.org/viewforum.php?f=2 ScummVM Help forum]<br />
<br />
[[Category:Platforms]]</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/de&diff=22525Compiling ScummVM/de2016-03-09T22:04:28Z<p>LordHoto: /* ScummVM kompilieren */ Remove out-dated/incomplete Dev-C++ instruction link.</p>
<hr />
<div>{{DISPLAYTITLE: ScummVM kompilieren}}<br />
{{Languages|Compiling ScummVM}}<br />
=== ScummVM kompilieren ===<br />
<br />
ScummVM ist in C++ geschrieben und wurde für einige verschiedene [[Platforms/de|Plattformen]] portiert. Das Kompilieren von ScummVM funktioniert für jede Plattform etwas anders, weshalb die Anweisungen für die offiziellen Plattformen eingebunden wurden, für welche ScummVM kompiliert werden kann.<br />
<br />
{| border="1" cellpadding="2"<br />
|- style="background:silver"<br />
|Plattform||Kompilierungsanweisungen<br />
|-<br />
|[http://www.microsoft.com Windows] || Anweisungen für [[Compiling ScummVM/Visual Studio/de|Visual Studio (MSVC)]], [[Compiling_ScummVM/MinGW/de|MinGW]]<br />
|-<br />
|[http://www.linux.org Linux] || [[Compiling ScummVM/GCC/de|GCC]]<br />
|-<br />
|[http://os4.hyperion-entertainment.biz/ AmigaOS4] || [[Compiling ScummVM/AmigaOS4/de|AmigaOS4]]<br />
|-<br />
|[http://www.microsoft.com/windowsmobile/ Windows CE/Mobile] || Anweisungen für [[Compiling_ScummVM/Windows_CE/de|Windows CE]]<br />
|-<br />
|[http://www.sega.jp/dc/ Sega Dreamcast] || Anweisungen für [[Compiling ScummVM/Dreamcast/de|Dreamcast]]<br />
|-<br />
|[http://www.us.playstation.com/PSP Sony PlayStation Portable]||Anweisungen für [[Compiling ScummVM/PlayStation Portable/de|PlayStation Portable]]<br />
|-<br />
|[http://www.us.playstation.com/PS2 Sony PlayStation 2]||Anweisungen für [[Compiling ScummVM/PlayStation 2/de|PlayStation 2]]<br />
|-<br />
|[http://us.playstation.com/ps3/ Sony PlayStation 3]||Anweisungen für [[PlayStation_3/de#Building_from_source|PlayStation 3]]<br />
|-<br />
|[http://www.apple.com/macosx/ Mac OS X]||Anweisungen für [[Compiling ScummVM/Mac OS X/de|Mac OS X]] (siehe auch [[Compiling ScummVM/Mac OS X Crosscompiling/de|Mac-OS-X-Querkompilierung]] und Anweisungen für [[Compiling ScummVM/Mac OS X 10.2.8/de|Mac OS X 10.2.8]])<br />
|-<br />
|[http://www.apple.com/iphone/ Apple iPhone]||Anweisungen für [[Compiling ScummVM/iPhone/de|iPhone]]<br />
|-<br />
|[http://www.nintendo.com/ds Nintendo DS]||Anweisungen für [[Compiling ScummVM/Nintendo DS/de|Nintendo DS]]<br />
|-<br />
|[http://www.symbian.com/ Symbian]||Anweisungen für [[Compiling ScummVM/Symbian/de|Symbian]]<br />
|-<br />
|[http://wiki.sparemint.org/index.php/FreeMiNT Atari/FreeMiNT]||[[Compiling ScummVM/Atari/FreeMiNT/de|Atari/FreeMiNT]]<br />
|-<br />
|[http://en.wikipedia.org/wiki/BeOS BeOS]/[http://www.zeta-os.com/ ZETA]/[http://www.haiku-os.org/ Haiku]||Anweisungen für [[Compiling ScummVM/BeOS/ZETA/Haiku/de|BeOS/ZETA/Haiku]]<br />
|-<br />
|[http://www.nintendo.com/wii Nintendo Wii und Gamecube]||Anweisungen für [[Compiling ScummVM/Wii/de|Wii und Gamecube]]<br />
|-<br />
|[http://www.android.com/ Google Android]||Anweisungen für [[Compiling ScummVM/Android/de|Android]]<br />
|-<br />
|[https://developer.palm.com/ HP webOS]||Anweisungen für [[Compiling ScummVM/WebOS/de|WebOS]]<br />
|-<br />
|[http://www.maemo.org/ Maemo]||Anweisungen für [[Compiling ScummVM/Maemo/de|Maemo]]<br />
|-<br />
|[http://bada.com/ Bada]/[https://www.tizen.org/ Tizen]||Anweisungen für [[Compiling ScummVM/Bada/Tizen/de|Bada/Tizen]]<br />
|}<br />
<br />
Wenn Sie Anweisungen zur Kompilierung von ScummVM für eine hier nicht aufgeführte Portierung haben, dürfen Sie uns gerne kontaktieren!</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM&diff=22524Compiling ScummVM2016-03-09T22:03:37Z<p>LordHoto: /* Compiling ScummVM */ Remove link to out-dated/incomplete Dev-C++ instructions.</p>
<hr />
<div>{{Languages}}<br />
=== Compiling ScummVM ===<br />
<br />
ScummVM is written in C++ and has been ported to several different [[Platforms]]. Compilation of ScummVM is a bit different for each platform, so instructions have been included for the official platforms that ScummVM can be compiled for.<br />
<br />
{| border="1" cellpadding="2"<br />
|- style="background:silver"<br />
|Platform||Compiling instructions<br />
|-<br />
|[http://www.microsoft.com Windows] || [[Compiling ScummVM/Visual Studio|Visual Studio (MSVC)]], [[Compiling_ScummVM/MinGW|MinGW]] instructions. (See also unofficial [[Compiling_ScummVM/MinGW-w64|MinGW-w64]] instructions.)<br />
|-<br />
|[http://www.linux.org Linux] || [[Compiling ScummVM/GCC|GCC]] instructions<br />
|-<br />
|[http://os4.hyperion-entertainment.biz/ AmigaOS4] || [[Compiling ScummVM/AmigaOS4|AmigaOS4]] instructions<br />
|-<br />
|[http://www.microsoft.com/windowsmobile/ Windows CE/Mobile] || [[Compiling_ScummVM/Windows_CE|Windows CE]] instructions<br />
|-<br />
|[http://www.sega.jp/dc/ Sega Dreamcast] || [[Compiling ScummVM/Dreamcast|Dreamcast]] instructions<br />
|-<br />
|[http://www.us.playstation.com/PSP Sony PlayStation Portable]||[[Compiling ScummVM/PlayStation Portable|PlayStation Portable]] instructions<br />
|-<br />
|[http://www.us.playstation.com/PS2 Sony PlayStation 2]||[[Compiling ScummVM/PlayStation 2|PlayStation 2]] instructions<br />
|-<br />
|[http://us.playstation.com/ps3/ Sony PlayStation 3]||[[PlayStation_3#Building_from_source|PlayStation 3]] instructions<br />
|-<br />
|[http://www.apple.com/macosx/ Mac OS X]||[[Compiling ScummVM/Mac OS X|Mac OS X]] instructions (see also [[Compiling ScummVM/Mac OS X Crosscompiling|Mac OS X Crosscompiling]] and [[Compiling ScummVM/Mac OS X 10.2.8|Mac OS X 10.2.8]] instructions)<br />
|-<br />
|[http://www.apple.com/iphone/ Apple iPhone]||[[Compiling ScummVM/iPhone|iPhone]] instructions<br />
|-<br />
|[http://www.nintendo.com/ds Nintendo DS]||[[Compiling ScummVM/Nintendo DS|Nintendo DS]] instructions<br />
|-<br />
|[http://www.symbian.com/ Symbian]||[[Compiling ScummVM/Symbian|Symbian]] instructions<br />
|-<br />
|[http://wiki.sparemint.org/index.php/FreeMiNT Atari/FreeMiNT]||[[Compiling ScummVM/Atari/FreeMiNT|Atari/FreeMiNT]]<br />
|-<br />
|[http://en.wikipedia.org/wiki/BeOS BeOS]/[http://www.zeta-os.com/ ZETA]/[http://www.haiku-os.org/ Haiku]||[[Compiling ScummVM/BeOS/ZETA/Haiku|BeOS/ZETA/Haiku]] instructions<br />
|-<br />
|[http://www.nintendo.com/wii Nintendo Wii and Gamecube]||[[Compiling ScummVM/Wii|Wii and Gamecube]] instructions<br />
|-<br />
|[http://www.android.com/ Google Android]||[[Compiling ScummVM/Android|Android]] instructions<br />
|-<br />
|[https://developer.palm.com/ HP webOS]||[[Compiling ScummVM/WebOS|WebOS]] instructions<br />
|-<br />
|[http://www.maemo.org/ Maemo]||[[Compiling ScummVM/Maemo|Maemo]] instructions<br />
|-<br />
|[http://bada.com/ Bada]/[https://www.tizen.org/ Tizen]||[[Compiling ScummVM/Bada/Tizen|Bada/Tizen]] instructions<br />
|-<br />
|[http://www.raspberrypi.org/ RaspberryPi]||[[Compiling ScummVM/RPI|Raspberry Pi]] instructions<br />
|}<br />
<br />
If you have instructions for compiling a port of ScummVM that is not mentioned here, feel free to contact us!</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/Visual_Studio/Compiling_Libraries&diff=22523Compiling ScummVM/Visual Studio/Compiling Libraries2016-03-09T21:53:36Z<p>LordHoto: /* Special Instructions for Libraries */ Add libtheora instructions.</p>
<hr />
<div>== Instructions for compiling the needed libraries for Visual Studio yourself ==<br />
<br />
Building libraries for use with Visual Studio is a complicated process. Many libraries only feature out-dated project files or have incompatible configurations for their project files. On this page we give a general introduction of the settings we used for building the libraries with Visual Studio 2015 Community Edition. Afterwards, we give a more detailed view on the process of building each invidiual library.<br />
<br />
We used the following settings when compiling the libraries:<br />
* Run-Time Library: We use the "Multi-Threaded DLL" run-time library. For Debug configurations we use the "Multi-Threaded Debug DLL" (option "/MDd"). For Release configurations we use the "Multi-Threaded DLL" (option "/MD").<br />
* Link-time Code Generation: We disable LTCG for all configurations (option "/LTCG:OFF").<br />
* Whole Program Optimization: We disable WPO for all configurations (option "/GL-").<br />
Please assure that any libraries you build use exactly the same configuration settings.<br />
<br />
== Special Instructions for Libraries ==<br />
<br />
Here, we will take a look at libraries which need special handling when built with Visual Studio.<br />
<br />
=== SDL 1.2 ===<br />
<br />
We used the following patch when compiling SDL 1.2, which is required for x64 support. The patch was gladly taken from the SDL mailing list.<br />
<br />
<source lang="diff"><br />
--- src/video/windx5/SDL_dx5video.c Tue Oct 13 00:07:16 2009<br />
+++ src/video/windx5/SDL_dx5video.c Tue Nov 03 21:14:38 2009<br />
@@ -332,7 +332,7 @@<br />
{ &GUID_Key, 255, 0x8000FF0C, 0x00000000 },<br />
};<br />
<br />
-const DIDATAFORMAT c_dfDIKeyboard = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000002, 256, 256, KBD_fmt };<br />
+const DIDATAFORMAT c_dfDIKeyboard = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), DIDF_RELAXIS, 256, sizeof(KBD_fmt)/sizeof(KBD_fmt[0]), KBD_fmt };<br />
<br />
<br />
/* Mouse */<br />
@@ -347,7 +347,7 @@<br />
{ NULL, 15, 0x80FFFF0C, 0x00000000 },<br />
};<br />
<br />
-const DIDATAFORMAT c_dfDIMouse = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000002, 16, 7, PTR_fmt };<br />
+const DIDATAFORMAT c_dfDIMouse = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), DIDF_RELAXIS, sizeof(DIMOUSESTATE), sizeof(PTR_fmt)/sizeof(PTR_fmt[0]), PTR_fmt };<br />
<br />
static DIOBJECTDATAFORMAT PTR2_fmt[] = {<br />
{ &GUID_XAxis, 0, 0x00FFFF03, 0x00000000 },<br />
@@ -363,7 +363,7 @@<br />
{ NULL, 19, 0x80FFFF0C, 0x00000000 }<br />
};<br />
<br />
-const DIDATAFORMAT c_dfDIMouse2 = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000002, 20, 11, PTR2_fmt };<br />
+const DIDATAFORMAT c_dfDIMouse2 = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), DIDF_RELAXIS, sizeof(DIMOUSESTATE), sizeof(PTR2_fmt)/sizeof(PTR2_fmt[0]), PTR2_fmt };<br />
<br />
<br />
/* Joystick */<br />
@@ -415,7 +415,7 @@<br />
{ NULL, 79, 0x80FFFF0C, 0x00000000 },<br />
};<br />
<br />
-const DIDATAFORMAT c_dfDIJoystick = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000001, 80, 44, JOY_fmt };<br />
+const DIDATAFORMAT c_dfDIJoystick = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), DIDF_ABSAXIS, sizeof(DIJOYSTATE), sizeof(JOY_fmt)/sizeof(JOY_fmt[0]), JOY_fmt };<br />
<br />
<br />
/* Initialization/Query functions */<br />
</source><br />
<br />
After adding a new x64 configuration option in the project files, you may also need to remove "/MACHINE:I386" as additional linker command in Project->Properties, Configuration Properties->Linker->Command Line.<br />
<br />
=== zlib ===<br />
<br />
We used a custom project file when building zlib to get the old standard library name "zlib.lib". It can be found inside a zip file in the "patches/" directory of our pre-built library package. The project file was created for zlib 1.2.8.<br />
<br />
=== libogg ===<br />
<br />
We use the "libogg_static" solution to create a library for static linking.<br />
<br />
=== libvorbis ===<br />
<br />
You will need to use the "vorbis_static" solution. It should feature working x86 (Win32) and x64 (x64) targets by default.<br />
<br />
'''Note''': You need to assure that the headers (and libraries in case you build a dynamically linked libvorbis) of libogg are in the paths MSVC searches.<br />
<br />
'''Note''': The static solution can be bugged and produce a library named "libvorbisfile.lib" instead of "libvorbisfile_static.lib". You will need to fix the target name in the project settings.<br />
<br />
'''Note''': You'll need vorbis, vorbisfile and also vorbisenc for ScummVM tools.<br />
<br />
=== libtheora ===<br />
<br />
You will need to use the "libtheora_static" solution.<br />
<br />
'''Note''': The static solution can be bugged and produce a library named "libtheora.lib" instead of "libtheora_static.lib". You will need to fix the target name in the project settings.<br />
<br />
=== libmad ===<br />
<br />
You can use the "libmad" solution.<br />
<br />
'''Note for x64:''' When you want to build a x64 library for libmad you will need to create your own x64 config for it. You can do so by easy conversion of the existing libmad solution files for x86. For Release mode you will also need to edit the preprocessor definitons via: Properties -> Configuration Properties -> C/C++ -> Preprocessor -> Preprocessor Definitions: there you will need to replace "FPM_INTEL" with "FPM_64BIT".<br />
<br />
You will also need to apply the following patch to mad.h:<br />
<br />
<source lang="diff"><br />
--- mad.h Tue Nov 03 18:29:06 2009<br />
+++ mad.h Tue Nov 03 18:29:14 2009<br />
@@ -24,7 +24,11 @@<br />
extern "C" {<br />
# endif<br />
<br />
+#ifdef _WIN64<br />
+# define FPM_64BIT<br />
+#else<br />
# define FPM_INTEL<br />
+#endif<br />
</source><br />
<br />
=== FLAC ===<br />
<br />
Open the FLAC solution and build "libFLAC_static" and "win_utf8_io_static".<br />
<br />
=== libfaad ===<br />
<br />
We used the following patch when compiling libfaad to adjust for changes in the MSVC runtime:<br />
<br />
<source lang="diff"><br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/common.h sources/faad2-2.7/libfaad/common.h<br />
--- sources.orig/faad2-2.7/libfaad/common.h 2009-02-05 01:51:03.000000000 +0100<br />
+++ sources/faad2-2.7/libfaad/common.h 2016-03-09 20:27:08.851178000 +0100<br />
@@ -315,7 +315,7 @@<br />
<br />
#if defined(_WIN32) && !defined(__MINGW32__)<br />
#define HAS_LRINTF<br />
- static INLINE int lrintf(float f)<br />
+ /*static INLINE int lrintf(float f)<br />
{<br />
int i;<br />
__asm<br />
@@ -324,7 +324,7 @@<br />
fistp i<br />
}<br />
return i;<br />
- }<br />
+ }*/<br />
#elif (defined(__i386__) && defined(__GNUC__) && \<br />
!defined(__CYGWIN__) && !defined(__MINGW32__))<br />
#ifndef HAVE_LRINTF<br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/mp4.c sources/faad2-2.7/libfaad/mp4.c<br />
--- sources.orig/faad2-2.7/libfaad/mp4.c 2009-02-06 04:39:58.000000000 +0100<br />
+++ sources/faad2-2.7/libfaad/mp4.c 2016-03-09 20:27:09.200404900 +0100<br />
@@ -32,6 +32,7 @@<br />
#include "structs.h"<br />
<br />
#include <stdlib.h><br />
+#include <string.h><br />
<br />
#include "bits.h"<br />
#include "mp4.h"<br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/ps_dec.c sources/faad2-2.7/libfaad/ps_dec.c<br />
--- sources.orig/faad2-2.7/libfaad/ps_dec.c 2009-01-26 23:32:31.000000000 +0100<br />
+++ sources/faad2-2.7/libfaad/ps_dec.c 2016-03-09 20:27:09.233469100 +0100<br />
@@ -33,6 +33,7 @@<br />
#ifdef PS_DEC<br />
<br />
#include <stdlib.h><br />
+#include <string.h><br />
#include "ps_dec.h"<br />
#include "ps_tables.h"<br />
<br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/sbr_hfadj.c sources/faad2-2.7/libfaad/sbr_hfadj.c<br />
--- sources.orig/faad2-2.7/libfaad/sbr_hfadj.c 2008-09-20 00:50:20.000000000 +0200<br />
+++ sources/faad2-2.7/libfaad/sbr_hfadj.c 2016-03-09 20:27:09.400963200 +0100<br />
@@ -40,6 +40,8 @@<br />
<br />
#include "sbr_noise.h"<br />
<br />
+#include <string.h><br />
+<br />
<br />
/* static function declarations */<br />
static uint8_t estimate_current_envelope(sbr_info *sbr, sbr_hfadj_info *adj,<br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/sbr_syntax.c sources/faad2-2.7/libfaad/sbr_syntax.c<br />
--- sources.orig/faad2-2.7/libfaad/sbr_syntax.c 2009-01-26 23:32:31.000000000 +0100<br />
+++ sources/faad2-2.7/libfaad/sbr_syntax.c 2016-03-09 20:27:09.458518400 +0100<br />
@@ -48,6 +48,8 @@<br />
#endif<br />
#include "analysis.h"<br />
<br />
+#include <string.h><br />
+<br />
/* static function declarations */<br />
/* static function declarations */<br />
static void sbr_header(bitfile *ld, sbr_info *sbr);<br />
<br />
</source><br />
<br />
'''Note for x64:''' When you want to build a x64 library for libfaad you will need to create your own x64 config for it. You can do so by easy conversion of the existing libfaad solution files for x86.<br />
<br />
=== libmpeg2 ===<br />
<br />
We used a custom solution to build libmpeg2. It can be found inside a zip file in the "patches/" directory of our pre-built library package. The project file was created for libmpeg 0.5.1.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/Visual_Studio/Compiling_Libraries&diff=22522Compiling ScummVM/Visual Studio/Compiling Libraries2016-03-09T21:41:36Z<p>LordHoto: Update library instructions.</p>
<hr />
<div>== Instructions for compiling the needed libraries for Visual Studio yourself ==<br />
<br />
Building libraries for use with Visual Studio is a complicated process. Many libraries only feature out-dated project files or have incompatible configurations for their project files. On this page we give a general introduction of the settings we used for building the libraries with Visual Studio 2015 Community Edition. Afterwards, we give a more detailed view on the process of building each invidiual library.<br />
<br />
We used the following settings when compiling the libraries:<br />
* Run-Time Library: We use the "Multi-Threaded DLL" run-time library. For Debug configurations we use the "Multi-Threaded Debug DLL" (option "/MDd"). For Release configurations we use the "Multi-Threaded DLL" (option "/MD").<br />
* Link-time Code Generation: We disable LTCG for all configurations (option "/LTCG:OFF").<br />
* Whole Program Optimization: We disable WPO for all configurations (option "/GL-").<br />
Please assure that any libraries you build use exactly the same configuration settings.<br />
<br />
== Special Instructions for Libraries ==<br />
<br />
Here, we will take a look at libraries which need special handling when built with Visual Studio.<br />
<br />
=== SDL 1.2 ===<br />
<br />
We used the following patch when compiling SDL 1.2, which is required for x64 support. The patch was gladly taken from the SDL mailing list.<br />
<br />
<source lang="diff"><br />
--- src/video/windx5/SDL_dx5video.c Tue Oct 13 00:07:16 2009<br />
+++ src/video/windx5/SDL_dx5video.c Tue Nov 03 21:14:38 2009<br />
@@ -332,7 +332,7 @@<br />
{ &GUID_Key, 255, 0x8000FF0C, 0x00000000 },<br />
};<br />
<br />
-const DIDATAFORMAT c_dfDIKeyboard = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000002, 256, 256, KBD_fmt };<br />
+const DIDATAFORMAT c_dfDIKeyboard = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), DIDF_RELAXIS, 256, sizeof(KBD_fmt)/sizeof(KBD_fmt[0]), KBD_fmt };<br />
<br />
<br />
/* Mouse */<br />
@@ -347,7 +347,7 @@<br />
{ NULL, 15, 0x80FFFF0C, 0x00000000 },<br />
};<br />
<br />
-const DIDATAFORMAT c_dfDIMouse = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000002, 16, 7, PTR_fmt };<br />
+const DIDATAFORMAT c_dfDIMouse = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), DIDF_RELAXIS, sizeof(DIMOUSESTATE), sizeof(PTR_fmt)/sizeof(PTR_fmt[0]), PTR_fmt };<br />
<br />
static DIOBJECTDATAFORMAT PTR2_fmt[] = {<br />
{ &GUID_XAxis, 0, 0x00FFFF03, 0x00000000 },<br />
@@ -363,7 +363,7 @@<br />
{ NULL, 19, 0x80FFFF0C, 0x00000000 }<br />
};<br />
<br />
-const DIDATAFORMAT c_dfDIMouse2 = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000002, 20, 11, PTR2_fmt };<br />
+const DIDATAFORMAT c_dfDIMouse2 = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), DIDF_RELAXIS, sizeof(DIMOUSESTATE), sizeof(PTR2_fmt)/sizeof(PTR2_fmt[0]), PTR2_fmt };<br />
<br />
<br />
/* Joystick */<br />
@@ -415,7 +415,7 @@<br />
{ NULL, 79, 0x80FFFF0C, 0x00000000 },<br />
};<br />
<br />
-const DIDATAFORMAT c_dfDIJoystick = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000001, 80, 44, JOY_fmt };<br />
+const DIDATAFORMAT c_dfDIJoystick = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), DIDF_ABSAXIS, sizeof(DIJOYSTATE), sizeof(JOY_fmt)/sizeof(JOY_fmt[0]), JOY_fmt };<br />
<br />
<br />
/* Initialization/Query functions */<br />
</source><br />
<br />
After adding a new x64 configuration option in the project files, you may also need to remove "/MACHINE:I386" as additional linker command in Project->Properties, Configuration Properties->Linker->Command Line.<br />
<br />
=== zlib ===<br />
<br />
We used a custom project file when building zlib to get the old standard library name "zlib.lib". It can be found inside a zip file in the "patches/" directory of our pre-built library package. The project file was created for zlib 1.2.8.<br />
<br />
=== libogg ===<br />
<br />
We use the "libogg_static" solution to create a library for static linking.<br />
<br />
=== libvorbis ===<br />
<br />
You will need to use the "vorbis_static" solution. It should feature working x86 (Win32) and x64 (x64) targets by default.<br />
<br />
'''Note''': You need to assure that the headers (and libraries in case you build a dynamically linked libvorbis) of libogg are in the paths MSVC searches.<br />
<br />
'''Note''': The static solution can be bugged and produce a library named "libvorbisfile.lib" instead of "libvorbisfile_static.lib". You will need to fix the target name in the project file settings.<br />
<br />
'''Note''': You'll need vorbis, vorbisfile and also vorbisenc for ScummVM tools.<br />
<br />
=== libmad ===<br />
<br />
You can use the "libmad" solution.<br />
<br />
'''Note for x64:''' When you want to build a x64 library for libmad you will need to create your own x64 config for it. You can do so by easy conversion of the existing libmad solution files for x86. For Release mode you will also need to edit the preprocessor definitons via: Properties -> Configuration Properties -> C/C++ -> Preprocessor -> Preprocessor Definitions: there you will need to replace "FPM_INTEL" with "FPM_64BIT".<br />
<br />
You will also need to apply the following patch to mad.h:<br />
<br />
<source lang="diff"><br />
--- mad.h Tue Nov 03 18:29:06 2009<br />
+++ mad.h Tue Nov 03 18:29:14 2009<br />
@@ -24,7 +24,11 @@<br />
extern "C" {<br />
# endif<br />
<br />
+#ifdef _WIN64<br />
+# define FPM_64BIT<br />
+#else<br />
# define FPM_INTEL<br />
+#endif<br />
</source><br />
<br />
=== FLAC ===<br />
<br />
Open the FLAC solution and build "libFLAC_static" and "win_utf8_io_static".<br />
<br />
=== libfaad ===<br />
<br />
We used the following patch when compiling libfaad to adjust for changes in the MSVC runtime:<br />
<br />
<source lang="diff"><br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/common.h sources/faad2-2.7/libfaad/common.h<br />
--- sources.orig/faad2-2.7/libfaad/common.h 2009-02-05 01:51:03.000000000 +0100<br />
+++ sources/faad2-2.7/libfaad/common.h 2016-03-09 20:27:08.851178000 +0100<br />
@@ -315,7 +315,7 @@<br />
<br />
#if defined(_WIN32) && !defined(__MINGW32__)<br />
#define HAS_LRINTF<br />
- static INLINE int lrintf(float f)<br />
+ /*static INLINE int lrintf(float f)<br />
{<br />
int i;<br />
__asm<br />
@@ -324,7 +324,7 @@<br />
fistp i<br />
}<br />
return i;<br />
- }<br />
+ }*/<br />
#elif (defined(__i386__) && defined(__GNUC__) && \<br />
!defined(__CYGWIN__) && !defined(__MINGW32__))<br />
#ifndef HAVE_LRINTF<br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/mp4.c sources/faad2-2.7/libfaad/mp4.c<br />
--- sources.orig/faad2-2.7/libfaad/mp4.c 2009-02-06 04:39:58.000000000 +0100<br />
+++ sources/faad2-2.7/libfaad/mp4.c 2016-03-09 20:27:09.200404900 +0100<br />
@@ -32,6 +32,7 @@<br />
#include "structs.h"<br />
<br />
#include <stdlib.h><br />
+#include <string.h><br />
<br />
#include "bits.h"<br />
#include "mp4.h"<br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/ps_dec.c sources/faad2-2.7/libfaad/ps_dec.c<br />
--- sources.orig/faad2-2.7/libfaad/ps_dec.c 2009-01-26 23:32:31.000000000 +0100<br />
+++ sources/faad2-2.7/libfaad/ps_dec.c 2016-03-09 20:27:09.233469100 +0100<br />
@@ -33,6 +33,7 @@<br />
#ifdef PS_DEC<br />
<br />
#include <stdlib.h><br />
+#include <string.h><br />
#include "ps_dec.h"<br />
#include "ps_tables.h"<br />
<br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/sbr_hfadj.c sources/faad2-2.7/libfaad/sbr_hfadj.c<br />
--- sources.orig/faad2-2.7/libfaad/sbr_hfadj.c 2008-09-20 00:50:20.000000000 +0200<br />
+++ sources/faad2-2.7/libfaad/sbr_hfadj.c 2016-03-09 20:27:09.400963200 +0100<br />
@@ -40,6 +40,8 @@<br />
<br />
#include "sbr_noise.h"<br />
<br />
+#include <string.h><br />
+<br />
<br />
/* static function declarations */<br />
static uint8_t estimate_current_envelope(sbr_info *sbr, sbr_hfadj_info *adj,<br />
diff -ru '--exclude=*vcx*' '--exclude=*sln*' sources.orig/faad2-2.7/libfaad/sbr_syntax.c sources/faad2-2.7/libfaad/sbr_syntax.c<br />
--- sources.orig/faad2-2.7/libfaad/sbr_syntax.c 2009-01-26 23:32:31.000000000 +0100<br />
+++ sources/faad2-2.7/libfaad/sbr_syntax.c 2016-03-09 20:27:09.458518400 +0100<br />
@@ -48,6 +48,8 @@<br />
#endif<br />
#include "analysis.h"<br />
<br />
+#include <string.h><br />
+<br />
/* static function declarations */<br />
/* static function declarations */<br />
static void sbr_header(bitfile *ld, sbr_info *sbr);<br />
<br />
</source><br />
<br />
'''Note for x64:''' When you want to build a x64 library for libfaad you will need to create your own x64 config for it. You can do so by easy conversion of the existing libfaad solution files for x86.<br />
<br />
=== libmpeg2 ===<br />
<br />
We used a custom solution to build libmpeg2. It can be found inside a zip file in the "patches/" directory of our pre-built library package. The project file was created for libmpeg 0.5.1.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/Visual_Studio&diff=22521Compiling ScummVM/Visual Studio2016-03-09T21:03:33Z<p>LordHoto: Update MSVC compilation instructions.</p>
<hr />
<div>== Compiling ScummVM with Visual Studio under Windows ==<br />
<br />
Compiling ScummVM with Visual Studio is not an awfully hard task. It is however slightly more complicated than using MinGW. We guide you through the steps to make ScummVM compile with Visual Studio on this page.<br />
<br />
== Things needed ==<br />
<br />
=== Visual Studio ===<br />
There exists a free Community version of Visual Studio 2015 [https://www.visualstudio.com/en-US/products/visual-studio-express-vs here] that can be used.<br />
Professional Visual Studio 2015 versions are working fine too.<br />
<br />
We do support older versions of Visual Studio too. However, on this page we focus on building ScummVM with Visual Studio 2015. Building ScummVM with older Visual Studio versions can require additional work not described on this page.<br />
<br />
=== Needed Libraries ===<br />
ScummVM relies on third-party libraries to implement certain functionality. Some of these libraries are required, like for example SDL, others are optional, like for example libtheora. We supply a set of prebuilt libraries for Visual Studio 2015. These have been build on Windows 8.1 using the Visual Studio 2015 Community Edition. The libraries can be found [http://www.scummvm.org/frs/build/scummvm_libs_2015.zip here].<br />
<br />
=== Installing Libraries ===<br />
The easiest way to make Visual Studio find the supplied libraries is by using the environment variable "SCUMMVM_LIBS". We describe this method now.<br />
To make it work you have to follow these steps:<br />
* Unzip the library zip to a directory of your choice. For example, you can unzip them into "C:\Users\YourUsername\Documents\scummvm_libs_2015".<br />
* Go to Control Panel -> Environment Variables and set up a new variable "SCUMMVM_LIBS" with a value of the path you extracted the zip in. It is important that you do point the variable to the folder containing the "bin", "include", and "lib" directories.<br />
<br />
=== Manually Building Libraries ===<br />
If you want to build libraries for use with Visual Studio yourself, please refer to the [[Compiling_ScummVM/Visual_Studio/Compiling_Libraries|instructions for compiling the libraries yourself]].<br />
<br />
== Preparing the Project Files ==<br />
<br />
=== Building create_project ===<br />
<br />
ScummVM uses a configure/Make based build system. We feature a tool to generate Visual Studio project files from this build system. The first steep you need to take is building this tool called "create_project".<br />
<br />
First, open the solution file "devtools\create_project\msvc14\create_project.sln". Then simply build the solution. The project file should automatically assure that the resulting "create_project.exe" is copied to "dists\msvc14". If not, you will have to copy it yourself.<br />
<br />
=== Generating the Project Files ===<br />
<br />
Simply run the batch script "dists/msvc14/create_msvc14.bat". It will guide you through configuring ScummVM.<br />
<br />
'''IMPORTANT''': You will have to re-generate the project files whenever new source files have been added to or removed from the configure/Make based build system. When you add new files to ScummVM, you will ''have'' to add them to the respective "module.mk" file to assure ScummVM still builds fine with the configure/Make based build system.<br />
<br />
== Compiling ScummVM ==<br />
<br />
If you followed all the steps, you are now ready to compile ScummVM with Visual Studio. Congratulations!<br />
<br />
Simply open the generated solution file in "dists\msvc14\scummvm.sln". Now you can ask it to build the desired configuration. By default it will build a debug configuration which is ideal to hack on ScummVM.<br />
<br />
'''IMPORTANT''': You'll need to copy the matching SDL.dll file to a location Windows picks up to run the resulting binary. The easiest way to do this is to place the SDL.dll file in the directory where scummvm.exe is. There are multiple SDL.dll files to choose from, depending on your build configuration. Simply pick the right one from the prebuilt libraries. For example, if you build a Win32 Debug configuration, you will need to use "libs/x86/Debug/SDL.dll".</div>LordHotohttps://wiki.scummvm.org/index.php?title=Compiling_ScummVM/MinGW&diff=22513Compiling ScummVM/MinGW2016-03-06T19:29:33Z<p>LordHoto: /* libmpeg2 */ Fix libmpeg2 patch.</p>
<hr />
<div>== Compiling ScummVM with Minimalist GNU for Windows (MINGW) ==<br />
<br />
MinGW is "a collection of freely available and freely distributable Windows specific header files and import libraries combined with GNU toolsets that allow one to produce native Windows programs that do not rely on any 3rd-party C runtime DLLs". <br />
<br />
More information can be found at the [http://www.mingw.org/ MinGW homepage]<br />
<br />
== Things needed ==<br />
<br />
=== MinGW and MSYS ===<br />
<br />
Download MinGW: <br />
<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/binutils/binutils-2.21/binutils-2.21-3-mingw32-bin.tar.lzma/ binutils]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/gcc-4.6.2-1/gcc-core-4.6.2-1-mingw32-bin.tar.lzma/download gcc-core dev]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/gcc-4.6.2-1/libgcc-4.6.2-1-mingw32-dll-1.tar.lzma/download gcc-core dll]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/gcc-4.6.2-1/gcc-c%2B%2B-4.6.2-1-mingw32-bin.tar.lzma/download gcc-g++ dev]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/gcc-4.6.2-1/libstdc%2B%2B-4.6.2-1-mingw32-dll-6.tar.lzma/download gcc-g++ dll]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gmp/gmp-5.0.1-1/gmp-5.0.1-1-mingw32-dev.tar.lzma/download gmp dev]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/gcc-4.6.2-1/libgomp-4.6.2-1-mingw32-dll-1.tar.lzma/download gmp dll]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/gcc-4.6.2-1/libgomp-4.6.2-1-mingw32-dll-1.tar.lzma/download gomp]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gettext/gettext-0.17-1/libintl-0.17-1-mingw32-dll-8.tar.lzma/download iconv]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/libiconv/libiconv-1.13.1-1/libiconv-1.13.1-1-mingw32-dev.tar.lzma/download intl dev] <br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/libiconv/libiconv-1.13.1-1/libiconv-1.13.1-1-mingw32-dll-2.tar.lzma/download intl dll]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gmp/gmp-5.0.1-1/libgmp-5.0.1-1-mingw32-dll-10.tar.lzma/download libgmp]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/mingw-rt/mingwrt-3.18/mingwrt-3.18-mingw32-dev.tar.gz/download mingw-runtime dev]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/mingw-rt/mingwrt-3.18/mingwrt-3.18-mingw32-dll.tar.gz/download mingw-runtime dll]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/mpc/mpc-0.8.1-1/mpc-0.8.1-1-mingw32-dev.tar.lzma/download mpc dev]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/mpc/mpc-0.8.1-1/libmpc-0.8.1-1-mingw32-dll-2.tar.lzma/download mpc dll]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/mpfr/mpfr-2.4.1-1/mpfr-2.4.1-1-mingw32-dev.tar.lzma/download mpfr dev]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/mpfr/mpfr-2.4.1-1/libmpfr-2.4.1-1-mingw32-dll-1.tar.lzma/download mpfr dll]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/pthreads-w32/pthreads-w32-2.8.0-3/pthreads-w32-2.8.0-3-mingw32-dev.tar.lzma/download pthreads dev]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/pthreads-w32/pthreads-w32-2.8.0-3/libpthread-2.8.0-3-mingw32-dll-2.tar.lzma/download pthreads dll] <br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/gcc-4.6.2-1/libssp-4.6.2-1-mingw32-dll-0.tar.lzma/download ssp]<br />
*[http://sourceforge.net/projects/mingw/files/MinGW/Base/w32api/w32api-3.17/w32api-3.17-2-mingw32-dev.tar.lzma/download w32api]<br />
<br />
Download MSYS and the MSYS Developer Tools:<br />
<br />
*[http://sourceforge.net/projects/mingw/files/MSYS/Base/msys-core/msys-1.0.11/MSYS-1.0.11.exe/download MSYS 1.0.11]<br />
*[http://sourceforge.net/projects/mingw/files/Other/Unsupported/MSYS/msysDTK/msysDTK-1.0.1/msysDTK-1.0.1.exe/download msysDTK]<br />
<br />
Check the "'''Installing MinGW and MSYS'''" section below for instructions on how to create your ScummVM compilation environment<br />
<br />
=== Libraries needed ===<br />
<br />
* [http://www.libsdl.org/download-1.2.php SDL 1.2]. <br />
** You need the latest Development Libraries file for Mingw32. <br />
<br />
* [http://www.nasm.us/pub/nasm/releasebuilds/?C=M;O=D NASM] Optional, for faster compile of scalers<br />
** You need the latest Win32 binary ([http://www.nasm.us/pub/nasm/releasebuilds/2.10.07/win32/ 2.10.07] at the time of writing).<br />
<br />
* [http://flac.sourceforge.net/download.html FLAC]. Optional, for FLAC support<br />
** You need the latest flac source code.<br />
<br />
* [http://downloads.xiph.org/releases/ogg/ libogg] and [http://downloads.xiph.org/releases/vorbis/ libvorbis] Optional, for OGG support<br />
** You need the latest libogg and libvorbis (not vorbis) source code.<br />
<br />
* [ftp://ftp.mars.org/pub/mpeg/ libmad] Optional, for MP3 support<br />
** You need the latest libmad source code.<br />
<br />
* [http://libmpeg2.sourceforge.net/ libmpeg2] Optional, for MPEG2 cutscene support.<br />
** You need the latest libmpeg2 source code, currently v0.5.1.<br />
<br />
* [http://www.zlib.net/ zlib]. Optional, for compressed saved games.<br />
** You need the latest zlib source code.<br />
<br />
* [http://downloads.xiph.org/releases/theora/ libtheora]. Optional, for Broken Sword 2.5.<br />
** You need the latest libtheora source code.<br />
<br />
* [http://www.audiocoding.com/downloads.html libfaad2]. Optional, for AAC support.<br />
** You need the latest libfaad2 source code.<br />
<br />
* [http://www.libpng.org/pub/png/libpng.html libpng]. Optional, for PNG support.<br />
** You need the latest libpng source code.<br />
<br />
* [http://download.savannah.gnu.org/releases/freetype/ freetype]. Optional, for TTF support.<br />
** You need the latest freetype source code.<br />
<br />
* [http://sourceforge.net/apps/trac/fluidsynth fluidsynth]. Optional, for soundfont MIDI support.<br />
** You need at least v1.0.9. Newer versions than this should work, but require GTK's glib and CMAKE to build.<br />
<br />
=== Precompiled libraries ===<br />
To ease the whole process, a package of all the needed precompiled libraries has been created. <br />
All you need to do is:<br />
* Download the precompiled libraries and the [http://www.libsdl.org/release/SDL-1.2.15-win32.zip latest SDL runtime library] - latest version is 1.2.15 at the time this was written, you can find the latest version [http://www.libsdl.org/download-1.2.php here]. Precompiled libraries:<br />
** [http://sourceforge.net/projects/scummvm/files/build/scummvm-required-libs-mingw.zip/download Precompiled libraries]<br />
<br />
== Installing MinGW and MSYS ==<br />
<br />
Both MinGW and MSYS need to be installed and working to compile ScummVM. <br />
<br />
* Create a directory called mingw in the root directory of drive (ie C:\MinGW\ )<br />
* Extract all the mingw packages to the mingw directory<br />
* Then, install MSYS. After installation, a new console window will appear, asking if you wish to proceed with the post install. Answer 'y' to that prompt. You will then be asked if you have MinGW installed. Answer 'y' to that and then type in the path of your MinGW directory using forward slashes (e.g. C:/MinGW). Make sure that there is no "make" utility in the MinGW bin folder, as this will clash with the make utility in MSYS. With the recent packages described in the section above, you shouldn't have that problem.<br />
* After both MinGW and MSYS are installed correctly, install MSYS DTK<br />
<br />
<br />
=== Additional information about MinGW and Windows Vista ===<br />
<br />
In order to get MinGW properly working under Windows Vista, you need to do the following:<br />
Go to Control Panel->System, and click on "Advanced System Settings" to the left. Then click on "Environment variables" and on the bottom window ("System variables"), select the "Path" variable and edit it. This variable tells windows where to look for binaries when it can't find them in the current folder. You'll find a lot of directories there separated by semicolons. <br />
<br />
Make sure that the MinGW bin directory is included in the path (e.g. C:\MinGW\bin), which should already be included there from the MinGW installer. Also, make sure that the libexec path is included too (e.g. C:\MinGW\libexec\gcc\mingw32\3.4.2), which is needed in Vista to get MinGW properly working<br />
<br />
== MSYS primer ==<br />
<br />
From the developer's webpage: "MSYS or Minimal SYStem is a POSIX and Bourne shell environment use with MinGW. It provides a hand picked set of tools to allow a typical configuration script with Bourne syntax to execute. This allows most of the GNU packages to create a Makefile just from executing the typical configure script which can then be used to build the package using the native MinGW version of GCC".<br />
<br />
<br />
For more information, check the [http://www.mingw.org/mingwfaq.shtml#faq-msys MinGW FAQ page]<br />
<br />
<br />
MSYS commands can be confusing for people using Windows, as MSYS emulates a Bourne shell environment, which is found in most Unix/Linux distributions. The available commands can be viewed by typing "help" in the command prompt. Help on a specific command is available by typing "help" followed by the command, e.g. "help alias".<br />
<br />
<br />
Note that MSYS uses forward slashes between folder names, not backward slashes, as is the case with Windows. Additionally, some special characters like the space need to be escaped with a backward slash("\"). Drives are mounted to folders, so drive "C:" would be under folder "/c". Therefore, to switch to directory:<br />
<br />
C:\Program Files\Test Folder<br />
<br />
we would switch to:<br />
<br />
/c/Program\ Files/Test\ Folder<br />
<br />
The basic commands you'll need are:<br />
<br />
<br />
cd - changes the current drive and directory<br />
pwd - shows the current drive and directory<br />
ls - lists files in a folder<br />
make - makefile, used to compile projects<br />
strip - remove debug information from executable files<br />
<br />
<br />
Note that if you wish to run a file from the current folder, you need to specify it before the file name, i.e. if you wish to run "test" from the current folder, you should type:<br />
<br />
./test<br />
<br />
<br />
== Building the libraries ==<br />
<br />
Now, we need to compile the required libraries and tools.<br />
<br />
<br />
=== NASM ===<br />
<br />
First of all, we need nasm. So unzip the nasm archive in a directory, and copy both files to MinGW's bin directory. Alternatively, you can include the folder you unzipped the files in your system path. To do this, go to Control Panel->System, Advanced tab->environment variables and edit the "PATH" variable in the system variables list, adding the folder where you placed the aforementioned files. Directories in the system path are split with a semicolon (;), e.g. "C:\MinGW\msys\1.0\bin;C:\MinGW\bin;C:\nasm". <br />
<br />
Note that changes to the PATH will be reflected on newly opened command prompts only, so if you got any open already, close them to avoid confusion<br />
<br />
=== SDL ===<br />
<br />
SDL is already compiled and needs no further changes, so we can skip the compilation step for it<br />
<br />
After extracting the contents of the SDL archive in a folder, copy all the files in the 'include/SDL' folder to MinGW's include folder, copy all the files in the 'lib' folder to MinGW's lib folder and copy all the files in the 'bin' folder to MinGW's bin folder.<br />
<br />
If you do wish to recompile SDL from source code, please note the following:<br />
* Check that the libSDL source file src/main/win32/version.rc contains the correct version. This was incorrectly listed as v1.2.14 for the v1.2.15 release, needed an additional patch.<br />
* Note the README [http://www.libsdl.org/extras/win32/mingw32/README.txt here], especially the need to include the DirectX development header and libraries from [http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz here] to ensure that the "dsound" rather than the "waveout" / "winmm" fallback audio driver is used.<br />
<br />
=== zlib ===<br />
<br />
Unzip the source code in a folder, open MSYS, go to the zlib folder and issue this command to compile the library:<br />
<br />
make -f win32/makefile.gcc<br />
<br />
After compilation, copy '''zlib.h''' and '''zconf.h''' inside MinGW's include folder and libz.a inside MinGW's lib folder<br />
<br />
<br />
You can do this using Explorer or by typing these commands in MSYS inside the zlib folder:<br />
<br />
cp -p libz.a /mingw/lib<br />
cp -p zlib.h zconf.h /mingw/include<br />
<br />
<br />
=== libogg ===<br />
<br />
libogg should be compiled before libvorbis and libFLAC<br />
Unzip the libogg archive in a folder, open MSYS, go to the libogg folder and issue these commands to compile the library:<br />
<br />
./configure --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
<br />
=== libvorbis ===<br />
<br />
Unzip the libvorbis archive in a folder, open MSYS, go to the libvorbis folder and issue these commands to compile the library:<br />
<br />
./configure --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
<br />
=== libmad ===<br />
<br />
Unzip the libmad archive in a folder. Open MSYS, go to the libmad folder. If you are using gcc 4.4 or higher, run the following command:<br />
sed -i '/-fforce-mem/d' configure<br />
<br />
Then issue these commands to compile the library:<br />
./configure --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
<br />
=== libmpeg2 ===<br />
<br />
Unzip the libmpeg2 archive into a folder. Open MSYS, go to the libmpeg2 folder.<br />
<br />
Then issue these commands to compile the library:<br />
./configure --disable-sdl --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
Note that if you are compiling x64 i.e. for a 64-bit target, then currently (v0.5.1), the following patch is needed:<br />
<syntax type="diff"><br />
--- libvo/video_out_dx.c.orig 2014-02-17 16:38:24.000000000 +0100<br />
+++ libvo/video_out_dx.c 2014-02-17 16:39:34.000000000 +0100<br />
@@ -92,7 +92,7 @@<br />
switch (message) {<br />
<br />
case WM_WINDOWPOSCHANGED:<br />
- instance = (dx_instance_t *) GetWindowLong (hwnd, GWL_USERDATA);<br />
+ instance = (dx_instance_t *) GetWindowLongPtr (hwnd, GWLP_USERDATA);<br />
<br />
/* update the window position and size */<br />
point_window.x = 0;<br />
@@ -173,7 +173,7 @@<br />
/* store a directx_instance pointer into the window local storage<br />
* (for later use in event_handler).<br />
* We need to use SetWindowLongPtr when it is available in mingw */<br />
- SetWindowLong (instance->window, GWL_USERDATA, (LONG) instance);<br />
+ SetWindowLongPtr (instance->window, GWLP_USERDATA, (LONG_PTR) instance);<br />
<br />
ShowWindow (instance->window, SW_SHOW);<br />
</syntax><br />
<br />
=== FLAC ===<br />
<br />
Unzip the flac archive in a folder, open MSYS, go to the flac folder and issue these commands to compile the library:<br />
<br />
./configure --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
<br />
=== FluidSynth ===<br />
<br />
We use fluidsynth 1.0.9, since later versions requires GTK.<br />
<br />
Unzip the fluidsynth archive in a folder, open MSYS, go to the fluidsynth folder and apply the following patch:<br />
<br />
<syntax type="diff"><br />
--- include/fluidsynth.h<br />
+++ include/fluidsynth.h<br />
@@ -28,13 +28,7 @@<br />
#endif<br />
<br />
#if defined(WIN32)<br />
-#if defined(FLUIDSYNTH_DLL_EXPORTS)<br />
-#define FLUIDSYNTH_API __declspec(dllexport)<br />
-#elif defined(FLUIDSYNTH_NOT_A_DLL)<br />
-#define FLUIDSYNTH_API <br />
-#else<br />
-#define FLUIDSYNTH_API __declspec(dllimport)<br />
-#endif<br />
+#define FLUIDSYNTH_API<br />
<br />
#elif defined(MACOS9)<br />
#define FLUIDSYNTH_API __declspec(export)<br />
</syntax><br />
<br />
Then issue these commands to compile the library:<br />
./configure --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
=== libpng ===<br />
<br />
Unzip the libpng archive in a folder, open MSYS, go to the libpng folder and issue these commands to compile the library:<br />
<br />
./configure --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
<br />
=== libtheora ===<br />
<br />
Unzip the libtheora archive in a folder, open MSYS, go to the libtheora folder and issue these commands to compile the library:<br />
<br />
./configure --disable-shared --disable-examples --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
<br />
=== libfaad2 ===<br />
<br />
Unzip the libfaad2 archive in a folder, open MSYS, go to the libfaad2 folder and apply the following patch:<br />
<br />
<syntax type="diff"><br />
--- frontend/main.c <br />
+++ frontend/main.c<br />
@@ -31,7 +31,9 @@<br />
#ifdef _WIN32<br />
#define WIN32_LEAN_AND_MEAN<br />
#include <windows.h><br />
+#ifndef __MINGW32__<br />
#define off_t __int64<br />
+#endif<br />
#else<br />
#include <time.h><br />
#endif<br />
</syntax><br />
<br />
Then issue these commands to compile the library:<br />
./configure --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
<br />
=== freetype ===<br />
<br />
Unzip the freetype archive in a folder, open MSYS, go to the freetype folder and issue these commands to compile the library:<br />
<br />
./configure --disable-shared --prefix=/mingw<br />
make<br />
<br />
To install the library, type:<br />
make install prefix=/mingw<br />
<br />
== Compiling ScummVM ==<br />
<br />
To compile ScummVM, issue the following commands inside the scummvm folder (where Makefile resides):<br />
./configure<br />
make<br />
<br />
After compilation, you'll end up with a very big scummvm.exe (around 16MB). This is because debug symbols and information are embedded by default in the exe file, making it very big. To remove all the unneeded debug information from the executable, thus reducing its size by about 12MB, go to the folder where the compiled scummvm.exe file is and run the following command:<br />
<br />
strip scummvm.exe<br />
<br />
== Ready to go! ==<br />
<br />
OK this should be all of it (thankfully), so you should be good to go.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22436Release Testing/1.8.02016-02-25T12:23:11Z<p>LordHoto: /* Other Games */ Add test results for BBVS from forums.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|[%] The Black Cauldron||DOS<br>Apple IIgs||Completable.<br>Completable.||wjp<br>m_kiewitz||Linux x86_64<br>Win32||f21b19e<br>8c759c2c<br />
|- style="background:#ffff77"<br />
|[%#] Gold Rush||Apple IIgs||Completable (all paths).||m_kiewitz||Win32||8c759c2c<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|id=7046}}.</s> Minor glitches: {{Tracker|id=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:lightgreen"<br />
|[%] King's Quest II||Apple IIgs<br>DOS v2.1||Completable.<br>Completable. Minor glitches: {{Tracker|id=7049}}||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>147ade4<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|[%] Space Quest I||Apple IIgs<br>DOS||Completable.<br>Completable.||m_kiewitz<br>wjp||Win32<br>Linux x86_64||8771c7d3<br>42795fa<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>a0c17e0f<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Troll's Tale||PC||Completable.||sev||Mac||3e820ee9<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ffff77"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD<br>English Windows CD||<s>Indeo3 crash on MIPS: {{Tracker|id=7039}}</s><br>Completable. {{Tracker|id=7057}}.||joostp<br>Abenteurer||IRIX<br>Win32||e28f451 (Feb 14, 2016)<br>27398bd<br />
|- style="background:lightgreen"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, <s>but with almost-blocker crash {{Tracker|id=6979}}</s><br>Completable. {{Tracker|id=6978}}{{Tracker|id=6983}}||albadross<br>WindlePoons||Win64 (Win7 x64)<br>Linux x86_64||??????? (Feb 9, 2016)<br>748b768 (Feb 21, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)<br>German DOS CD (AdLib)||Completable.<br>Completable.<br>Completable.{{Tracker|id=7047}}.||albadross<br>Vorph<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br>db49761<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A {{Tracker|id=7051}}||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||English DOS Floppy v8.43 (All 3 difficulties, All 4 endings)||Completable. <s>{{Tracker|id=7053}}</s>, {{Tracker|id=7054}}, {{Tracker|id=7055}}, {{Tracker|id=7056}}||Abenteurer||Win32||4f51ba4<br />
|- style="background:#ffff77"<br />
|[*] Sfinx||English freeware||Completable.||WindlePoons||Linux x86_64||??????? (Jan 16, 2016)<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22435Release Testing/1.8.02016-02-25T12:20:54Z<p>LordHoto: /* Other Games */ Update Rex test entry with bug report list</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|[%] The Black Cauldron||DOS<br>Apple IIgs||Completable.<br>Completable.||wjp<br>m_kiewitz||Linux x86_64<br>Win32||f21b19e<br>8c759c2c<br />
|- style="background:#ffff77"<br />
|[%#] Gold Rush||Apple IIgs||Completable (all paths).||m_kiewitz||Win32||8c759c2c<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|id=7046}}.</s> Minor glitches: {{Tracker|id=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:lightgreen"<br />
|[%] King's Quest II||Apple IIgs<br>DOS v2.1||Completable.<br>Completable. Minor glitches: {{Tracker|id=7049}}||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>147ade4<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|[%] Space Quest I||Apple IIgs<br>DOS||Completable.<br>Completable.||m_kiewitz<br>wjp||Win32<br>Linux x86_64||8771c7d3<br>42795fa<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>a0c17e0f<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Troll's Tale||PC||Completable.||sev||Mac||3e820ee9<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#77ffff"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD||<s>Indeo3 crash on MIPS: {{Tracker|id=7039}}</s>||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:lightgreen"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, <s>but with almost-blocker crash {{Tracker|id=6979}}</s><br>Completable. {{Tracker|id=6978}}{{Tracker|id=6983}}||albadross<br>WindlePoons||Win64 (Win7 x64)<br>Linux x86_64||??????? (Feb 9, 2016)<br>748b768 (Feb 21, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)<br>German DOS CD (AdLib)||Completable.<br>Completable.<br>Completable.{{Tracker|id=7047}}.||albadross<br>Vorph<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br>db49761<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A {{Tracker|id=7051}}||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||English DOS Floppy v8.43 (All 3 difficulties, All 4 endings)||Completable. <s>{{Tracker|id=7053}}</s>, {{Tracker|id=7054}}, {{Tracker|id=7055}}, {{Tracker|id=7056}}||Abenteurer||Win32||4f51ba4<br />
|- style="background:#ffff77"<br />
|[*] Sfinx||English freeware||Completable.||WindlePoons||Linux x86_64||??????? (Jan 16, 2016)<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22414Release Testing/1.8.02016-02-23T15:13:16Z<p>LordHoto: /* Sierra AGI Games */ typo</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|[%] The Black Cauldron||DOS<br>Apple IIgs||Completable.<br>Completable.||wjp<br>m_kiewitz||Linux x86_64<br>Win32||f21b19e<br>8c759c2c<br />
|- style="background:#ffff77"<br />
|[%#] Gold Rush||Apple IIgs||Completable (all paths).||m_kiewitz||Win32||8c759c2c<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|id=7046}}.</s> Minor glitches: {{Tracker|id=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:lightgreen"<br />
|[%] King's Quest II||Apple IIgs<br>DOS v2.1||Completable.<br>Completable. Minor glitches: {{Tracker|id=7049}}||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>147ade4<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|[%] Space Quest I||Apple IIgs<br>DOS||Completable.<br>Completable.||m_kiewitz<br>wjp||Win32<br>Linux x86_64||8771c7d3<br>42795fa<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>a0c17e0f<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Troll's Tale||PC||Completable.||sev||Mac||3e820ee9<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#77ffff"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD||<s>Indeo3 crash on MIPS: {{Tracker|id=7039}}</s>||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:lightgreen"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, <s>but with almost-blocker crash {{Tracker|id=6979}}</s><br>Completable. {{Tracker|id=6978}}{{Tracker|id=6983}}||albadross<br>WindlePoons||Win64 (Win7 x64)<br>Linux x86_64||??????? (Feb 9, 2016)<br>748b768 (Feb 21, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)<br>German DOS CD (AdLib)||Completable.<br>Completable.<br>Completable.{{Tracker|id=7047}}.||albadross<br>Vorph<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br>db49761<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||English DOS Floppy v8.43 (All 3 difficulties, All 4 endings)||Completable.||Abenteurer||Win32||4f51ba4<br />
|- style="background:#ffff77"<br />
|[*] Sfinx||English freeware||Completable.||WindlePoons||Linux x86_64||??????? (Jan 16, 2016)<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22347Release Testing/1.8.02016-02-20T11:32:53Z<p>LordHoto: /* Sierra AGI Games */ Add reference to PC speaker sound glitch for KQ2.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#ffff77"<br />
|[%] The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#ffff77"<br />
|[%#] Gold Rush||Apple IIgs||Completable (all paths).||m_kiewitz||Win32||8c759c2c<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|num=7046}}.</s> Minor glitches: {{Tracker|num=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:lightgreen"<br />
|[%] King's Quest II||Apple IIgs<br>DOS v2.1||Completable.<br>Completable. Minor glithes: {{Tracker|num=7049}}||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>147ade4<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|[%] Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>a0c17e0f<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Troll's Tale||PC||Completable.||sev||Mac||3e820ee9<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See {{Tracker|num=7039}}||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#77ffff"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, <s>but with almost-blocker crash {{Tracker|num=6979}}</s>||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)<br>German DOS CD (AdLib)||Completable.<br>Completable.<br>Completable.{{Tracker|num=7047}}.||albadross<br>Vorph<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br>db49761<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||English DOS Floppy v8.43 (All 3 difficulties, All 4 endings)||Completable.||Abenteurer||Win32||4f51ba4<br />
|- style="background:#eeccee"<br />
|[*] Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22343Release Testing/1.8.02016-02-19T22:10:01Z<p>LordHoto: /* Other Games */ Add test results for Rex Nebular from Abenteurer.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#ffff77"<br />
|[%] The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#ffff77"<br />
|[%#] Gold Rush||Apple IIgs||Completable (all paths).||m_kiewitz||Win32||8c759c2c<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|num=7046}}.</s> Minor glitches: {{Tracker|num=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:lightgreen"<br />
|[%] King's Quest II||Apple IIgs<br>DOS v2.1||Completable.<br>Completable.||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>147ade4<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|[%] Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>a0c17e0f<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Troll's Tale||PC||Completable.||sev||Mac||3e820ee9<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See {{Tracker|num=7039}}||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#ffff77"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, but with almost-blocker crash {{Tracker|num=6979}}||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)<br>German DOS CD (AdLib)||Completable.<br>Completable.<br>Completable.{{Tracker|num=7047}}.||albadross<br>Vorph<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br>db49761<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||English DOS Floppy v8.43 (All 3 difficulties, All 4 endings)||Completable.||Abenteurer||Win32||4f51ba4<br />
|- style="background:#eeccee"<br />
|[*] Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22341Release Testing/1.8.02016-02-19T17:27:44Z<p>LordHoto: /* Sierra AGI Games */ Added revision for KeithS' SQII Amiga test result</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#ffff77"<br />
|[%] The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#ffff77"<br />
|[%#] Gold Rush||Apple IIgs||Completable (all paths).||m_kiewitz||Win32||8c759c2c<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|num=7046}}.</s> Minor glitches: {{Tracker|num=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:lightgreen"<br />
|[%] King's Quest II||Apple IIgs<br>DOS v2.1||Completable.<br>Completable.||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>147ade4<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|[%] Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>a0c17e0f<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See {{Tracker|num=7039}}||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#ffff77"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, but with almost-blocker crash {{Tracker|num=6979}}||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)<br>German DOS CD (AdLib)||Completable.<br>Completable.<br>Completable.{{Tracker|num=7047}}.||albadross<br>Vorph<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br>db49761<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22337Release Testing/1.8.02016-02-19T14:50:05Z<p>LordHoto: /* Sierra AGI Games */ KQ2 DOS v2.1 is completable</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#ffff77"<br />
|[%] The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#eeccee"<br />
|[%#] Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|num=7046}}.</s> Minor glitches: {{Tracker|num=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:lightgreen"<br />
|[%] King's Quest II||Apple IIgs<br>DOS v2.1||Completable.<br>Completable.||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>147ade4<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|[%] Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>14.2.2016<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See {{Tracker|num=7039}}||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#ffff77"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, but with almost-blocker crash {{Tracker|num=6979}}||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)<br>German DOS CD (AdLib)||Completable.<br>Completable.<br>Completable.{{Tracker|num=7047}}.||albadross<br>Vorph<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br>db49761<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22335Release Testing/1.8.02016-02-19T12:25:29Z<p>LordHoto: /* Other Games */ Add DW1 German DOS CD AdLib test result.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#ffff77"<br />
|[%] The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#eeccee"<br />
|[%#] Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|num=7046}}.</s> Minor glitches: {{Tracker|num=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:#ffff77"<br />
|[%] King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|[%] Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>14.2.2016<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See {{Tracker|num=7039}}||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#ffff77"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, but with almost-blocker crash {{Tracker|num=6979}}||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)<br>German DOS CD (AdLib)||Completable.<br>Completable.<br>Completable.{{Tracker|num=7047}}.||albadross<br>Vorph<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br>db49761<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22334Release Testing/1.8.02016-02-19T12:11:32Z<p>LordHoto: /* Sierra AGI Games */ KQ1 DOS v2.0F is now completable.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''[#]'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''[%]'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''[*]'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#ffff77"<br />
|[%] The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#eeccee"<br />
|[%#] Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|[%] King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Completable. <s>Game breaking bug {{Tracker|num=7046}}.</s> Minor glitches: {{Tracker|num=7045}} (already present in 1.7.0).||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>(<s>b1fff2d</s>)497b804<br />
|- style="background:#ffff77"<br />
|[%] King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|[%] King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|[%] King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|[%] Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|[%] Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|[%] Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[%] Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|[%] Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|[%] Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|[%] Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>14.2.2016<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[*] Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|[*] Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See {{Tracker|num=7039}}||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#ffff77"<br />
|[*] Broken Sword 2.5: The Return of the Templars||English||Completable, but with almost-blocker crash {{Tracker|num=6979}}||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)||Completable.<br>Completable.||albadross<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|[#] Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|[*] The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|[*] Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|[*] Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|[*] Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|[*] Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22319Release Testing/1.8.02016-02-18T22:05:44Z<p>LordHoto: Introduce the concept of "multi-platform" game, which indicates we want test reports for games from multiple original target platforms.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''%'' &mdash; Multi-platform game, which benefits from testing for multiple original game platforms<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#ffff77"<br />
|%The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#eeccee"<br />
|%Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:#ff7777"<br />
|%King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Not completable. Game breaking bug [[http://sourceforge.net/p/scummvm/bugs/7046/ Bug #7046]]. Minor glitches: [[http://sourceforge.net/p/scummvm/bugs/7045/ Bug #7045]].||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>b1fff2d<br />
|- style="background:#ffff77"<br />
|%King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|%King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|%King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|%Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|%Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|%Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|%Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|%Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|%Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|%Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>14.2.2016<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|*Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See [[http://sourceforge.net/p/scummvm/bugs/7039/ Bug #7039]]||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#ffff77"<br />
|*Broken Sword 2.5: The Return of the Templars||English||Completable, but with almost-blocker crash [[http://sourceforge.net/p/scummvm/bugs/6979/ Bug #6979]]||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)||Completable.<br>Completable.||albadross<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|#Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22318Release Testing/1.8.02016-02-18T21:51:57Z<p>LordHoto: /* Sierra AGI Games */ Mark AGI games as require more testing when less than two platforms are tested.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#ffff77"<br />
|The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:#ff7777"<br />
|King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Not completable. Game breaking bug [[http://sourceforge.net/p/scummvm/bugs/7046/ Bug #7046]]. Minor glitches: [[http://sourceforge.net/p/scummvm/bugs/7045/ Bug #7045]].||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>b1fff2d<br />
|- style="background:#ffff77"<br />
|King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:#ffff77"<br />
|King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:#ffff77"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#ffff77"<br />
|Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:#ffff77"<br />
|Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#ffff77"<br />
|Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>14.2.2016<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|*Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See [[http://sourceforge.net/p/scummvm/bugs/7039/ Bug #7039]]||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#ffff77"<br />
|*Broken Sword 2.5: The Return of the Templars||English||Completable, but with almost-blocker crash [[http://sourceforge.net/p/scummvm/bugs/6979/ Bug #6979]]||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)||Completable.<br>Completable.||albadross<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|#Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22317Release Testing/1.8.02016-02-18T21:24:24Z<p>LordHoto: /* Sierra AGI Games */ Add (non-completable) test entry for KQ1 DOS.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:#ff7777"<br />
|King's Quest I||Apple IIgs<br>DOS v2.0F/AGI 2.917||Completable.<br>Not completable. Game breaking bug [[http://sourceforge.net/p/scummvm/bugs/7046/ Bug #7046]]. Minor glitches: [[http://sourceforge.net/p/scummvm/bugs/7045/ Bug #7045]].||m_kiewitz<br>LordHoto||Win32<br>Linux (x86_64)||cee0bd07<br>b1fff2d<br />
|- style="background:lightgreen"<br />
|King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|King's Quest III||Apple IIgs||Completable.||m_kiewitz||Win32||2997eef9<br />
|- style="background:lightgreen"<br />
|King's Quest IV||Apple IIgs||Completable.||m_kiewitz||Win32||fcdd7e64<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:lightgreen"<br />
|Manhunter I||Apple IIgs||Completable.||m_kiewitz||Win32||74d40c26<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:lightgreen"<br />
|Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>14.2.2016<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#ff7777"<br />
|*Beavis and Butt-Head in Virtual Stupidity||English Windows CD||Indeo3 videos crash on platforms with strict alignment requirements. See [[http://sourceforge.net/p/scummvm/bugs/7039/ Bug #7039]]||joostp||IRIX||e28f451 (Feb 14, 2016)<br />
|- style="background:#ffff77"<br />
|*Broken Sword 2.5: The Return of the Templars||English||Completable, but with almost-blocker crash [[http://sourceforge.net/p/scummvm/bugs/6979/ Bug #6979]]||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)||Completable.<br>Completable.||albadross<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|#Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22292Release Testing/1.8.02016-02-16T12:54:22Z<p>LordHoto: /* Other Games */ Add MM test result</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable.||wjp||Linux x86_64||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Mixed-Up Mother Goose||Apple IIgs||Completable.||m_kiewitz||win32||f2fe809f<br />
|- style="background:lightgreen"<br />
|Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs<br>Amiga||Completable.<br>Completable.||m_kiewitz<br>KeithS||Win32<br>Atari/FreeMiNT||cee0bd07<br>14.2.2016<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#eeccee"<br />
|*Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Broken Sword 2.5: The Return of the Templars||English||Completable.||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)||Completable.<br>Completable.||albadross<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|#Maniac Mansion (V0/V1)||English C64 V1 (Michael path)||Completable.||Vorph||Win32 (Win10 x64)||db49761<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22284Release Testing/1.8.02016-02-15T08:49:44Z<p>LordHoto: /* Other Games */ More information from froums + Added BS2.5 entry</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable.||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Police Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||English DOS CD||Completable.||albadross||Win32 (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#eeccee"<br />
|*Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Broken Sword 2.5: The Return of the Templars||English||Completable.||albadross||Win64 (Win7 x64)||??????? (Feb 9, 2016)<br />
|- style="background:lightgreen"<br />
|Discworld 1||English DOS CD<br>German DOS CD (MT-32 Emulator)||Completable.<br>Completable.||albadross<br>Vorph||Win64 (Win7 x64)<br>Win32 (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 7, 2015)<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec 19, 2015)<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||English DOS CD||Completable.||albadross||Win64 (Win7 x64)||??????? (Oct 1, 2015) <br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||English DOS CD||Completable.||albadross||Win?? (Win7 x64)||??????? (Oct 30, 2015)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22239Release Testing/1.8.02016-02-14T15:46:41Z<p>LordHoto: /* Other Games */ Our Future Wars changes are limited to CD, thus only list CD version as testing required.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable.||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Police Quest I||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#eeccee"<br />
|*Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Broken Sword 2.5: The Return of the Templars||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Discworld 1||? DOS ?<br>German DOS CD||Completable.<br>Completable.||albadross<br>Vorph||Win?? (Win7 x64)<br>Win?? (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars (CD)||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||???????<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||???????<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||?????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||???????<br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||???????<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22238Release Testing/1.8.02016-02-14T15:40:54Z<p>LordHoto: /* Other Games */ Remove date when everything is unknown. We only want the revision, but if that's missign a date is beter than nothing.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable.||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Police Quest I||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#eeccee"<br />
|*Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Broken Sword 2.5: The Return of the Templars||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Discworld 1||? DOS ?<br>German DOS CD||Completable.<br>Completable.||albadross<br>Vorph||Win?? (Win7 x64)<br>Win?? (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||???????<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||???????<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||?????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||???????<br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||???????<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22237Release Testing/1.8.02016-02-14T15:39:18Z<p>LordHoto: /* Sierra AGI Games */ Style fixes.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable.||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|King's Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable.||m_kiewitz||Win32||caa8bde8<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Police Quest I||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable.||m_kiewitz||Win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable.||m_kiewitz||Win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#eeccee"<br />
|*Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Broken Sword 2.5: The Return of the Templars||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Discworld 1||? DOS ?<br>German DOS CD||Completable.<br>Completable.||albadross<br>Vorph||Win?? (Win7 x64)<br>Win?? (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (??? ??, ????)<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (??? ??, ????)<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||?????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (??? ??, ????)<br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (??? ??, ????)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22236Release Testing/1.8.02016-02-14T15:38:15Z<p>LordHoto: /* Other Games */ Add more information about test results from forum.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable||m_kiewitz||win32||cee0bd07<br />
|- style="background:lightgreen"<br />
|King's Quest II||Apple IIgs||Completable||m_kiewitz||win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable||m_kiewitz||win32||caa8bde8<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Police Quest I||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable||m_kiewitz||win32||8771c7d3<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable||m_kiewitz||win32||cee0bd07<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (Feb 4, 2016)<br />
|- style="background:#eeccee"<br />
|*Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Broken Sword 2.5: The Return of the Templars||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Discworld 1||? DOS ?<br>German DOS CD||Completable.<br>Completable.||albadross<br>Vorph||Win?? (Win7 x64)<br>Win?? (Win10 x64)||??????? (Dec ??, 2015)<br>??????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (??? ??, ????)<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (??? ??, ????)<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||?????? (Dec ??, 2015)<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (??? ??, ????)<br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||? DOS ?||Completable.||albadross||Win?? (Win7 x64)||??????? (??? ??, ????)<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing&diff=22235Release Testing2016-02-14T15:37:35Z<p>LordHoto: /* Testing Guidelines */ Clarify symbols for new games and multi path games.</p>
<hr />
<div>== Release Testing for ScummVM ==<br />
<br />
* [[Release Testing/1.8.0|1.8.0]]<br />
* [[Release Testing/1.7.0|1.7.0]]<br />
* [[Release Testing/1.6.0|1.6.0]]<br />
* [[Release Testing/1.5.0|1.5.0]]<br />
* [[Release Testing/1.4.0|1.4.0]]<br />
* [[Release Testing/1.3.0|1.3.0]]<br />
* [[Release Testing/1.2.0|1.2.0]]/[[SCI/Testing|SCI]]<br />
* [[Release Testing/1.1.0|1.1.0]]<br />
* [[Release Testing/1.0.0|1.0.0]]<br />
* [[Release Testing/0.13.0|0.13.0]]<br />
* [[Release Testing/0.12.0|0.12.0]]<br />
* [[Release Testing/0.11.0|0.11.0]]<br />
* [[Release Testing/0.10.0|0.10.0]]<br />
* [[Release Testing/0.9.0|0.9.0]]<br />
* [[Release Testing/0.8.0|0.8.0]]<br />
<br />
== Testing Guidelines ==<br />
<br />
* Use the latest build which you may find at the bottom of our [http://scummvm.org/downloads/ download page]. After we branched please use the latest '''stable''' builds when downloading from our [http://buildbot.scummvm.org/builds.html Buildbot].<br />
* Use the launcher to add your game and see if it was detected normally, even if you already have this game already added. Start newly added target.<br />
* Preferably test detection of every game/demo you have, even when you're not going to play them.<br />
* Play game from beginning through the end.<br />
* Preferably use of save/load facility.<br />
* '''Do not''' skip cutscenes.<br />
* If you encounter any problems, please, submit a bug report at our [http://sourceforge.net/tracker/?atid=418820&group_id=37116&func=browse bug tracker].<br />
* If a game has several branches, test as many variants as you can.<br />
* At least 1 user should test each game, preferably but not obligatory on different platforms.<br />
** However, more than one user should test games that satisfy one or more of the following conditions:<br />
*** It is a multiple path game (such as ''Fate of Atlantis'' or ''Maniac Mansion''). We designate such games with a '''''#''''' (hash symbol).<br />
*** It is a new game for this release. We designate such games with a '''''*''''' (star symbol).<br />
<br />
== What to provide when you encounter a bug ==<br />
<br />
Please provide information on our bug tracker. Please, do not post bugs to our forums as that makes discussions and bug fixing progress tracking practically impossible.<br />
<br />
* Make sure that you have a working mail set up at your sf.net account. In this case you will receive our reply to your bug report.<br />
* Snapshot date (but please, always test with the latest one).<br />
* Bug details, including instructions on reproducing it.<br />
* Language of game (English, German...). <br />
* If it is a fan translation, mention it.<br />
* Version of game (talkie, floppy...).<br />
* Whether the sound was compressed or not.<br />
* Platform and compiler (Linux, Mac OS X, Win32...).<br />
* Attach a save game if possible.<br />
* Attach a screenshot to demonstrate graphics bugs if applicable.<br />
<br />
It may happen that at some point of our testing we break savegame compatibility, or do something which affects a specific engine deeply. In that case, you could be asked to restart the game you're currently playing from the beginning. You will be explicitly told to do so, so don't worry if we say nothing in this aspect.<br />
<br />
Please, report about your completion on our forums (preferably in the thread linked by the testing announcement). If you encountered some problem, provide the bug report number as well.<br />
<br />
Thanks for your help.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22228Release Testing/1.8.02016-02-14T15:22:34Z<p>LordHoto: Reintroduct our old markings for multi path/new games which require more testing.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|-<br />
|style="border=1";width:350px|''#'' &mdash; Multipath game, which needs testing for all paths<br />
|-<br />
|style="border=1";width:350px|''*'' &mdash; Newly supported game. Needs more testing<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable||m_kiewitz||win32||e24fbf7d<br />
|- style="background:#eeccee"<br />
|King's Quest II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable||m_kiewitz||win32||5e674575<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Police Quest I||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable||m_kiewitz||win32||350aeec6<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable||m_kiewitz||win32||e24fbf7d<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*Amazon: Guardians of Eden||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|*Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Broken Sword 2.5: The Return of the Templars||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Discworld 1||N/A<br>DOS German CD||Completable<br>Completable.||albadross<br>Vorph||None<br>Win10 x64||None<br>???????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|*The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|*Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|*Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|*Zork Nemesis: The Forbidden Lands||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|*Zork: Grand Inquisitor||N/A||Completable||albadross||None||None<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22227Release Testing/1.8.02016-02-14T15:15:57Z<p>LordHoto: /* Other Games */ use game version style consistent with older testing pages</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable||m_kiewitz||win32||e24fbf7d<br />
|- style="background:#eeccee"<br />
|King's Quest II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable||m_kiewitz||win32||5e674575<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Police Quest I||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable||m_kiewitz||win32||350aeec6<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable||m_kiewitz||win32||e24fbf7d<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|Amazon: Guardians of Eden||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Broken Sword 2.5: The Return of the Templars||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Discworld 1||N/A<br>DOS German CD||Completable<br>Completable.||albadross<br>Vorph||None<br>Win10 x64||None<br>???????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|Zork Nemesis: The Forbidden Lands||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|Zork: Grand Inquisitor||N/A||Completable||albadross||None||None<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22226Release Testing/1.8.02016-02-14T15:11:31Z<p>LordHoto: /* Other Games */ Add DW CD/DOS/German test results from Vorph.</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|King's Quest I||Apple IIgs||Completable||m_kiewitz||win32||e24fbf7d<br />
|- style="background:#eeccee"<br />
|King's Quest II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable||m_kiewitz||win32||5e674575<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Police Quest I||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable||m_kiewitz||win32||350aeec6<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable||m_kiewitz||win32||e24fbf7d<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|Amazon: Guardians of Eden||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Broken Sword 2.5: The Return of the Templars||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Discworld 1||N/A<br>CD/DOS/German||Completable<br>Completable.||albadross<br>Vorph||None<br>Win10 x64||None<br>???????? (Feb 3, 2016)<br />
|- style="background:#eeccee"<br />
|Future Wars||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|Zork Nemesis: The Forbidden Lands||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|Zork: Grand Inquisitor||N/A||Completable||albadross||None||None<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing/1.8.0&diff=22201Release Testing/1.8.02016-02-14T01:36:55Z<p>LordHoto: /* Other Games */ new games require two passes, reflect that by proper color</p>
<hr />
<div>ScummVM 1.8.0 release testing season has begun on February 1, 2016. Please see the testing guidelines on the main [[Release Testing]] page.<br />
<br />
{| border="0"<br />
|-<br />
|'''Legend'''<br />
|-<br />
|style="background:#eeccee;width:350px"|The game requires testing for release<br />
|-<br />
|style="background:#ffff77;width:350px"|Second pass is needed<br />
|-<br />
|style="background:#77ffff;width:350px"|Needs retesting<br />
|-<br />
|style="background:lightgreen;width:350px"|Completable<br />
|-<br />
|style="background:#ff7777;width:350px"|Major problems<br />
|}<br />
<br />
If you see a game that is yellow, light blue, or purple in color, feel free to test it.<br />
<br />
=== Sierra AGI Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Sierra AGI Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:lightgreen"<br />
|The Black Cauldron||DOS||Completable||wjp||Linux||f21b19e<br />
|- style="background:#eeccee"<br />
|Gold Rush||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest III||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|King's Quest IV||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Leisure Suit Larry 1 (AGI)||Apple IIgs||Completable||m_kiewitz||win32||7.2.2016<br />
|- style="background:#eeccee"<br />
|Manhunter I||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Manhunter II||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Mixed-Up Mother Goose||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Police Quest I||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Space Quest I||Apple IIgs||Completable||m_kiewitz||win32||13.2.2016<br />
|- style="background:lightgreen"<br />
|Space Quest II||Apple IIgs||Completable||m_kiewitz||win32||13.2.2016<br />
|- style="background:#eeccee"<br />
|Mickey's Space Adventure||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Troll's Tale||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Winnie the Pooh in the Hundred Acre Wood||N/A||N/A||None||None||None<br />
|}<br />
<br />
=== Other Games ===<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" width=100%<br />
|+Other Game Testing<br />
|- style="background:silver"<br />
|Game Name||Game Version||Status||Tester||Platform||Revision<br />
|- style="background:#eeccee"<br />
|3 Skulls of the Toltecs||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|Amazon: Guardians of Eden||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|Beavis and Butthead in Virtual Stupidity||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Broken Sword 2.5: The Return of the Templars||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Discworld 1||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|Future Wars||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Labyrinth of Time||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Maniac Mansion (classic)||N/A||N/A||None||None||None<br />
|- style="background:#ffff77"<br />
|The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo||N/A||Completable||albadross||None||None<br />
|- style="background:#eeccee"<br />
|Rex Nebular and the Cosmic Gender Bender||N/A||N/A||None||None||None<br />
|- style="background:#eeccee"<br />
|Sfinx||N/A||N/A||None||None||None<br />
|- style="background:lightgreen"<br />
|Simon the Sorcerer 1||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|Zork Nemesis: The Forbidden Lands||N/A||Completable||albadross||None||None<br />
|- style="background:#ffff77"<br />
|Zork: Grand Inquisitor||N/A||Completable||albadross||None||None<br />
|}</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing&diff=22075Release Testing2016-02-06T16:31:07Z<p>LordHoto: /* Testing Guidelines */ Clarify that stable builds should only be used after we branched. (this needs to get more user friendly in the future...)</p>
<hr />
<div>== Release Testing for ScummVM ==<br />
<br />
* [[Release Testing/1.8.0|1.8.0]]<br />
* [[Release Testing/1.7.0|1.7.0]]<br />
* [[Release Testing/1.6.0|1.6.0]]<br />
* [[Release Testing/1.5.0|1.5.0]]<br />
* [[Release Testing/1.4.0|1.4.0]]<br />
* [[Release Testing/1.3.0|1.3.0]]<br />
* [[Release Testing/1.2.0|1.2.0]]/[[SCI/Testing|SCI]]<br />
* [[Release Testing/1.1.0|1.1.0]]<br />
* [[Release Testing/1.0.0|1.0.0]]<br />
* [[Release Testing/0.13.0|0.13.0]]<br />
* [[Release Testing/0.12.0|0.12.0]]<br />
* [[Release Testing/0.11.0|0.11.0]]<br />
* [[Release Testing/0.10.0|0.10.0]]<br />
* [[Release Testing/0.9.0|0.9.0]]<br />
* [[Release Testing/0.8.0|0.8.0]]<br />
<br />
== Testing Guidelines ==<br />
<br />
* Use the latest build which you may find at the bottom of our [http://scummvm.org/downloads/ download page]. After we branched please use the latest '''stable''' builds when downloading from our [http://buildbot.scummvm.org/builds.html Buildbot].<br />
* Use the launcher to add your game and see if it was detected normally, even if you already have this game already added. Start newly added target.<br />
* Preferably test detection of every game/demo you have, even when you're not going to play them.<br />
* Play game from beginning through the end.<br />
* Preferably use of save/load facility.<br />
* '''Do not''' skip cutscenes.<br />
* If you encounter any problems, please, submit a bug report at our [http://sourceforge.net/tracker/?atid=418820&group_id=37116&func=browse bug tracker].<br />
* If a game has several branches, test as many variants as you can.<br />
* At least 1 user should test each game, preferably but not obligatory on different platforms.<br />
** However, more than one user should test games that satisfy one or more of the following conditions:<br />
*** It is a multiple path game (such as ''Fate of Atlantis'' or ''Maniac Mansion'').<br />
*** It is a new game for this release.<br />
*** We designate such games with a '''''#''''' (hash symbol).<br />
<br />
== What to provide when you encounter a bug ==<br />
<br />
Please provide information on our bug tracker. Please, do not post bugs to our forums as that makes discussions and bug fixing progress tracking practically impossible.<br />
<br />
* Make sure that you have a working mail set up at your sf.net account. In this case you will receive our reply to your bug report.<br />
* Snapshot date (but please, always test with the latest one).<br />
* Bug details, including instructions on reproducing it.<br />
* Language of game (English, German...). <br />
* If it is a fan translation, mention it.<br />
* Version of game (talkie, floppy...).<br />
* Whether the sound was compressed or not.<br />
* Platform and compiler (Linux, Mac OS X, Win32...).<br />
* Attach a save game if possible.<br />
* Attach a screenshot to demonstrate graphics bugs if applicable.<br />
<br />
It may happen that at some point of our testing we break savegame compatibility, or do something which affects a specific engine deeply. In that case, you could be asked to restart the game you're currently playing from the beginning. You will be explicitly told to do so, so don't worry if we say nothing in this aspect.<br />
<br />
Please, report about your completion on our forums (preferably in the thread linked by the testing announcement). If you encountered some problem, provide the bug report number as well.<br />
<br />
Thanks for your help.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Release_Testing&diff=22074Release Testing2016-02-06T16:25:38Z<p>LordHoto: /* Testing Guidelines */ Mention that stable builds are suppoed to be used for release testing.</p>
<hr />
<div>== Release Testing for ScummVM ==<br />
<br />
* [[Release Testing/1.8.0|1.8.0]]<br />
* [[Release Testing/1.7.0|1.7.0]]<br />
* [[Release Testing/1.6.0|1.6.0]]<br />
* [[Release Testing/1.5.0|1.5.0]]<br />
* [[Release Testing/1.4.0|1.4.0]]<br />
* [[Release Testing/1.3.0|1.3.0]]<br />
* [[Release Testing/1.2.0|1.2.0]]/[[SCI/Testing|SCI]]<br />
* [[Release Testing/1.1.0|1.1.0]]<br />
* [[Release Testing/1.0.0|1.0.0]]<br />
* [[Release Testing/0.13.0|0.13.0]]<br />
* [[Release Testing/0.12.0|0.12.0]]<br />
* [[Release Testing/0.11.0|0.11.0]]<br />
* [[Release Testing/0.10.0|0.10.0]]<br />
* [[Release Testing/0.9.0|0.9.0]]<br />
* [[Release Testing/0.8.0|0.8.0]]<br />
<br />
== Testing Guidelines ==<br />
<br />
* Use the latest build which you may find at the bottom of our [http://scummvm.org/downloads/ download page]. When downloading builds from our [http://buildbot.scummvm.org/builds.html Buildbot] please use the latest '''stable''' build.<br />
* Use the launcher to add your game and see if it was detected normally, even if you already have this game already added. Start newly added target.<br />
* Preferably test detection of every game/demo you have, even when you're not going to play them.<br />
* Play game from beginning through the end.<br />
* Preferably use of save/load facility.<br />
* '''Do not''' skip cutscenes.<br />
* If you encounter any problems, please, submit a bug report at our [http://sourceforge.net/tracker/?atid=418820&group_id=37116&func=browse bug tracker].<br />
* If a game has several branches, test as many variants as you can.<br />
* At least 1 user should test each game, preferably but not obligatory on different platforms.<br />
** However, more than one user should test games that satisfy one or more of the following conditions:<br />
*** It is a multiple path game (such as ''Fate of Atlantis'' or ''Maniac Mansion'').<br />
*** It is a new game for this release.<br />
*** We designate such games with a '''''#''''' (hash symbol).<br />
<br />
== What to provide when you encounter a bug ==<br />
<br />
Please provide information on our bug tracker. Please, do not post bugs to our forums as that makes discussions and bug fixing progress tracking practically impossible.<br />
<br />
* Make sure that you have a working mail set up at your sf.net account. In this case you will receive our reply to your bug report.<br />
* Snapshot date (but please, always test with the latest one).<br />
* Bug details, including instructions on reproducing it.<br />
* Language of game (English, German...). <br />
* If it is a fan translation, mention it.<br />
* Version of game (talkie, floppy...).<br />
* Whether the sound was compressed or not.<br />
* Platform and compiler (Linux, Mac OS X, Win32...).<br />
* Attach a save game if possible.<br />
* Attach a screenshot to demonstrate graphics bugs if applicable.<br />
<br />
It may happen that at some point of our testing we break savegame compatibility, or do something which affects a specific engine deeply. In that case, you could be asked to restart the game you're currently playing from the beginning. You will be explicitly told to do so, so don't worry if we say nothing in this aspect.<br />
<br />
Please, report about your completion on our forums (preferably in the thread linked by the testing announcement). If you encountered some problem, provide the bug report number as well.<br />
<br />
Thanks for your help.</div>LordHotohttps://wiki.scummvm.org/index.php?title=Sierra_Game_Versions&diff=21993Sierra Game Versions2016-01-24T02:54:40Z<p>LordHoto: /* SCI21 (late) */ RAMA is a demo version (verified by snover)</p>
<hr />
<div>The list is sorted on interpreter version, except for the ancient AGI0 and AGI1 interpreters, since they do not use proper version numbering!<br />
<br />
File dates are not used. This only deals with PC versions of the games.<br />
<br />
Based on [http://sierra.8bit.co.uk/SVLIST091.TXT this document]. Used with permission.<br /><br />
[http://www.sqeagz.com/passigar/ PASSIGAR] also has a very good list of almost all known Sierra game versions<br />
<br />
= AGI Games =<br />
<br />
AGI0 & AGI1 were originally available on:<br />
*IBM PC (including PCjr & TANDY)<br />
*Apple ][<br />
<br />
AGI2 & AGI3 were originally available on:<br />
*IBM PC (including PCjr & TANDY)<br />
*Apple ][ / Apple ][GS<br />
*Apple Macintosh<br />
*Atari ST<br />
*Coco 3 (TRS-80 Color)<br />
*Commodore AMIGA<br />
<br />
No official translations known.<br />
<br />
If a game is marked with an * it means that the game has been shipped on both 3.5" & 5.25" disks, meaning the same version spread over more/less VOL files.<br />
<br />
Example:<br />
<br />
{|width=75% border="1" cellspacing="0" cellpadding="5" class="sortable"<br />
|- style="background:#efefef"<br />
|''Gold Rush! 2.01 - 3.5" Version''||''Gold Rush! 2.01 - 5.25" Version''<br />
|-<br />
|GRVOL.0 78.086 bytes||GRVOL.0 25.070 bytes<br />
|-<br />
|GRVOL.1 552.584 bytes||GRVOL.1 207.528 bytes<br />
|-<br />
|GRVOL.2 556.217 bytes||GRVOL.2 125.702 bytes<br />
|-<br />
|||GRVOL.3 279.567 bytes<br />
|-<br />
|||GRVOL.4 259.527 bytes<br />
|-<br />
|||GRVOL.5 227.102 bytes<br />
|-<br />
|||GRVOL.9 26.174 bytes<br />
|-<br />
|||GRVOL.10 20.612 bytes<br />
|-<br />
|||GRVOL.11 10.123 bytes<br />
|-<br />
|||GRVOL.12 3.976 bytes<br />
|}<br />
<br />
== AGI0 ==<br />
* [[King's Quest]] (IBM)<br />
* King's Quest (PCjr)<br />
* King's Quest (TANDY) 01.01.00<br />
<br />
== AGI1 ==<br />
* [[The Black Cauldron|Black Cauldron]] 1.1J<br />
* Black Cauldron 1.1K (Uses AGI 1.12)<br />
* Black Cauldron 1.1M (Uses AGI 1.12)<br />
* [[King's Quest II]] 1.0W<br />
* King's Quest II 1.1H<br />
<br />
== AGI2 ==<br />
{|border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|2.001||[[Donald Duck's Playground]]**||1.0Q||8.6.1986<br />
|-<br />
|2.089||[[Space Quest|Space Quest Chapter I]]***||1.0||<br />
|-<br />
|2.089||[[Space Quest|Space Quest Chapter I]]||1.0X||<br />
|-<br />
|2.272||[[King's Quest]]||1.0U||<br />
|-<br />
|2.272||[[King's Quest III]]||1.01||8.11.1986<br />
|-<br />
|2.272||[[Space Quest|Space Quest Chapter I]]||1.1A||<br />
|-<br />
|2.272||[[Christmas Card 1986|XMAS Card 1986]]||||<br />
|-<br />
|2.411||[[King's Quest II]]||2.1||<br />
|-<br />
|2.425||[[AGI Demo|AGI Demo 1 (AKA 5)]]||||??.5.1987<br />
|-<br />
|2.425||[[King's Quest]]||2.0F||<br />
|-<br />
|2.426||[[King's Quest II]]||2.2||<br />
|-<br />
|2.426||[[Space Quest|Space Quest Chapter I]]||2.2||<br />
|-<br />
|2.435||[[King's Quest III]]||2.00||25.5.1987<br />
|-<br />
|2.439||[[The Black Cauldron]]||2.00||14.6.1987<br />
|-<br />
|2.440||[[Leisure Suit Larry]]||1.00||1.6.1987<br />
|-<br />
|2.903||[[Police Quest]]*||2.0A||23.10.1987<br />
|-<br />
|2.911||[[Police Quest]]*||2.0A||23.10.1987<br />
|-<br />
|2.912||[[Space Quest II]]*||2.0A||<br />
|-<br />
|2.913||[[AGI Demo|AGI Tandy Demo (AKA Sierra Demos II)]] (for Radio Shack(?))||||??.11.1987<br />
|-<br />
|2.915||[[AGI Demo|AGI Demo 2 (AKA 1)]]||||??.11.1987<br />
|-<br />
|2.915||[[AGI Demo|AGI Demo 3 (AKA 2)]]||||??.11.1987<br />
|-<br />
|2.915||[[Mixed-Up Mother Goose]]||||<br />
|-<br />
|2.915||[[Police Quest]]||2.0E||17.11.1987<br />
|-<br />
|2.915||[[Space Quest II]]*||2.0C||<br />
|-<br />
|2.917||[[AGI Demo|AGI Demo 4 (AKA 3)]]||||??.1.1988<br />
|-<br />
|2.917||[[King's Quest]]*||2.0F||<br />
|-<br />
|2.917||[[King's Quest II]]*||2.2||<br />
|-<br />
|2.917||[[Leisure Suit Larry]]*||1.00||1.6.1987<br />
|-<br />
|2.917||[[Police Quest]]*||2.0G||3.12.1987<br />
|-<br />
|2.917||[[Space Quest|Space Quest Chapter I]]*||2.2||<br />
|-<br />
|2.917||[[Space Quest II]]*||2.0C||<br />
|-<br />
|2.936||[[King's Quest III]]*||2.14||15.3.1988<br />
|-<br />
|2.936||[[Space Quest II]]*||2.0D||<br />
|-<br />
|2.936||[[Space Quest II]]*||2.0F||<br />
|}<br />
<br />
<nowiki>*</nowiki> - Shipped on both 3.5" & 5.25" disks<br /><br />
<nowiki>**</nowiki> - Despite its version number, it's more an hybrid between AGI1 & AGI2<br /><br />
<nowiki>***</nowiki> - Claimed to exist<br />
<br />
== AGI3 ==<br />
{|border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|3.002.086||[[King's Quest IV]]||2.0||27.7.1988<br />
|-<br />
|3.002.086||[[King's Quest IV]]||2.2||27.9.1988<br />
|-<br />
|3.002.098||[[The Black Cauldron]]*||2.10||10.11.1988<br />
|-<br />
|3.002.102||[[AGI Demo|AGI Demo 5 (AKA 4)]]||||??.9.1988<br />
|-<br />
|3.002.102||[[King's Quest IV]] DEMO||||<br />
|-<br />
|3.002.102||[[Manhunter|Manhunter: New York]]*||1.22||31.8.1988<br />
|-<br />
|3.002.102||[[Christmas Card 1986|Seasons Greetings From Tandy/AGI Demo for Radio Shack]]||||??.11.1988<br />
|-<br />
|3.002.107||[[Manhunter|Manhunter: New York]]*||1.22||31.8.1988<br />
|-<br />
|3.002.149||[[Gold Rush|Gold Rush!]]*||||22.12.1988<br />
|-<br />
|3.002.149||[[Manhunter 2|Manhunter 2: San Francisco]]||3.02||26.7.1989<br />
|-<br />
|3.002.149||[[Manhunter 2|Manhunter 2: San Francisco]]||3.03||17.8.1989<br />
|}<br />
<br />
<nowiki>*</nowiki> - Shipped on both 3.5" & 5.25" disks<br />
<br />
AGI3 introduced dynamic priority bands, settable by game scripts. First version of AGI3 (3.002.086) had broken support for it. KQ4 requires this broken support, otherwise some priority issues occur.<br />
<br />
= SCI Games =<br />
SCI games were originally available on:<br />
<br />
{|border="1" cellspacing="0" cellpadding="5" width=50% class="sortable"<br />
|- style="background:#efefef"<br />
|Platform||SCI0/SCI01||SCI1/SCI11||SCI32<br />
|-<br />
|IBM PC||Yes*||286+||386+<br />
|-<br />
|Apple Macintosh||Yes||Yes||Yes<br />
|-<br />
|Atari ST||Yes||No||No<br />
|-<br />
|Commodore AMIGA||Yes||Yes||No<br />
|-<br />
|Fujitsu FM-Towns||No||Yes||No<br />
|-<br />
|NEC PC-9801||Yes||Yes||No<br />
|}<br />
<br />
<nowiki>*</nowiki> - Including PCjr & Tandy<br />
<br />
This table will show information about translations/international versions:<br />
<br />
{|border="1" cellspacing="0" cellpadding="5" width=100% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter||Foreign Version||Language Known||Suspect||Notes<br />
|-<br />
|SCI0||None||None||None||No unicode support<br />
|-<br />
|SCI01||Bilingual||FR/GER||JAP||Converted SCI01 games<br />
|-<br />
|SCI1||Bilingual||FR/GER/IT/SP||None||<br />
|-<br />
|SCI11||Standalone||FR/GER/IT/SP/PT||JAP||Only RESOURCE.MSG differs<br />
|-<br />
|SCI32||Standalone||FR/GER/IT/SP/PT||JAP||Sometimes subtitles only<br />
|}<br />
<br />
There are no real SCI0 translations. This is because this interpreter does not cover special characters like accent grave, accent egu, umlaut, etc. The SCI0 games that are translated are converted to the hybrid SCI01.<br />
<br />
All the SCI0(1) games are released on both 3.5" & 5.25" disks, except XMAS Card 1988, Astro Chicken & Fun Seeker's Guide, which of course were public domain.<br />
<br />
All the games listed are disk versions unless noted otherwise.<br />
<br />
SCI1 games were released as two versions: 16 color EGA and 256 color VGA versions. The 16 color versions are a lot "uglier" and also smaller in size, compared to their 256 color counterparts. This was done for people with CGA/EGA/TANDY video cards and a low-memory setup. SCI11 ended this tradition by adding a EGA graphics driver.<br />
<br />
SCI2, SCI21, and SCI3 can be collectively referred to as SCI32 because the released original interpreters were 32-bit executables.<br />
<br />
== SCI0 (early) ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|0.000.247||[[King's Quest IV]]||||<br />
|-<br />
|0.000.253||[[King's Quest IV]]||||<br />
|-<br />
|0.000.274||[[King's Quest IV]]||1.000.106||19.9.1988<br />
|-<br />
|0.000.274||[[King's Quest IV]]||1.000.111||24.9.1988<br />
|-<br />
|0.000.294||[[Christmas Card 1988|XMAS Card 1988]]||||<br />
|-<br />
|0.000.343||[[Leisure Suit Larry 2]]||1.000.011||27.10.1988<br />
|}<br />
<br />
== SCI0 (late) ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|0.000.395||[[Police Quest II]]*||1.001.000||26.11.1988<br />
|-<br />
|0.000.409||[[King's Quest IV]]||1.003.006||(seller on ebay told me that he sold this version)<br />
|-<br />
|0.000.409||[[Police Quest II]]||1.001.006||14.12.1988<br />
|-<br />
|0.000.409||[[Leisure Suit Larry 2]]||1.002.000||11.1.1989<br />
|-<br />
|0.000.413||[[Police Quest II]] DEMO||||<br />
|-<br />
|0.000.453||[[Astro Chicken]]||||<br />
|-<br />
|0.000.453||[[Space Quest III]]||1.0P||22.3.1989<br />
|-<br />
|0.000.453||[[Space Quest III]] DEMO||1.0A||23.3.1989<br />
|-<br />
|0.000.453||[[Space Quest III]]||1.0U||13.4.1989<br />
|-<br />
|0.000.490||[[Police Quest II]]||1.002.011||22.5.1989<br />
|-<br />
|0.000.494||[[King's Quest IV]] DEMO||||27.6.1989<br />
|-<br />
|0.000.502||[[King's Quest IV]]||1.006.003||12.6.1989<br />
|-<br />
|0.000.502||[[King's Quest IV]]||1.006.004||7.8.1989<br />
|-<br />
|0.000.506||[[Fun Seeker's Guide to Eastern Madera County|Fun Seeker's Guide]]||1.02||<br />
|-<br />
|0.000.530||[[Hoyle's Official Book of Games: Volume 1|Hoyle's Book of Games I]]||1.000.113(?)||<br />
|-<br />
|0.000.530||[[Leisure Suit Larry 3]] DEMO||0.249||22.9.1989<br />
|-<br />
|0.000.566||[[Quest for Glory|Hero's Quest]]||1.000||<br />
|-<br />
|0.000.572||[[Hoyle's Official Book of Games: Volume 2|Hoyle's Book of Games II]]||1.000.011||<br />
|-<br />
|0.000.572||[[Leisure Suit Larry 3]]||1.003||27.10.1989<br />
|-<br />
|0.000.572||[[Leisure Suit Larry 3]]||1.021||27.1.1990<br />
|-<br />
|0.000.629||[[Quest for Glory|Hero's Quest]]||1.102||6.2.1990<br />
|-<br />
|0.000.629||[[Quest for Glory|Quest for Glory I]]**||1.200||<br />
|-<br />
|0.000.631||[[Laura Bow: The Colonel's Bequest|Colonel's Bequest]]||1.000.046||13.12.1989<br />
|-<br />
|0.000.668||[[Codename: ICEMAN]]||1.023||4.3.1990<br />
|-<br />
|0.000.668||[[Conquests of Camelot]] DEMO||||17.3.1990<br />
|-<br />
|0.000.668||[[Hoyle's Official Book of Games: Volume 1|Hoyle's Book of Games I]]||1.115||26.7.1990<br />
|-<br />
|0.000.668||[[Hoyle's Official Book of Games: Volume 2|Hoyle's Book of Games II]]||1.016||5.12.1990<br />
|-<br />
|0.000.685||[[Conquests of Camelot]]||1.001.000||23.3.1990<br />
|-<br />
|0.000.685||[[Codename: ICEMAN]]||1.033||<br />
|-<br />
|0.000.685||[[Codename: ICEMAN]] DEMO||||5.6.1990<br />
|-<br />
|0.000.685||[[Mixed-Up Mother Goose]]||1.011||11.7.1990<br />
|-<br />
|0.000.685||[[Quest for Glory|Hero's Quest]] DEMO||||5.6.1990<br />
|-<br />
|0.000.685||[[Space Quest III]]||1.018||<br />
|-<br />
|x.yyy.zzz||[[Police Quest II]] [Japanese/English PC-98] ポリスクエスト2||1.000.052||8.12.1989<br />
|-<br />
|0.024||[[Space Quest III]] [Macintosh]||1.1 / 0.016||13.5.1991 there has to be at least another mac version<br />
|}<br />
<br />
<nowiki>*</nowiki> - QA file claims int. ver 0.000.397<br/><br />
<nowiki>**</nowiki> - Original SCI0 re-release of Hero's Quest under another name<br />
<br />
0.000.629 (QfG1) - first interpreter version that supported kGetTime(2 and 3)<br/><br />
0.000.668 (Codename: ICEMAN) - first interpreter version that used a different mod implementation<br />
<br />
== SCI01 ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|S.old.010||[[King's Quest]] (SCI Remake)||1.000.051||<br />
|-<br />
|S.old.010||[[King's Quest]] (SCI Remake) DEMO||||19.9.1990<br />
|-<br />
|S.old.114||[[Space Quest III]] [German/English]||1.052||27.12.1990<br />
|-<br />
|S.old.114||[[Leisure Suit Larry 3|Leisure Suit Larry III]] [German/English]||1.056||20.12.1990<br />
|-<br />
|S.old.123||[[Leisure Suit Larry 3|Leisure Suit Larry III]] [French/English]||1.050||<br />
|-<br />
|S.old.201||[[Quest for Glory|Quest for Glory 1]] [Japanese/English PC-98] クエスト フォー グローリィ||1.000.006||5.3.1991<br />
|}<br />
<br />
== SCI1 (ega) ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|1.000.041||[[Quest for Glory II]]||1.000||<br />
|-<br />
|1.000.046||[[Quest for Glory II]] DEMO||||<br />
|-<br />
|1.000.072||[[Quest for Glory II]]||1.102||<br />
|-<br />
|1.000.072||[[Quest for Glory II]]||1.105||<br />
|-<br />
|1.000.087||[[Quest for Glory II]] (SCIV.OLD)||1.105||<br />
|}<br />
<br />
== SCI1 (early) ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|1.000.058||[[King's Quest V]] EGA||0.000.055||<br />
|-<br />
|1.000.060||[[King's Quest V]] VGA||0.000.051||<br />
|-<br />
|1.000.060||[[King's Quest V]] VGA||0.000.062||<br />
|-<br />
|1.000.073||[[King's Quest V]] EGA||0.000.062||<br />
|-<br />
|1.000.084||[[Leisure Suit Larry]] (SCI Remake)||DEMO||<br />
|-<br />
|1.000.145||[[Mixed-Up Fairy Tales]] VGA||1.000||11.11.1991<br />
|-<br />
|1.000.158||[[Mixed-Up Fairy Tales]] EGA||1.000||23.11.1991<br />
|-<br />
|1.000.172||[[Christmas Card 1990: The Seasoned Professional|XMAS Card 1990]] EGA||||<br />
|-<br />
|1.000.174||[[Christmas Card 1990: The Seasoned Professional|XMAS Card 1990]] VGA||||<br />
|-<br />
|1.000.744||[[Space Quest IV]] EGA||1.060||<br />
|-<br />
|1.000.753||[[Space Quest IV]] VGA||1.052||<br />
|-<br />
|1.000.753||[[Space Quest IV]] VGA||1.1||<br />
|-<br />
|x.yyy.zzz||[[Mixed-Up Mother Goose]] (CD Version) (SCI1, With Debugger)||no version||26.7.1991<br />
|-<br />
|x.yyy.zzz||[[Mixed-Up Mother Goose]] [Japanese/English FM-Towns] おかしなマザーグース||no version||21.1.1991<br />
|}<br />
<br />
== SCI1 (middle) ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|1.000.181||[[Leisure Suit Larry 5]]||DEMO||<br />
|-<br />
|1.000.181||[[Conquests of the Longbow]] DEMO||0.004||<br />
|-<br />
|1.000.510||[[Leisure Suit Larry]] VGA (SCI Remake) (No Copy-Protection)*||2.0||<br />
|-<br />
|1.000.575||[[Leisure Suit Larry]] EGA (SCI Remake)||2.0||<br />
|-<br />
|1.000.577||[[Leisure Suit Larry]] VGA (SCI Remake)||2.1||2.7.1991<br />
|-<br />
|1.000.679||[[Ms. Astro Chicken|Astro Chicken II]]||(x.yyy)||<br />
|-<br />
|x.yyy.zzz||[[King's Quest V]] [Japanese/English FM-Towns] キングズクエストV / キングスクエストV||1.000.000||2.7.1991<br />
|}<br />
<br />
== SCI1 (late) ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|1.000.005||[[Castle of Dr. Brain]] DEMO||DEMO||<br />
|-<br />
|1.000.044||[[Castle of Dr. Brain]] VGA||1.000||<br />
|-<br />
|1.000.068||[[Castle of Dr. Brain]] VGA [Spanish/English]||1.004||<br />
|-<br />
|x.yyy.zzz||[[Castle of Dr. Brain]] aka Dr. Brain - Puzzle no Shiro [Japanese/English PC-98] ドクターブレイン パズルの城||1.000||13.11.1991<br />
|-<br />
|1.000.168||[[Conquests of the Longbow]] VGA||1.000||20.11.1991<br />
|-<br />
|1.000.169||[[Conquests of the Longbow]] VGA [German/English]||1.000||<br />
|-<br />
|1.000.181||[[Space Quest|Space Quest Chapter I]] (SCI Remake)||DEMO||<br />
|-<br />
|1.SQ1.004||[[Space Quest|Space Quest Chapter I]] (SCI Remake) EGA||2.000||<br />
|-<br />
|1.SQ1.004||[[Space Quest|Space Quest Chapter I]] (SCI Remake) VGA *Patched*||2.000||<br />
|-<br />
|T.A00.081||[[Space Quest|Space Quest Chapter I]] (SCI Remake) VGA||2.000||<br />
|-<br />
|T.A00.081||[[Space Quest|Space Quest Chapter I]] (SCI Remake) VGA [Spanish/English]||2.000||<br />
|-<br />
|1.000.784||[[King's Quest V]] VGA [French/English]||1.000||8.8.1991<br />
|-<br />
|1.000.784||[[King's Quest V]] VGA [German/English]||1.000||8.8.1991<br />
|-<br />
|1.000.784||[[King's Quest V]] VGA [Spanish/English]||1.000||<br />
|-<br />
|T.A00.052||[[Police Quest III]] DEMO||DEMO||<br />
|-<br />
|T.A00.159||[[Leisure Suit Larry 5]] EGA||1.0||24.9.1991<br />
|-<br />
|T.A00.169||[[Leisure Suit Larry 5]] VGA||1.0||11.9.1991<br />
|-<br />
|1.0001025||[[King's Quest V]] [Japanese/English PC-98] キングズクエストV / キングスクエストV||0.000.015||7.10.1991<br />
|-<br />
|T.A00.169||[[Leisure Suit Larry 5]] VGA [German/English]||1.0||14.11.1991<br />
|-<br />
|1.LS5.006||[[Leisure Suit Larry 5]] VGA [Spanish/English]||1.0||21.4.1992<br />
|-<br />
|1.ls5.019||[[Leisure Suit Larry 5]] VGA [French/English]||1.0||17.1.1992<br />
|-<br />
|T.A00.178||[[Police Quest III]] VGA||1.00||18.9.1991<br />
|-<br />
|T.A00.178||[[Police Quest III]] VGA [German/English]||1.000||<br />
|-<br />
|1.pq3.018||[[Police Quest III]] EGA||1.000||<br />
|-<br />
|1.pq3.021||[[Police Quest III]] VGA [Spanish/English]||1.0||8.10.1993<br />
|-<br />
|1.ECO.013||[[EcoQuest]] VGA||1.000||13.12.1991<br />
|-<br />
|1.ECO.013||[[EcoQuest]] VGA [French/English]||1.000||<br />
|-<br />
|1.ECO.013||[[EcoQuest]] VGA [Spanish/English]||1.000||<br />
|-<br />
|FAIRY.003||[[Mixed-Up Fairy Tales]] DEMO||DEMO||<br />
|-<br />
|1.SQ4.030||[[Space Quest IV]] VGA [German/English]||1.000||19.11.1991<br />
|-<br />
|1.SQ4.057||[[Leisure Suit Larry]] VGA (SCI Remake) [Spanish/English]||1.0||<br />
|-<br />
|1.SQ4.057||[[Space Quest IV]] VGA [Italian/English]||1.3||<br />
|-<br />
|1.SQ4.057||[[Space Quest IV]] VGA [French/English]||1.000||<br />
|-<br />
|1.SQ4.057||[[Space Quest IV]] VGA [Spanish/English]||1.000||<br />
|}<br />
<br />
<nowiki>*</nowiki> - But NOT cracked, it's just missing from the game's script code<br />
<br />
== SCI1.1 ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|1.001.021||[[Quest for Glory III]] DEMO||1.000||12.6.1991<br />
|-<br />
|1.001.029||[[Police Quest|Police Quest I]] (SCI Remake)||2.000||<br />
|-<br />
|1.001.029||[[Crazy Nick's Software Picks: King Graham's Board Game Challenge|Crazy Nick's]] [[Crazy Nick's Software Picks: Parlor Games with Laura Bow|(All]] [[Crazy Nick's Software Picks: Robin Hood's Game of Skill and Chance|5]] [[Crazy Nick's Software Picks: Roger Wilco's Spaced Out Game Pack|of]] [[Crazy Nick's Software Picks: Leisure Suit Larry Casino|them)]]||1.00||<br />
|-<br />
|1.001.029||[[Quest for Glory|Quest for Glory I]] (SCI Remake) DEMO||DEMO||1.6.1992<br />
|-<br />
|2.000.274||[[The Dagger of Amon Ra|Laura Bow: The Dagger of Amon Ra]] (Floppy Version, interpreter contains 2.000.274, not a release version)****||1.000||16.6.1992<br />
|-<br />
|2.000.274||[[The Dagger of Amon Ra|Laura Bow: The Dagger of Amon Ra]] (Floppy Version, interpreter contains 2.000.274, not a release version)****||1.100||14.7.1992<br />
|-<br />
|1.001.031||[[Mixed-Up Mother Goose]] (SCI11 Remake)||2.000||<br />
|-<br />
|1.001.050||[[Quest for Glory III]] ***||1.0||<br />
|-<br />
|1.001.050||[[Quest for Glory III]]||1.1||9.11.1992<br />
|-<br />
|1.001.053||[[The Island of Dr. Brain|Island of Dr. Brain]] (Floppy + CD, CD contains a few more patch files)||1.0||27.10.1992<br />
|-<br />
|1.001.053||[[The Island of Dr. Brain|Island of Dr. Brain]] DEMO||DEMO||<br />
|-<br />
|1.001.054||[[King's Quest VI]]||1.000||<br />
|-<br />
|1.001.054||[[King's Quest VI]] [French]||1.000||<br />
|-<br />
|1.001.054||[[King's Quest VI]] [German]||1.000||22.9.1992<br />
|-<br />
|1.001.055||[[Christmas Card 1992|XMAS Card 1992]]||||<br />
|-<br />
|1.001.055||[[EcoQuest II|EcoQuest 2]] DEMO?||1.000||<br />
|-<br />
|1.001.055||[[King's Quest VI]] DEMO||1.000.000||<br />
|-<br />
|1.001.060||[[Pepper's Adventures in Time]] NON-PLAYABLE DEMO*||||<br />
|-<br />
|1.001.064||[[Space Quest IV]] (CD Version)||1.0||<br />
|-<br />
|1.001.064||[[Space Quest IV]] (Windows CD Version)||1.0||<br />
|-<br />
|1.001.064||[[EcoQuest|Ecoquest 1]] (CD Version)||1.1||8.12.1992<br />
|-<br />
|1.001.065||[[EcoQuest II|EcoQuest 2]]||1.000.000||5.2.1993<br />
|-<br />
|1.001.067||[[Space Quest V]] (Reviewer's Copy; Debug Activated)||0.028||22.10.1992<br />
|-<br />
|1.001.067||[[Space Quest V]] (Windows Version)||0.028||<br />
|-<br />
|1.001.068||[[Space Quest IV]] [Japanese/English PC-98] スペースクエストIV||1.000||5.3.1991<br />
|-<br />
|1.001.068||[[Space Quest V]]||1.03||<br />
|-<br />
|1.001.068||[[Space Quest V]]||1.04 (floppies: 1.01)||5.1.1993<br />
|-<br />
|1.001.068||[[Space Quest V]] [German]||1.04||<br />
|-<br />
|1.001.068||[[Space Quest V]] [Italian]||1.000||20.9.1993<br />
|-<br />
|1.001.068||[[Space Quest V]] [French]||1.04||<br />
|-<br />
|1.001.068||[[Space Quest V]] [Spanish]||1.000||<br />
|-<br />
|1.001.069||[[Hoyle Classic Card Games|Hoyle Classic]] (Windows Release)||2.000||26.3.1993<br />
|-<br />
|1.001.069||[[EcoQuest II|EcoQuest 2]] (Windows Release)||1.000.000||5.2.1993<br />
|-<br />
|1.001.069||[[Freddy Pharkas]] DEMO||1.000||13.1.1993<br />
|-<br />
|1.001.069||[[King's Quest VI]] (Windows CD Version)**||1.034||11.9.1994<br />
|-<br />
|1.001.069||[[The Dagger of Amon Ra|Laura Bow: The Dagger of Amon Ra]] (Windows CD Version)||1.1||<br />
|-<br />
|1.001.069||[[Pepper's Adventures in Time]] (Windows Release)*||1.000||5.2.1993<br />
|-<br />
|1.001.072||[[Pepper's Adventures in Time]]*||1.000||5.2.1993<br />
|-<br />
|1.001.072||[[Pepper's Adventures in Time]] PLAYABLE DEMO*||||<br />
|-<br />
|1.001.072||[[The Dagger of Amon Ra|Laura Bow: The Dagger of Amon Ra]] (CD Version)||1.1||28.1.1993<br />
|-<br />
|1.001.081||[[EcoQuest II|EcoQuest 2]] [French]||1.000.000||3.5.1994<br />
|-<br />
|1.001.081||[[EcoQuest II|EcoQuest 2]] [Test Version] [Spanish]||9.999.999||20.4.1995<br />
|-<br />
|1.001.092||[[Gabriel Knight]] DEMO||000.000.001||<br />
|-<br />
|1.001.095||[[Freddy Pharkas|Freddy Pharkas Frontier Pharmacist]] DEMO (Windows CD Version)||1.000||<br />
|-<br />
|1.001.095||[[Freddy Pharkas|Freddy Pharkas Frontier Pharmacist]] (Windows release)||1.000||<br />
|-<br />
|1.001.096||[[Police Quest IV]] DEMO||DEMO||<br />
|-<br />
|1.001.113||[[Leisure Suit Larry 6]]||1.000||<br />
|-<br />
|1.001.113||[[Leisure Suit Larry 6]] [French]||1.000||<br />
|-<br />
|1.001.113||[[Leisure Suit Larry 6]] [German]||1.000||17.1.1994<br />
|-<br />
|1.001.113||[[Leisure Suit Larry 6]] [Spanish]||1.000||28.9.1994<br />
|-<br />
|1.001.115||[[Leisure Suit Larry 6]] (Low-Res CD Version)]]||1.000.000||15.4.1994<br />
|-<br />
|1.001.115||[[Leisure Suit Larry 6]] (Low-Res CD Version)]] [German]||1.000.000||21.6.1994<br />
|-<br />
|1.001.132||[[Freddy Pharkas|Freddy Pharkas Frontier Pharmacist]] (CD Version, DOS+Windows interpreter)||1.000||20.9.1994<br />
|-<br />
|2.000.274||[[The Dagger of Amon Ra|Dagger of Amon Ra]] [French]||1.1||<br />
|-<br />
|2.000.274||[[The Dagger of Amon Ra|Dagger of Amon Ra]] [Spanish]||1.1||<br />
|-<br />
|2.000.286||[[EcoQuest|EcoQuest 1]]||1.10||12.6.1992<br />
|-<br />
|2.000.411||[[Quest for Glory|Quest for Glory I]] (SCI Remake)||2.000||<br />
|-<br />
|L.rry.021||[[Quest for Glory|Quest for Glory I]] (SCI Remake) *Patched*||2.000||<br />
|-<br />
|L.rry.083||[[Quest for Glory III]] [Italian]||1.1||28.9.1992<br />
|-<br />
|L.rry.083||[[Quest for Glory III]] [German]||1.1||28.9.1992<br />
|-<br />
|L.rry.083||[[Quest for Glory III]] [French]||1.1||28.9.1992<br />
|-<br />
|L.rry.083||[[Quest for Glory III]] [Spanish]||1.000.000||28.9.1992<br />
|-<br />
|"No Version Number"||[[Hoyle Classic Card Games]]||2.000||12.9.1992<br />
|-<br />
|"No Version Number"||[[Quest for Glory IV]] DEMO||1.000.001||28.5.1993<br />
|-<br />
|l.cfs.081||[[Freddy Pharkas|Freddy Pharkas Frontier Pharmacist]]||1.000||<br />
|-<br />
|l.cfs.081||[[Freddy Pharkas|Freddy Pharkas Frontier Pharmacist]] [Spanish]||1.000||30.3.1995<br />
|-<br />
|l.cfs.081||[[Freddy Pharkas|Freddy Pharkas Frontier Pharmacist]] [French]||1.000||18.8.1993<br />
|-<br />
|l.cfs.081||[[Freddy Pharkas|Freddy Pharkas Frontier Pharmacist]] [German]||1.000||12.4.1993<br />
|-<br />
|l.cfs.081||[[Slater & Charlie Go Camping|Slater & Charlie]]||1.000||19.5.1993<br />
|-<br />
|l.cfs.081||[[Slater & Charlie Go Camping|Slater & Charlie]] DEMO||DEMO||<br />
|-<br />
|l.cfs.158||[[King's Quest VI]] (CD Version)||1.000.00G||25.3.1993<br />
|-<br />
|l.cfs.158||[[King's Quest VI]] [Spanish]||1.000||5.7.1994<br />
|}<br />
<br />
<nowiki>*</nowiki> - Also known as "Twisty History"<br/><br />
<nowiki>**</nowiki> - Version file says: KQ6 version 1.000.00G<br />
<br />
<nowiki>***</nowiki> - 1.001.050 (QfG3) - first interpreter version that used palette copying instead of merging, this interpreter version also introduced a bug in the color matching code. Originally the color matching used int16 variables internally, this version started to use int8 instead. The change in this code is responsible for the yellow text in Space Quest 5 {{BugTrackSF|id=6455}}.<br />
<br />
<nowiki>****</nowiki> - 2.000.274 (LB2 floppy) - game uses the new SCI1.1 palette format, but it's still using merging and 16 bit color matching<br />
<br />
== SCI2 ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|2.000.000||[[Gabriel Knight]]||1.0||22.11.1993<br />
|-<br />
|2.000.000||[[Gabriel Knight]] (CD Version)||01.100.000||<br />
|-<br />
|2.000.000||[[Gabriel Knight]] (Windows CD Version)||01.100.000||<br />
|-<br />
|2.000.000||[[Gabriel Knight]] [French]||1.000||14.1.1994<br />
|-<br />
|2.000.000||[[Gabriel Knight]] [Spanish]||1.000||4.6.1995<br />
|-<br />
|2.000.000||[[Gabriel Knight]] [German]||1.000.000||22.2.1994<br />
|-<br />
|2.000.000||[[Gabriel Knight]] (CD Version, from Limited Edition)||1.11||12.12.1995<br />
|-<br />
|2.000.000||[[Police Quest IV]]||1.000||27.11.1993<br />
|-<br />
|2.000.000||[[Police Quest IV]] [French]||1.000||14.1.1994<br />
|-<br />
|2.000.000||[[Police Quest IV]] [German]||1.002||25.2.1994<br />
|-<br />
|2.000.000||[[Quest for Glory IV]]||1.000.000||5.12.1993<br />
|-<br />
|2.000.000||[[Quest for Glory IV]]||1.1||14.12.1993<br />
|}<br />
<br />
== SCI21 (early) ==<br />
<br />
These were versions between SCI2 and SCI21. They used a modified SCI2<br />
kernel table. Most of these games maintain the "old school" Sierra<br />
graphics. Robot videos were firstly introduced here, in the DOS version<br />
of KQ7. VMD videos were not available.<br />
<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|2.100.002 [+DEBUG]||[[The Beast Within|Gabriel Knight 2]] (Windows Release)||DEMO||<br />
|-<br />
|2.100.002||[[King's Quest VII]]||1.4||17.11.1994<br />
|-<br />
|2.100.002||[[King's Quest VII]] [German]||1.51||17.11.1994<br />
|-<br />
|2.100.002||[[Leisure Suit Larry 6]] (Hi-Res CD Version)||1.000.000||<br />
|-<br />
|2.100.002||[[Leisure Suit Larry 6]] (Hi-Res Windows CD Version)||1.000.000||<br />
|-<br />
|2.100.002||[[Leisure Suit Larry 6]] (Hi-Res CD Version, includes DOS+Windows interpreter) [German]||1.000.000||27.5.1994<br />
|-<br />
|2.100.002||[[Police Quest IV]] (CD Version)||1.100.000||25.6.1994<br />
|-<br />
|2.100.002||[[Police Quest IV]] (Windows CD Version)||1.100.000||<br />
|-<br />
|2.100.002||[[Quest for Glory IV]] (CD Version)||1.0||<br />
|-<br />
|2.100.002||[[Quest for Glory IV]] (Windows CD Version)||1.0||<br />
|}<br />
<br />
== SCI21 (middle) ==<br />
These include the finalized kernel function table, also used in SCI3 games.<br />
VMD videos were introduced here, and a more heavy usage of robot videos.<br />
These games have the "new age" (cartoonish or 3D pre-rendered graphics with<br />
actors).<br />
<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|2.100.002||[[The Beast Within|Gabriel Knight 2]] [German]||1.0||12.12.1995<br />
|-<br />
|2.100.002||[[The Beast Within|Gabriel Knight 2]]||1.1||<br />
|-<br />
|2.100.002||[[The Beast Within|Gabriel Knight 2]] (Windows Release)||1.1||<br />
|-<br />
|2.100.002||[[The Beast Within|Gabriel Knight 2]] from Limited Edition||1.11||12.12.1995<br />
|-<br />
|2.100.002||[[Inside The Chest]]/[[Behind the Developers' Shield]]||||<br />
|-<br />
|2.100.002||[[Inside The Chest]]/[[Behind the Developers' Shield]] (Windows Release)||||<br />
|-<br />
|2.100.002||[[King's Quest VII]] (Windows Only Release)||1.51||<br />
|-<br />
|2.100.002||[[King's Quest VII]]||2.00b||<br />
|-<br />
|2.100.002||[[King's Quest VII]] (Windows Release)||2.00b||<br />
|-<br />
|2.100.002||[[King's Questions]]||||<br />
|-<br />
|2.100.002||[[King's Questions]] (Windows Release)||||<br />
|-<br />
|2.100.002||[[Mixed-Up Mother Goose|Mixed-Up Mother Goose Deluxe]] (Windows Release) [English/Spanish]||||<br />
|-<br />
|2.100.002||[[Mixed-Up Mother Goose|Mixed-Up Mother Goose Deluxe]] (Windows interpreter only) [English/French/German/Spanish]||n/a||27.3.1995<br />
|-<br />
|2.100.002||[[Phantasmagoria]]||1.000.000||<br />
|-<br />
|2.100.002||[[Phantasmagoria]] UK release||1.100.000UK||19.9.1995<br />
|-<br />
|2.100.002||[[Police Quest: SWAT]] DEMO (Windows Release)||0.001.200||<br />
|-<br />
|2.100.002||[[Police Quest: SWAT]]||1.000||23.11.1995<br />
|-<br />
|2.100.002||[[Shivers]] (Windows Release)||DEMO||<br />
|-<br />
|2.100.002||[[Shivers]] (Windows Only Release)||1.02||2.11.1995<br />
|-<br />
|2.100.002||[[Space Quest 6]] DEMO||1.0||<br />
|-<br />
|2.100.002||[[Space Quest 6]]||1.0||<br />
|-<br />
|2.100.002||[[Space Quest 6]]||1.11||7.8.1995<br />
|-<br />
|2.100.002||[[Torin's Passage]]||DEMO||24.8.1995<br />
|-<br />
|2.100.002||[[Torin's Passage]]||1.0||<br />
|-<br />
|2.100.002||[[Torin's Passage]] (Windows Release)||1.0||<br />
|-<br />
|2.100.002||[[Torin's Passage]] [Eng./Fr./Ger./It., English voice only]||1.0||2.11.1995<br />
|-<br />
|2.100.002||[[Torin's Passage]] (Windows Release) [Eng./Fr./Ger./It.]||1.0||<br />
|}<br />
<br />
== SCI21 (late) ==<br />
These are mainly SCI21 game demos of SCI3 games and exhibit behavior where<br />
strings and arrays are mixed together (they were cleanly separated in earlier<br />
versions). kString subcalls are of a new variant, variant was also used in SCI3.<br />
<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|2.100.002||[[Lighthouse]] DEMO||1.00||27.10.1995<br />
|-<br />
|2.100.002||[[RAMA]] DEMO||000.000.008||30.4.1996<br />
|-<br />
|2.100.002||[[Leisure Suit Larry 7]] DEMO||1.0 DEMO||14.7.1996<br />
|-<br />
|}<br />
<br />
== SCI3 ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|3.000.000||[[Leisure Suit Larry 7]]||1.01||<br />
|-<br />
|3.000.000||[[Leisure Suit Larry 7]]||1.20||<br />
|-<br />
|3.000.000||[[Leisure Suit Larry 7]][German] Windows interpreter only||1.04g||18.11.1996<br />
|-<br />
|3.000.000||[[Lighthouse]]||DEMO||9.9.1996<br />
|-<br />
|3.000.000||[[Lighthouse]]||1.0C||9.9.1996<br />
|-<br />
|3.000.000||[[Lighthouse]] [Japanese DOS/Windows] ライトハウス||1.0C||9.9.1996<br />
|-<br />
|3.000.000||[[Lighthouse]]||2.0||9.9.1996<br />
|-<br />
|3.000.000||[[Phantasmagoria II]]||001.0.000||<br />
|-<br />
|3.000.000||[[RAMA]]||1.100.000||12.10.1996<br />
|-<br />
|3.000.000||[[RAMA]] [German]||1.000.000||12.10.1996<br />
|}<br />
<br />
== Unknown Versions ==<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|"No Version Number"||[[Hoyle Classic Card Games|Hoyle Classic]]||2.000||<br />
|}<br />
<br />
The version string contains the text: "No version number", it's the same interpreter with both of the games.<br />
<br />
{| border="1" cellspacing="0" cellpadding="5" width=75% class="sortable"<br />
|- style="background:#efefef"<br />
|Interpreter Version||Game||Game Version||Date<br />
|-<br />
|x.yyy.yyy||[[Hoyle's Official Book of Games: Volume 3|Hoyle's Card Games 3]] EGA (SCI1)||1.000||<br />
|-<br />
|x.yyy.yyy||[[Hoyle's Official Book of Games: Volume 1|Hoyle's Card Games]] (SCI1)||1.000||<br />
|-<br />
|x.yyy.yyy||[[Hoyle's Official Book of Games: Volume 3|Hoyle's Card Games 3]] (SCI1)||DEMO||<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[Laura Bow: The Colonel's Bequest|Colonel's Bequest]] DEMO||||21.9.1989<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[Leisure Suit Larry 2]] DEMO||||8.6.1989<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[Jones in the Fast Lane]] EGA (SCI1, With Debugger)||1.000.060||<br />
|-<br />
|x.yyy.yyy||[[Jones in the Fast Lane]] VGA (SCI1, With Debugger)||1.000.060||<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[Jones in the Fast Lane]] VGA (CD Version) (SCI1, No Debugger)||1.0||<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[Jones in the Fast Lane]] VGA (CD Version) (SCI1, With Debugger)||1.0||<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[Jones in the Fast Lane]] VGA (Windows CD Version) (SCI1)||1.0||<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[King's Quest V]] (CD Version) (SCI11)||1.000.052||<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[The Dagger of Amon Ra|Laura Bow: The Dagger of Amon Ra]] (SCI1.1, but in some aspect(s) SCI1 interpreter)||DEMO||<br />
|-<br />
|colspan="4"|<br />
|-<br />
|x.yyy.yyy||[[EcoQuest]]||DEMO||<br />
|}<br />
<br />
x.yyy.yyy is clearly a standard value, so these game do have different interpreters. The games which share the same interpreter are grouped by separating different versions with a blank line.<br />
<br />
= Possible Entries =<br />
The following games are '''likely/known''' to exist:<br />
<br />
== AGI ==<br />
*[[Gold Rush|Gold Rush!]] (Re-release without copy-protection, limited edition)<br />
<br />
== SCI0 ==<br />
*[[Quest for Glory|Hero's Quest]] 1.001<br />
*[[Hoyle's Official Book of Games: Volume 1|Hoyle's Book of Games]] (Alt. version, 1.000.104 (1989-08-07))<br />
*Interpreter Version 0.000.396 (LSL2??)<br />
<br />
== SCI1 ==<br />
*[[Castle of Dr. Brain]] EGA<br />
*[[Castle of Dr. Brain]] VGA (Alt. version (1.1?), with SCI 1.000.068)<br />
*[[Conquests of the Longbow]] EGA<br />
*[[EcoQuest|EcoQuest 1]] EGA<br />
*[[EcoQuest|EcoQuest 1]] VGA 1.000 (German)<br />
*[[King's Quest V]] (Other versions?)<br />
*[[Mixed-Up Fairy Tales]] EGA<br />
*[[Space Quest IV]] (Beta version released by THG)<br />
*(A couple of bilingual versions)<br />
<br />
== SCI11 ==<br />
*[[Space Quest V]] beta #2? (NFO file from the final release mentions it)<br />
*(Foreign games)<br />
<br />
== SCI32 ==<br />
*(Whole bunch of foreign games)<br />
<br />
== Early Sierra CD Titles ==<br />
*[[Leisure Suit Larry 5]] (CD Release)<br />
<br />
Same as disk versions.<br />
<br />
== Other AGI/SCI Games ==<br />
*Most Russian Translations<br />
*Every Chinese Translation<br />
*Every AGI Translation<br />
*Every SCI0 Translation<br />
*Certain SCI1+ translations<br />
<br />
Most (all?) of these are all hacks. It is unknown about later (SCI32) Russian ones, as some say they were indeed translated and sold officially.<br />
<br />
= Notes =<br />
*Donald Duck's Playground PC was OFFICIALLY released on a booter, version 1.0Q, combined with AGI v2.001! The 1.0A and the 1.0C version floating around are "hacked" copies. 1.0A is an Atari ST version, combined with an 2.272 PC interpreter and has no sound & menu. 1.0C is an Amiga version, which uses the same interpreter as 1.0A and pushing ESC (to access the menu) results in "Bad action 161".<br />
<br />
*The Russian AGI/SCI games are all (pretty well done) hacks. NEWSCIV is infact an regular SCI interpreter, but with some intro (Taralej & Jabocrack SoftWare presents) attached to it.<br />
<br />
== Unknown ==<br />
*[[Castle of Dr. Brain]] (CD version (if it actually differs))<br />
*[[Leisure Suit Larry|Leisure Suit Larry 1]] (CD version (if it actually differs))<br />
<br />
= Exclusions =<br />
These games are not AGI or SCI (but some are related to Sierra):<br />
<br />
== Not SCI ==<br />
* [[Shivers 2]] (game and demo): Does not contain SCI scripts, the room logic has been rewritten in native code placed in DLL files<br />
* [[Leisure Suit Larry 6]] (demo): It's a collection of PCX screenshots played with an external player<br />
* [[Space Quest V]] (demo): Uses the Dynamix DGDS engine<br />
* Betrayal in Antara: It has SCI resources for the 2D parts (e.g. inside buildings), but it has its own modified SCI script system, plus a 3D engine<br />
** For extra fun, some of Antara's "ETC" resources are really [http://doom.wikia.com/wiki/WAD Doom PWAD] files (the true SCI+Doom mashup)<br />
* Phantasm (ファンタズム) (Japanese [[Phantasmagoria]] for Sega Saturn): game is hardcoded, not even SCI resource types are used at all<br />
<br />
== [[Revolution]] Games ==<br />
*[[King's Quest VI]] Amiga port<br />
<br />
== Other Genre Sierra Games ==<br />
*3D Helicopter Simulator<br />
*Oil's Well (Remake)<br />
*Johnny Castaway Screenantics (Screensaver)<br />
*The Laffer Utilities<br />
*The Incredible Machine Games<br />
*Lode Runner: TLR<br />
*(etc.)<br />
<br />
'''Only''' the '''demo''' of 3D Helicopter Simulator included in a demo-pack uses AGI. Most of these titles often have the usual filenames (RESOURCE, etc.) but they do not use the AGI/SCI interpreter.<br />
<br />
== Post-1997 Sierra Games ==<br />
*Gabriel Knight 3<br />
*Quest for Glory V<br />
*(every Sierra game after '97)<br />
<br />
After 1997, the SCI engine (and pretty much the adventure genre in general) was abandoned.</div>LordHotohttps://wiki.scummvm.org/index.php?title=License_FAQ&diff=21958License FAQ2016-01-01T18:03:02Z<p>LordHoto: /* So what are the obligations if I want to use ScummVM to release my commercial game? */ clarify that this section reflects individual views</p>
<hr />
<div>=== ScummVM is a free (and open source) software. Does that mean I can do anything I want with it? ===<br />
Not quite. Using a free software comes with certain rights, but also certain obligations. At its core Free Software relies on a set of four freedoms:<br />
* Freedom 0: The freedom to run the program for any purpose.<br />
* Freedom 1: The freedom to study how the program works, and change it to make it do what you wish.<br />
* Freedom 2: The freedom to redistribute copies so you can help your neighbor.<br />
* Freedom 3: The freedom to improve the program, and release your improvements (and modified versions in general) to the public, so that the whole community benefits.<br />
<br />
Based on these, there are many different free software licenses that each have their own set of rights and obligations. ScummVM is using the [https://github.com/scummvm/scummvm/blob/master/COPYING GNU General Public License version 2].<br />
<br />
You can read more on the Wikipedia page: https://en.wikipedia.org/wiki/Free_software<br />
<br />
=== Can I sell a game using ScummVM? ===<br />
Yes, you can, but there are requirements you need to fulfill (see the next question). One important aspect is that while the executable is governed by the GPL license, this does not cover the game data. So you are not obliged also to also provide the source for the game data for free.<br />
<br />
=== So what are the obligations if I want to use ScummVM to release my commercial game? ===<br />
<br />
'''IMPORTANT: This section reflects the understanding of the authors. We are happy to discuss any questions you have. If you are in doubt about details for your use, we strongly advise you to contact a lawyer.'''<br />
<br />
You need to comply with the [https://github.com/scummvm/scummvm/blob/master/COPYING GPL v2 license] used by ScummVM. In a nutshell, this means that:<br />
* You need to provide with your software a notice that the game executable (or part of it) is subject to the GPL v2 license together with the full text of the license.<br />
* You need to provide the [https://github.com/scummvm/scummvm/blob/master/COPYRIGHT ScummVM copyright file] with the game.<br />
* You need to provide the full and exact ScummVM source code you used, whether you modified it or not. It can, for example, be provided with the software, or you could have a link on your website or store page to download it separately. If it is not provided with the game, you need to ensure that users can easily find the source code at the time they download the game.<br />
** Please do not rely on the presence of ScummVM sources on our website, unless you are using an absolutely unmodified version. In the latter case you may provide a direct link to the relevant source code, not to the ScummVM website.<br />
<br />
Additional sources:<br />
* https://softwarefreedom.org/resources/2008/compliance-guide.html<br />
* https://gnu.org/licenses/gpl-faq.html<br />
<br />
=== If I sell a game that uses ScummVM, am I required to contact the ScummVM project beforehand so that they are aware of it? ===<br />
No, but we would definitely welcome such approach. See http://scummvm.org/contact/ for information on how to contact us.<br />
<br />
=== If I use ScummVM for my commercial game, do I need to credit the ScummVM project? ===<br />
No, you don’t need to do it, but you have to retain all ScummVM copyright notices. However, we would, of course, appreciate if you do it. This could include:<br />
* Indicating on the store page for your game that it uses [http://scummvm.org/ ScummVM], which is licensed under the GPL v2. This might be a good place to also provide a link or indication on how to get the source code you are using (see the obligations in the previous question).<br />
* Indicating in the documentation for your game that you are using ScummVM.<br />
* Keeping the splash screen that briefly shows the ScummVM logo when starting the engine.<br />
<br />
=== If I modify the source code for my private use, do I need to make the source code available to others? ===<br />
No. You only need to make the source code available if you distribute your modified executable. We, however, encourage you to make the source code available (for example by using a free account on [https://github.com github]) as it may be of interest to others.</div>LordHotohttps://wiki.scummvm.org/index.php?title=GSoC_Ideas&diff=21548GSoC Ideas2015-02-18T02:20:14Z<p>LordHoto: /* ScummVM Projects */ Add small task description about updating the iOS port of ScummVM.</p>
<hr />
<div>This page contains a list of ideas about projects/tasks for the ScummVM and the ResidualVM projects which we feel are relatively substantial (and so appropriate for at least ''part'' of a Google [[Summer of Code]] project), and accessible to newcomers with good C++ knowledge.<br />
<br />
These are just the few projects that we have come up with ourselves, and there are many many other tasks which would be helpful to the project - many ScummVM engines have their own TODO lists, and there are large tasks related to ResidualVM engines.<br />
<br />
Of course, if you are not participating in Summer of Code, you are also very welcome to try working on one of these projects.<br />
<br />
__TOC__<br />
== Introduction ==<br />
<br />
The projects below are sketches and ideas. Our project changes over time, so if you're not reading this during the Summer of Code application period, the descriptions might be outdated by the time you read them (although we strive to keep them up-to-date). You should talk with somebody from the team, ideally with someone listed as a possible technical contact, before starting work on any of them.<br />
<br />
Most developers are active in our [[IRC Channel]], and that is often the easiest way to ask questions about the tasks and the code in general. '''You should come to our IRC channel and introduce yourself.''' The channel is the main form of everyday communication for the project, and there will almost always be developers there who can discuss your project ideas and answer questions.<br />
<br />
== Summer of Code Applications ==<br />
The ideas here are meant to be just that - '''ideas'''. You should also consider suggesting your own completely new project ideas, or to suggest a modified version of one of our ideas, or a combination of ideas. Not all the ideas might be substantial enough for the whole of GSoC, while other ideas might be far too much work. We expect you to consider this in your application and proposed schedule.<br />
<br />
When writing this application, remember that the application has several important purposes. First of all, it should identify the objectives of your project (what you intend to get done). Furthermore, it needs to convince us your project is worth the effort we will be putting into mentoring it. Last, but not least, it should convince us that you are the right person for this task.<br />
<br />
In particular, your application is your opportunity to show us that you understand what you'll be doing for the task! We expect you to demonstrate that you've spent some of your own time thinking about it. A good example of what we do ''not'' want to see in your application is a copy of the text from our version of an idea's description.<br />
<br />
You '''must''' read the Summer of Code [[Summer of Code/Project Rules | Project Rules]], which are '''obligatory''' for our students, and tell you what you should do '''before you apply'''. There are also some [[Summer of Code/Students Guidelines | Guidelines]] for our students.<br />
<br />
We don't expect you to produce a perfect application without any help at all (although of course, that would be even more impressive), but we do expect you to show some independent insight into the task you've chosen, and to be willing to improve it based on our feedback and comments.<br />
<br />
=== Application template ===<br />
<br />
Your application should have at least the following information (adapted from the FreeBSD guidelines):<br />
<br />
* ''Name''<br />
* ''Email''<br />
* ''Online nicks''<br />
: You should at least add your IRC (freenode) nickname here.<br />
* ''Project Title''<br />
: State precisely what you intend your project to be about. 40 characters is usually a good upper limit.<br />
* ''Possible Mentor'' (optional)<br />
* ''Benefits to the ScummVM Community''<br />
: A good project will not just be fun to work on, but also generally useful to others. Why do you think it's a good project for us?<br />
* ''Deliverables''<br />
: The deliverables will be used to evaluate your progress/success at the mid-term/final evaluations, so it's very important that you list some clear goals here. Some examples:<br />
:* "Get scene X in game Y working."<br />
:* "Improve feature X in ways Y and Z."<br />
:* "Fix bug Z in game Q."<br />
:* "Write documentation for the new interfaces."<br />
:* "Improve test coverage by writing X more unit/regression tests."<br />
:* "Improve performance in this game scene by 20%."<br />
: Make sure there is a clearly visible set of '''goals''' that need to be accomplished for your project to be considered successful. It is also encouraged to list additional goals you plan to accomplish in the course of your project if everything goes as expected.<br />
: You should be sure to justify whether a goal is vital for the success of your project, or just optional, but be make sure not to mix this up with the description of the goals themselves.<br />
: Finally, be sure to describe some '''milestones''', your targets for the project. A milestone should be connected to the progress/accomplishment of goals. You should, at the very least, define 2 (two) milestones here. Again, describe the milestones and elaborate on your reasons for defining exactly these milestones. When you plan to accomplish the milestones will be handled in the schedule and not here.<br />
* ''Project Schedule''<br />
: Create a proposed schedule with (at least) the granularity of weeks. This schedule should (among other things) explain how long your project will take and when you can begin to work on it, and you should connect the weeks to the Summer of Code schedule, i.e. clearly make the start, mid-term evaluations, etc. visible. There are multiple ways to organize this, we trust you to find the best way to present your schedule.<br />
: Obviously we want to see a connection between your goals and your schedule: be sure to elaborate why you think X takes time Y and what possible issues might arise here; obviously your schedule will probably change once you've started working on your project, so we want to know what kind of risks and problems you think might cause such changes.<br />
: Last but not least, put a fixed date for each milestone you defined here. We want at least one milestone before the mid-term.<br />
* ''Availability''<br />
: How many hours per week can you spend working on this? What other obligations do you have this summer? Be honest if you're not going to have time in some weeks (due to exams, or vacation, or other work), and explain how plan to make this up.<br />
* ''Skype ID''<br />
: If you don't use Skype, install it.<br />
* ''Phone Number''<br />
: Cellular is preferable, for emergency contacts.<br />
* ''Timezone''<br />
: Where do you live.<br />
* ''Bio''<br />
: The two main questions you should answer here are:<br />
:* Who are you?<br />
:* What makes you the best person to work on this project?<br />
: Make sure you fill this with some life. We would like to know your age and university year for example. Also, explain your connection to ScummVM in the general and to your project in specific. What experience do you have with C++ or other languages required in your project? Have you taken university courses which you think will be helpful? Did you work on any projects we can take a look at? Do you think you will learn anything from your proposed project (if yes, explain what)?<br />
* ''Pull Request''<br />
: A link to the pull request you submitted as part of our [[Summer of Code/Project Rules | Project Rules]]<br />
<br />
=== Coding Rules ===<br />
<br />
You must follow our [[Coding Conventions]]. In particular, note that you can't use the standard C++ library for code used inside ScummVM itself. Using it for a non-essential tool should be fine, though.<br />
<br />
All code, unless stated differently (for example, platform-specific code), must be written in clean and portable C++; in particular, various versions of both GCC and Visual Studio must be able to compile it. We also have some [[Code Formatting Conventions]].<br />
<br />
We only accept clean and maintainable code. This is a somewhat vague requirement, but as a rule of thumb, if the code does what it is supposed to do, but is not extensible, a quick hack, or we need to rewrite it from scratch to properly integrate it, we will not accept it. In particular, we would rather have a maintainable, clean and incomplete piece of code that we could extend, than a complete but unmaintainable piece of code.<br />
<br />
Finally: All of the code submitted must be contributed under the terms of the GPL v2+.<br />
<br />
== ScummVM Projects ==<br />
=== Audio Output Configuration ===<br />
<br />
Technical contact: [[User:LordHoto|Johannes Schickel]].<br />
<br />
ScummVM needs an improved internal API and user interface for selecting and controlling audio output. Among other issues, at present there isn't a clear distinction between audio ''types', audio ''drivers'' and audio ''devices''.<br />
<br />
The idea is that a proper layer-based audio output system should be designed, implemented and used in all our engines, and an appropriate configuration GUI should be designed and added too.<br />
<br />
'''As this task involves a very precise design before starting implementation, please keep in touch with the mentors as soon as possible if you're interested.'''<br />
<br />
See [[OpenTasks/Audio/Audio Output Selection]] for more discussion and some technical details.<br />
<br />
=== MIDI Device Configuration ===<br />
<br />
Technical contact: [[User:LordHoto|Johannes Schickel]].<br />
<br />
At the moment, configuration of MIDI output is not linked to devices, despite a lot of the configuration options being specific to a device or driver.<br />
<br />
This task would involve designing and implementing an interface for querying and storage of a wide variety of MIDI drivers/devices, improving the GUI to allow this configuration, and working on some related improvements (such as allowing devices to be added/removed while ScummVM is running).<br />
<br />
'''As this task involves a very precise design before starting implementation, please keep in touch with the mentors as soon as possible if you're interested.'''<br />
<br />
See [[OpenTasks/Audio/MIDI Device Configuration]] for more discussion and some technical details.<br />
<br />
=== Improve Main GUI ===<br />
<br />
Technical contacts: [[User:Sev|Eugene Sandulenko]].<br />
<br />
Several years ago we switched to new XML-based and vector-based GUI. Unfortunately during this transition number of nice touches from previous version of Modern GUI were lost. Particularly current GUI lacks soft shadows, antialiasing in number of places, we are lacking proper widgets for PopUp and List widgets. Those need to be implemented as part of this task.<br />
<br />
Also there is need to implement better sliders, multiline text widgets as well as improve current List widget.<br />
<br />
See [[OpenTasks/Generic/Improve GUI Look]] for more details.<br />
<br />
=== Improve touchscreen GUI ===<br />
<br />
Technical contacts: [[User:Sev|Eugene Sandulenko]].<br />
<br />
Our launcher/options GUI has been designed for keyboard/mouse input, and does<br />
not work well in practice on modern touchscreen devices.<br />
<br />
Since it is theme based, part of the problem can be resolved by using a custom<br />
theme. However, our GUI code will need extensions to allow it to behave like a<br />
proper touchscreen application.<br />
<br />
See [[OpenTasks/Generic/Touch GUI]] for more details.<br />
<br />
=== Hardware accelerated blitting ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:somaen|Einar Johan Trøan Sømåen]], [[User:LordHoto|Johannes Schickel]], [[User:Fuzzie|Alyssa Milburn]], [[User:Digitall|David G. Turner]]<br />
<br />
Some engines (Wintermute, Broken Sword 2.5) would greatly benefit from hardware acceleration for their graphics code.<br />
Obviously the purpose of this task is not to make it available on all ports. The impacted ports have to be determined in advance.<br />
<br />
See [[OpenTasks/Graphics/Hardware Acceleration]] for more details.<br />
<br />
=== Improve AGI Engine ===<br />
Technical contacts: [[User:Sev|Eugene Sandulenko]].<br />
<br />
The current implementation of our AGI Engine, which is used for the early Sierra On Line games; would greatly benefit from some implementation details present in the other open source AGI interpreter, NAGI.<br />
<br />
The important parts of this task would be to analyze the implementation differences between the ScummVM implementation and NAGI, particularly in the main loop and in the rendering class, then to reimplement these in the ScummVM engine without causing regressions of the currently supported games and to improve the support of the latest AGI games including the fangames.<br />
<br />
See [[OpenTasks/Engine/ImproveAGI]] for more details.<br />
<br />
=== Adding text to speech support in Mortville Manor ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Strangerke|Arnaud Boutonné]]<br />
<br />
The original Mortville Manor game was using a speech synthesis based on PC Speaker. <br />
<br />
The purpose of this task is to replace obsolete speech synthesis by an external dependency which will allow to implement a <br />
decent text to speech generation, in (at least) French, German and English.<br />
<br />
=== Adding speech synthesis of on-screen text for people with reduced sight ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Strangerke|Arnaud Boutonné]]<br />
<br />
Using the same library used in the previous task, add a similar text to speech generation for other games. The exact list of titles should be defined as soon as possible between the mentors and the student.<br />
<br />
This task would allow people suffering of sight issues to play more games in ScummVM.<br />
<br />
=== Macromedia Director ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Fuzzie|Alyssa Milburn]], [[User:Clone2727|Matthew Hoops]]<br />
<br />
Many 90s-era adventure games were developed using the Macromedia (now Adobe) Director tool. They don't run any more on modern systems, and current versions of Director can't even open the files (and too much has changed; Macromedia themselves have said that "reauthoring the movie from scratch" is often more efficient). It would be nice to be able to play these games in ScummVM!<br />
<br />
There is already (Python) code available which can parse and display the contents of Director 2 and Director 3 'movie' files, and the basic framework of a ScummVM C++ engine. The task would involve trying to implement enough of a ScummVM engine to allow some early Director adventures to be played; for example, parsing the movie files, implementing the frame-based playback system, drawing bitmaps and shapes, playing sounds and running some basic (Lingo) scripting.<br />
<br />
=== AGS ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Fuzzie|Alyssa Milburn]]<br />
<br />
The Adventure Game Studio engine has been open sourced. It would be nice to have it available (at least for legacy games) as part of ScummVM, so it can benefit from our platform support.<br />
<br />
There's an existing unfinished partially-rewritten(!) engine for ScummVM (see [[AGS]]) which is missing some core functionality (such as save/load code) but already allows you to complete some AGS games. Adding save/load functionality (not trivial) and implementing some of the other missing code would get it to a point where it could be merged into the main codebase.<br />
<br />
'''This task almost certainly needs experience in understanding/refactoring of complex existing codebases, so please contact us as soon as possible if you're interested.'''<br />
<br />
=== Port WebVenture engine ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:DJWillis|John Willis]],<br />
<br />
The [http://seancode.com/webventure/ WebVenture] [https://github.com/mrkite/webventure engine] by Sean Kasun is a reimplementation of the [https://en.wikipedia.org/wiki/MacVenture MacVenture] engine from ICOM Simulations. <br />
<br />
It was used in the late 80s and in the early 90s for 4 games. The MacVenture games are still available for purchase from [http://www.zojoi.com/ Zojoi].<br />
<br />
The current code is written in JavaScript, which means it will have to be completely rewritten in C++ and integrated in ScummVM.<br />
<br />
'''This task requires C++ and JavaScript knowledge.'''<br />
<br />
=== Port WAGE engine ===<br />
Technical contacts: [[User:Sev|Eugene Sandulenko]].<br />
<br />
The WAGE engine is an engine behind [http://en.wikipedia.org/wiki/World_Builder World Builder], an early system for authoring adventure games on Mac.<br />
Alexei Svitkine has a basically [https://code.google.com/p/wage-engine/ working implementation in Java], and [[User:Sev|sev]] has started <br />
efforts on porting the engine to ScummVM awhile ago: [https://github.com/sev-/scummvm/tree/wage/engines/wage github link].<br />
Alexei continued its development, and sev abandoned the effort due to other projects within ScummVM.<br />
<br />
Current ScummVM implementation is able to load the game assets and runs scripts. However it lacks support for QuickDraw pictures used everywhere<br />
in the game. Originally sev wanted to provide pixel perfect implementation, which was the primary reason why development stalled. But several years ago<br />
Apple has [http://www.computerhistory.org/atchm/macpaint-and-quickdraw-source-code/ released full sources] of their QuickDraw 1.0 code, which makes<br />
achieving this goal possible. However, Alexei's engine is using standard Java gfx classes, and that looks to be sufficient.<br />
<br />
Your task is to finish the porting efforts, complete the engine, and probably increase the compatibility.<br />
<br />
'''This task requires C++ and Java knowledge.'''<br />
<br />
=== Native OS X port ===<br />
Technical contacts: [[User:somaen|Einar Johan Trøan Sømåen]].<br />
<br />
ScummVM's current OS X port is SDL 1.2 based, which is a dead project, having been replaced by SDL2, and Apple has a tendency to change and deprecate functionality with each version of their OS, as such, the current state of the OS X port seems to degrade with each new OS X release. Functionality added in newer releases of OS X, such as the new Full-screen modes introduced in 10.7 are also not available for use in ScummVM with the current SDL1.2 port.<br />
<br />
One option for solving this, is to create a backend for OS X that doesn't use SDL. This would mean writing replacement code for the parts where SDL currently handles things (i.e. atleast audio/video/input, but possible other details). A major aim of such a project would be to retain backwards compatibility with 10.2 as we have today, while allowing for a good user experience on the very latest OS X versions as well.<br />
<br />
'''This task requires C++ and Objective-C/Cocoa knowledge.'''<br />
<br />
=== Improving the iPhone/iOS port ===<br />
<br />
Technical contact: [[User:LordHoto|Johannes Schickel]].<br />
<br />
The current iOS port, which we still label as iPhone, is functional but feels not really polished in a number of ways. The port comes from a time when the first two generations of the iPhone were still the top models. This, for example, makes it not as nicely usable on modern iOS devices because of resolution issues. Furthermore, while the gesture input serves as a great way to, for example, change control schemes, it also has some annoying issues. The most prominent example is that the "open global main menu" gesture sometimes causes the main menu to immediately close.<br />
<br />
Build wise the iOS port is currently only supported by using a custom toolchain. Supporting the official toolchain and XCode as development environment in '''addition''' to the current toolchain is something we would really like to see. We already have a tool to auto-generate project files for Microsoft Visual Studio. The idea would be to take the currently WIP XCode support and finish it. Building with the official toolchain on command line would also be nice to have.<br />
<br />
Essentially, this task requires working on various aspects of the iOS port. This includes graphics, GUI, input handling, but also build related aspects. Ideally, we want our iOS port to feel much smoother for the users, but also for developers working on it.<br />
<br />
'''This task requires C++, ObjC(++), and iOS development knowledge. It also requires access to a (jailbroken) iOS device, preferable both iPhone and iPad, and the official iOS development environment.'''<br />
<br />
<br />
<br />
=== Sources for other ideas ===<br />
<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Sev|Eugene Sandulenko]], [[User:DJWillis|John Willis]], [[User:Strangerke|Arnaud Boutonné]], [[User:LordHoto|Johannes Schickel]]<br />
<br />
One good place to start if you're looking for new ideas would be our [[TODO]] page (and the other TODO lists linked from there).<br />
Some other ideas (most of which might be incomplete or outdated, or too difficult for a new developer) can be found on our [[OpenTasks]] page. Again, be sure to talk to us before thinking too much about any idea on these lists, as many things are likely to be outdated or simply wrong.<br />
<br />
=== New game engines ===<br />
<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Sev|Eugene Sandulenko]], [[User:DJWillis|John Willis]], [[User:Strangerke|Arnaud Boutonné]], [[User:Md5|Filippos Karapetis]],<br />
<br />
If you already have reverse engineering experience, you could consider working on one of the external in-development game engines, or even on support for a new game. However, doing this kind of work is very difficult and time-consuming - you would have to convince us that you have the necessary skills to actually be sufficiently productive, probably by demonstrating some actual progress first.<br />
<br />
== ResidualVM Projects ==<br />
This section contains project ideas for ResidualVM. You will need some basic knowledge of OpenGL and 3D math, in addition to any extra skills indicated in each entry.<br />
<br />
=== Wintermute 3D ===<br />
Technical contacts: [[User:somaen|Einar Johan Trøan Sømåen]], [[User:aquadran|Paweł Kołodziejski]]<br />
<br />
In 2012, the Wintermute engine was ported into ScummVM. However, as this was a port of the 2D-only Lite-version of WME, and since ScummVM is designed to run only 2D games, the ScummVM port has no support for the 3D parts of the engine, and is thus not able to run any of the games that use them.<br />
<br />
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#Wintermute_3D_port Wintermute 3D] for more details.<br />
<br />
=== iOS port ===<br />
Technical contacts: [[User:aquadran|Paweł Kołodziejski]], [[User:somaen|Einar Johan Trøan Sømåen]]<br />
<br />
Currently ResidualVM has an in progress Android port, but it lacks an iOS port. This task is about to make it for iPhones and iPads.<br />
<br />
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#iOS_port_of_ResidualVM iOS Port] for more details<br />
<br />
=== Multichannel 3D sound support ===<br />
Technical contacts: [[User:aquadran|Paweł Kołodziejski]]<br />
<br />
Currently ResidualVM has only stereo audio output for emulated 3D sounds.<br />
<br />
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#Multichannel_3D_sound_support Multichannel 3D sound support] for more details<br />
<br />
=== Sources for other ideas ===<br />
<br />
Technical contacts: ResidualVM IRC channel (#residualvm on freenode.net), or contact [[User:aquadran|Paweł Kołodziejski]], [[User:somaen|Einar Johan Trøan Sømåen]]<br />
<br />
=== New game engines ===<br />
<br />
Technical contacts: ResidualVM IRC channel (#residualvm on freenode.net), or contact [[User:aquadran|Paweł Kołodziejski]], [[User:somaen|Einar Johan Trøan Sømåen]]<br />
<br />
If you already have reverse engineering experience, you could consider working on one of the external in-development game engines, or even on support for a new game. However, doing this kind of work is very difficult and time-consuming - you would have to convince us that you have the necessary skills to actually be sufficiently productive, probably by demonstrating some actual progress first.</div>LordHotohttps://wiki.scummvm.org/index.php?title=HOWTO-Release&diff=20930HOWTO-Release2014-08-07T12:53:43Z<p>LordHoto: /* Binaries */ Mention need to pass "--disable-debug" to configure when building release binaries.</p>
<hr />
<div>How to make a ScummVM release.<br />
<br />
''This is work in progress and needs to be completed!''<br />
<br />
<br />
=== Preparations ===<br />
* Making the release plan<br />
* Telling people about it, making sure everybody knows what is going on<br />
* Update the lists of files below, adding new engine data files and such<br />
<br />
=== Branching for 1.4.x ===<br />
* Create a branch for the 1.4.x releases from master, named branch-1-4<br />
** <code>git checkout -b branch-1-4 master</code><br />
* Increase version on branch-1-4 to 1.4.0pre (using <code>devtools/update-version.pl</code>; see below), and commit<br />
** <code>devtools/update-version.pl 1 4 0 pre</code><br />
** <code>git commit -m "RELEASE: This is 1.4.0pre" -a</code><br />
* Create annotated tag desc/1.4.0pre on that commit and push<br />
** <code>git tag -m "Mark 1.4.0pre" desc/1.4.0pre</code><br />
** <code>git push origin tag desc/1.4.0pre branch-1-4:branch-1-4</code><br />
* Increase version on master to 1.5.0git, and commit<br />
** <code>git checkout master</code><br />
** <code>devtools/update-version.pl 1 5 0 git</code><br />
** <code>git commit -m "RELEASE: This is 1.5.0git" -a</code><br />
* Create annotated tag desc/1.5.0git on that commit and push<br />
** <code>git tag -m "Mark 1.5.0git" desc/1.5.0git</code><br />
** <code>git push origin tag desc/1.5.0git master</code><br />
<br />
=== Testing ===<br />
* Identify release critical (show stopper) bugs and get people to fix them.<br />
* Identify other important bugs and get people to fix them.<br />
* Get even more people to fix all the other bugs, if possible :-).<br />
* Get people to do lots of testing, possibly by asking for help via a news item.<br />
* Collect all that information (e.g. in the Wiki). See [[Release Testing]]<br />
<br />
=== Preparing the source ===<br />
* You have to update the versions in all relevant files. There is a script, <code>devtools/update-version.pl</code> meant to help you with this. It will generate/update the following files:<br />
** base/internal_version.h<br />
** dists/macosx/Info.plist<br />
** dists/redhat/scummvm.spec<br />
** dists/scummvm.rc<br />
* Review the following documentation files for version and copyright year updates:<br />
** README<br />
** NEWS<br />
** COPYRIGHT<br />
* Review the following port specific files for version updates:<br />
** backends/platform/gp2x/build/README-GP2X<br />
** backends/platform/gp2x/build/README-GP2X.html<br />
** backends/platform/ps2/READ_PS2.TXT<br />
** backends/platform/psp/README.PSP<br />
** backends/platform/symbian/README<br />
** backends/platform/wince/README-WinCE.txt<br />
** backends/platform/ds/arm9/dist/readme_ds.txt<br />
* Review the release dates in the following port specific files:<br />
** dists/win32/ScummVM.iss<br />
** dists/win32/scummvm.gdf.xml<br />
* Make sure package descriptions are up-to-date:<br />
** dists/redhat/scummvm.spec<br />
* Create MSVC project files in the release branch (for example branch-1-4-0, where the tarballs are created from)<br />
** make ideprojects<br />
** git commit -m "DISTS: Generated Code::Blocks and MSVC project files"<br />
** And last but not least don't forget to push the results to our github repo via "git push"<br />
* Make source tarballs, post them in the SF.net FRS.<br />
** There is a script <code>devtools/dist-scummvm.sh</code>, which does this automatically.<br />
** Make sure that porters have write access to the release folder on FRS: <code>chmod 775 <folder></code><br />
<br />
=== Branching for 1.4.0 ===<br />
* Create a branch for 1.4.0 from branch-1-4, named branch-1-4-0<br />
** <code>git checkout -b branch-1-4-0 branch-1-4</code><br />
* Increase version on branch-1-4-0 to 1.4.0 and commit, push<br />
** <code>devtools/update-version.pl 1 4 0</code><br />
** Manually edit backends/platform/maemo/debian/changelog to reflect correct release date for 1.4.0 entry<br />
** <code>git commit -m "RELEASE: This is 1.4.0" -a</code><br />
** <code>git push origin branch-1-4-0:branch-1-4-0</code><br />
<br />
=== Binaries ===<br />
* Get porters to make binaries.<br />
** Porter must follow our filename convention, which goes like this: "scummvm-VERSION-PORT.EXTENSION". For example: "scummvm-1.1.0-macosx.dmg". Do '''not''' use special names like "EScummVM" or "ScummVMDS". The only exclusion from this requirement is Debian.<br />
** Porters should pass "--enable-release" to configure in case their port is using the configure/make based build system. If their port is not using the configure/make based build system they should make sure they properly define RELEASE_BUILD when compiling their release binary. It is also noteworthy that "--disable-debug" should be passed in order to remove debugging information from the binary.<br />
** Here is a list of files porters should include in their release archives:<br />
*** AUTHORS<br />
*** COPYING<br />
*** COPYING.BSD<br />
*** COPYING.FREEFONT<br />
*** COPYING.LGPL<br />
*** COPYRIGHT<br />
*** NEWS<br />
*** README (generic ScummVM one)<br />
*** scummmodern.zip (from gui/themes directory) (if your port uses new GUI)<br />
*** scummclassic.zip (from gui/themes directory) (if your port uses new GUI)<br />
*** translations.dat (from gui/themes directory)<br />
*** pred.dic (from dists directory)<br />
*** kyra.dat (from dists/engine-data)<br />
*** queen.tbl (from dists/engine-data)<br />
*** sky.cpt (from dists/engine-data)<br />
*** lure.dat (from dists/engine-data)<br />
*** drascula.dat (from dists/engine-data)<br />
*** teenagent.dat (from dists/engine-data)<br />
*** hugo.dat (from dists/engine-data)<br />
*** tony.dat (from dists/engine-data)<br />
*** toon.dat (from dists/engine-data)<br />
*** wintermute.zip (from dists/engine-data)<br />
*** neverhood.dat (from dists/engine-data)<br />
*** your build binary<br />
*** your build-specific README (optional)<br />
*** ...<br />
* Porters can upload binaries via SCP or SFTP: <code>scp FILENAME SFNET_USERNAME,scummvm@frs.sourceforge.net:/home/frs/project/s/sc/scummvm/scummvm/X.Y.Z/</code><br />
** More details on the upload process and the file release system in general: https://sourceforge.net/apps/trac/sourceforge/wiki/Release%20files%20for%20download<br />
* Update the website internally (i.e. update the version in the repository), but do not yet put these changes online.<br />
** Edit <code>include/config.inc.php</code> to update the global version.<br />
** Create a new XML file for the new version in <code>data/compatibility/</code>.<br />
** Update <code>data/downloads.xml</code>.<br />
** Add a news item.<br />
** Update default platform packages on sf.net FRS<br />
* Set the OS for the newly uploaded binaries (click on the (i) next to each binary).<br />
** -win32.exe as Windows binary<br />
** -macosx.dmg as Mac binary<br />
** .tar.bz2 as Linux, FreeBSD and Other binary<br />
** -solaris-x86.tar.gz as Solaris binary<br />
<br />
=== Tagging 1.4.0 ===<br />
* When 1.4.0 is ready to be announced, make a permanent v1.4.0 tag in git to mark the release<br />
** <code>git checkout branch-1-4-0</code><br />
** <code>git tag -m "Tag v1.4.0" v1.4.0</code><br />
** <code>git push origin tag v1.4.0</code><br />
* Also increase the version number on the 1.4.x branch to 1.4.1pre<br />
** <code>git checkout branch-1-4</code><br />
** <code>devtools/update-version.pl 1 4 1 pre</code><br />
** <code>git commit -m "RELEASE: This is 1.4.1pre" -a</code><br />
* Create annotated tag desc/1.4.1pre on that commit and push<br />
** <code>git tag -m "Mark 1.4.1pre" desc/1.4.1pre</code><br />
** <code>git push origin tag desc/1.4.1pre branch-1-4:branch-1-4</code><br />
<br />
=== News & Notification ===<br />
Write a news blurb (or rather multiple to be used in the following). Usually, you want a bit longer one for the website, a list for Versiontracker, something with proper english sentences for Freshmeat, etc....<br />
<br />
* Write a news item for our website (also to be used as template for news items on other sites).<br />
* Update / notify various sites:<br />
** Create a SF.net news item<br />
** [http://freecode.com/ Freecode] <br />
** Post about the release on our forums<br />
** ... more ?<br />
* Put the updated web site online<br />
<br />
=== Updating the wiki ===<br />
* Update [[Template:StableVersion]]. This is used for links to the Compatibility page for the stable version and for the latest stable version info field for each platform.<br />
* Move newly supported engines in the '''Complete engines in the latest stable version''' section on the [[Engines]] page.<br />
* Add the first release field on the info box of the newly supported engines.<br />
* Update [[Platforms]] page if status changed for some of the platforms (e.g. no release for the latest stable version). For these platforms the latest stable version info will also need to be changed if it was using the StableVersion template.<br />
* Update the support field on the info box of the newly supported games. Also change these games from ''Unsupported Games'' category to ''Supported Games'' category.</div>LordHotohttps://wiki.scummvm.org/index.php?title=GSoC_Ideas&diff=20559GSoC Ideas2014-03-03T01:33:18Z<p>LordHoto: /* Sources for other ideas */ Add myself to contacts for other ideas</p>
<hr />
<div>This page contains a list of ideas about projects/tasks for the ScummVM and the ResidualVM projects which we feel are relatively substantial (and so appropriate for at least ''part'' of a Google [[Summer of Code]] project), and accessible to newcomers with good C++ knowledge.<br />
<br />
This is just the few projects that we have come with ourselves, and there are many many other tasks which would be helpful to the project - many ScummVM engines have their own TODO lists, and some large tasks are available related to ResidualVM engines.<br />
<br />
Of course, if you are not participating in Summer of Code, you are also very welcome to try working on one of these projects.<br />
<br />
__TOC__<br />
== Introduction ==<br />
<br />
For the first year, [http://www.residualvm.org ResidualVM] will be participating to the Google Summer of Code as a guest of ScummVM. Therefore, we added a note concerning the origin of each tasks so that you can easily determine if some 3D knowledge may be involved in the tasks or not. <br />
<br />
The projects below are sketches and ideas. Our project changes over time, so if you're not reading this during the Summer of Code application period, the descriptions might be outdated by the time you read them (although we strive to keep them up-to-date). You should talk with somebody from the team, ideally with someone listed as a possible technical contact, before starting work on any of them.<br />
<br />
Most developers are active in our [[IRC Channel]], and that is often the easiest way to ask questions about the tasks and the code in general. '''You should come to our IRC channel and introduce yourself.''' The channel is the main form of everyday communication for the project, and there will almost always be developers there who can discuss your project ideas and answer questions.<br />
<br />
You must follow our [[Coding Conventions]]. In particular, note that you can't use the standard C++ library for code used inside ScummVM itself. Using it for a non-essential tool should be fine, though.<br />
<br />
All code, unless stated differently (for example, platform-specific code), must be written in clean and portable C++; in particular, various versions of both GCC and Visual Studio must be able to compile it. We also have some [[Code Formatting Conventions]].<br />
<br />
We only accept clean and maintainable code. This is a somewhat vague requirement, but as a rule of thumb, if the code does what it is supposed to do, but is not extensible, a quick hack, or we need to rewrite it from scratch to properly integrate it, we will not accept it. In particular, we would rather have a maintainable, clean and incomplete piece of code that we could extend, than a complete but unmaintainable piece of code.<br />
<br />
Finally: All of the code submitted must be contributed under the terms of the GPL v2+.<br />
<br />
== [[Summer of Code]] Applications ==<br />
The ideas here are meant to be just that - '''ideas'''. You should also consider suggesting your own completely new project ideas, or to suggest a modified version of one of our ideas, or a combination of ideas. Not all the ideas might be substantial enough for the whole of GSoC, while other ideas might be far too much work. We expect you to consider this in your application and proposed schedule.<br />
<br />
You '''must''' read the Summer of Code [[Summer of Code/Project Rules | Project Rules]], which are '''obligatory''' for our students, and tell you what you should do '''before you apply'''. There are also some [[Summer of Code/Students Guidelines | Guidelines]] for our students.<br />
<br />
Your application should have at least the following information (adapted from the FreeBSD [http://www.freebsd.org/projects/summerofcode.html Proposal Guidelines]):<br />
<br />
* '''Name'''<br />
* '''Email'''<br />
* '''Online nicks'''<br />
: Please list the nicknames of the communication channels you plan to use to keep in touch with us. For example, list your IRC (on FreeNode) nick here.<br />
* '''Project Title'''<br />
: State precisely what your project is about. 40 characters is usually a good upper limit.<br />
* '''Possible Mentor''' (optional)<br />
* '''Benefits to the ScummVM Community'''<br />
: A good project will not just be fun to work on, but also generally useful to others.<br />
* '''Deliverables'''<br />
: The deliverables will be used to evaluate your progress/success at the mid-term/final evaluations. Thus, it is very important to list quantifiable results here (this does not need to be a simple list!) e.g.<br />
:* "Improve X modules in ways Y and Z."<br />
:* "Write 3 new man pages for the new interfaces."<br />
:* "Improve test coverage by writing X more unit/regression tests."<br />
:* "Improve performance in FOO by X%."<br />
: Make sure there is a clearly visible set of '''goals''' that need to be accomplished for your project to be considered successful. It is also encouraged to list additional goals you plan to accomplish in the course of your project if everything goes as expected. You already explained why your project is beneficial for us, however, here you should motivate why a goal is required for your success or just optional. Make sure not to mix the description of a goal with this.<br />
: In addition to the mere goals of your project define '''milestones'''. A milestone should be connected to the progress/accomplishment of goals. You should, at the very least, define 2 (two) milestones here. Again, describe the milestones and elaborate on your reasons for defining exactly these milestones. When you plan to accomplish the milestones will be handled in the schedule and not here.<br />
* '''Project Schedule'''<br />
: Create a proposed schedule with (at least) the granularity of weeks. This schedule should (among other things) explain how long your project will take and when you can begin to work on it, and you should connect the weeks to the Summer of Code schedule, i.e. clearly make the start, mid-term evaluations, etc. visible. There are multiple ways to organize this, we trust you to find the best way to present your schedule. Obviously we want to see a connection between your goals and your schedule: be sure to elaborate why you think X takes time Y and what possible issues might arise here; obviously your schedule will probably change once you've started working on your project, so we want to know what kind of risks and problems you think might cause such changes. Last but not least, put a fixed date for each milestone you defined here. We want at least one milestone before the mid-term.<br />
* '''Availability'''<br />
: How many hours per week can you spend working on this? What other obligations do you have this summer?<br />
* '''Skype ID'''<br />
: If you don't use Skype, install it.<br />
* '''Phone Number'''<br />
: Cellular is preferable, for emergency contacts.<br />
* '''Timezone'''<br />
: Where do you live.<br />
* '''Bio'''<br />
: The two main questions you should answer here are:<br />
:* Who are you?<br />
:* What makes you the best person to work on this project?<br />
: Make sure you fill this with some life. We would like to know your age and university year for example. Also, explain your connection to ScummVM in the general and to your project in specific. What experience do you have with C++ or other languages required in your project? Have you taken university courses which you think will be helpful? Did you work on any projects we can take a look at? Do you think you will learn anything from your proposed project (if yes, explain what)?<br />
* '''Pull Request'''<br />
: A link to the pull request you submitted as part of our [[Summer of Code/Project Rules | Project Rules]]<br />
<br />
When writing this application, keep in mind that the application serves multiple purposes. First of all, it should identify the objectives of your project, i.e. what should be done. Furthermore, it needs to convince us your project is worth a slot/mentoring. Last but not least, it should convince us that you are indeed the right person for this task. A good example of what we do not want to see in your application is a copy of our version of an idea's description.<br />
<br />
== ScummVM Projects ==<br />
=== Audio Output Configuration ===<br />
<br />
Technical contact: [[User:LordHoto|Johannes Schickel]].<br />
<br />
ScummVM needs an improved internal API and user interface for selecting and controlling audio output. Among other issues, at present there isn't a clear distinction between audio ''types', audio ''drivers'' and audio ''devices''.<br />
<br />
The idea is that a proper layer-based audio output system should be designed, implemented and used in all our engines, and an appropriate configuration GUI should be designed and added too.<br />
<br />
'''As this task involves a very precise design before starting implementation, please keep in touch with the mentors as soon as possible if you're interested.'''<br />
<br />
See [[OpenTasks/Audio/Audio Output Selection]] for more discussion and some technical details.<br />
<br />
=== MIDI Device Configuration ===<br />
<br />
Technical contact: [[User:LordHoto|Johannes Schickel]].<br />
<br />
At the moment, configuration of MIDI output is not linked to devices, despite a lot of the configuration options being specific to a device or driver.<br />
<br />
This task would involve designing and implementing an interface for querying and storage of a wide variety of MIDI drivers/devices, improving the GUI to allow this configuration, and working on some related improvements (such as allowing devices to be added/removed while ScummVM is running).<br />
<br />
'''As this task involves a very precise design before starting implementation, please keep in touch with the mentors as soon as possible if you're interested.'''<br />
<br />
See [[OpenTasks/Audio/MIDI Device Configuration]] for more discussion and some technical details.<br />
<br />
=== Improve Main GUI ===<br />
<br />
Technical contacts: [[User:Sev|Eugene Sandulenko]].<br />
<br />
Several years ago we switched to new XML-based and vector-based GUI. Unfortunately during this transition number of nice touches from previous version of Modern GUI were lost. Particularly current GUI lacks soft shadows, antialiasing in number of places, we are lacking proper widgets for PopUp and List widgets. Those need to be implemented as part of this task.<br />
<br />
Also there is need to implement better sliders, multiline text widgets as well as improve current List widget.<br />
<br />
See [[OpenTasks/Generic/Improve GUI Look]] for more details.<br />
<br />
=== Improve touchscreen GUI ===<br />
<br />
Technical contacts: [[User:Sev|Eugene Sandulenko]].<br />
<br />
Our launcher/options GUI has been designed for keyboard/mouse input, and does<br />
not work well in practice on modern touchscreen devices.<br />
<br />
Since it is theme based, part of the problem can be resolved by using a custom<br />
theme. However, our GUI code will need extensions to allow it to behave like a<br />
proper touchscreen application.<br />
<br />
See [[OpenTasks/Generic/Touch GUI]] for more details.<br />
<br />
=== Hardware accelerated blitting ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:somaen|Einar Johan Trøan Sømåen]], [[User:LordHoto|Johannes Schickel]], [[User:Fuzzie|Alyssa Milburn]], [[User:Digitall|David G. Turner]]<br />
<br />
Some engines (Wintermute, Broken Sword 2.5) would greatly benefit from hardware acceleration for their graphics code.<br />
Obviously the purpose of this task is not to make it available on all ports. The impacted ports have to be determined in advance.<br />
<br />
See [[OpenTasks/Graphics/Hardware Acceleration]] for more details.<br />
<br />
=== Denarius Engine ===<br />
<br />
Technical contacts: [[User:Strangerke|Arnaud Boutonné]], [[User:Sev|Eugene Sandulenko]].<br />
<br />
The Denarius Avaricius Sextus Engine has been generously provided by his authors who found the sources in their archives. This engine is written in Turbo Pascal and is used in the game [http://www.mobygames.com/game/denarius-avaricius-sextus Denarius Avaricius Sextus].<br />
<br />
The sources has been given under GPLv2, as well as the game data. <br />
<br />
The important parts of this task would be first to port the sources from Pascal to C++, to rework then refactor it heavily, and to integrate it into ScummVM. The use of ScummVM subsystems for graphics, audio, input, etc, will be mandatory, and it'll be required to follow our portability/style guidelines.<br />
<br />
See [[OpenTasks/Engine/Denarius]] for more details.<br />
<br />
=== CGE2 Engine ===<br />
<br />
Technical contacts: [[User:Strangerke|Arnaud Boutonné]], [[User:Dreammaster|Paul Gilbert]].<br />
<br />
Sfinx is a Polish game based on the CGE engine. The sources of the engine have been generously provided by his authors who found the sources in their archives and by the copyright owners (LK Avalon ). This engine is written in C and ASM and is an evolution of another game already supported by ScummVM, Soltys. <br />
<br />
Here are some details concerning Sfinx: [http://www.mobygames.com/game/sfinx Sfinx].<br />
<br />
The sources has been given under GPLv2, as well as the game data. <br />
<br />
The important parts of this task would be to fix the extraction/compacting tools, to define how similar the engine is compared to CGE1, then to rework and refactor the sources heavily, and to integrate it into ScummVM as part of CGE or as a new engine. The use of ScummVM subsystems for graphics, audio, input, etc, will be mandatory, and it'll be required to follow our portability/style guidelines.<br />
<br />
See [[OpenTasks/Engine/Sfinx]] for more details.<br />
<br />
=== Adding text to speech support in Mortville Manor ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Strangerke|Arnaud Boutonné]]<br />
<br />
The original Mortville Manor game was using a speech synthesis based on PC Speaker. <br />
<br />
The purpose of this task is to replace obsolete speech synthesis by an external dependency which will allow to implement a <br />
decent text to speech generation, in (at least) French, German and English.<br />
<br />
=== Adding speech synthesis of on-screen text for people with reduced sight ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Strangerke|Arnaud Boutonné]]<br />
<br />
Using the same library used in the previous task, add a similar text to speech generation for other games. The exact list of titles should be defined as soon as possible between the mentors and the student.<br />
<br />
This task would allow people suffering of sight issues to play more games in ScummVM.<br />
<br />
=== AGS ===<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Fuzzie|Alyssa Milburn]]<br />
<br />
The Adventure Game Studio engine has been open sourced. It would be nice to have it available (at least for legacy games) as part of ScummVM, so it can benefit from our platform support.<br />
<br />
There's an existing unfinished partially-rewritten(!) engine for ScummVM (see [[AGS]]) which is missing some core functionality (such as save/load code) but already allows you to complete some AGS games. Adding save/load functionality (not trivial) and implementing some of the other missing code would get it to a point where it could be merged into the main codebase.<br />
<br />
'''This task almost certainly needs experience in understanding/refactoring of complex existing codebases, so please contact us as soon as possible if you're interested.'''<br />
<br />
=== Sources for other ideas ===<br />
<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Sev|Eugene Sandulenko]], [[User:DJWillis|John Willis]], [[User:Strangerke|Arnaud Boutonné]], [[User:LordHoto|Johannes Schickel]]<br />
<br />
One good place to start if you're looking for new ideas would be our [[TODO]] page (and the other TODO lists linked from there).<br />
Some other ideas (most of which might be incomplete or outdated, or too difficult for a new developer) can be found on our [[OpenTasks]] page. Again, be sure to talk to us before thinking too much about any idea on these lists, as many things are likely to be outdated or simply wrong.<br />
<br />
=== New game engines ===<br />
<br />
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Sev|Eugene Sandulenko]], [[User:DJWillis|John Willis]], [[User:Strangerke|Arnaud Boutonné]], [[User:Md5|Filippos Karapetis]],<br />
<br />
If you already have reverse engineering experience, you could consider working on one of the external in-development game engines, or even on support for a new game. However, doing this kind of work is very difficult and time-consuming - you would have to convince us that you have the necessary skills to actually be sufficiently productive, probably by demonstrating some actual progress first.<br />
== ResidualVM Projects ==<br />
This section contains project ideas for ResidualVM. You will need some basic knowledge of OpenGL and 3D math, in addition to any extra skills indicated in each entry.<br />
<br />
=== Wintermute 3D ===<br />
Technical contacts: [[User:somaen|Einar Johan Trøan Sømåen]], [[User:aquadran|Paweł Kołodziejski]]<br />
<br />
In 2012, the Wintermute engine was ported into ScummVM. However, as this was a port of the 2D-only Lite-version of WME, and since ScummVM is designed to run only 2D games, the ScummVM port has no support for the 3D parts of the engine, and is thus not able to run any of the games that use them.<br />
<br />
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#Wintermute_3D_port Wintermute 3D] for more details.<br />
<br />
=== Implement missing features in Escape From Monkey Island ===<br />
Technical contacts: chkr <at> residualvm <dot> org, klusark <at> residualvm <dot> org<br />
<br />
We re-implemented own game engine which support "Grim Fandango", the original engine used to play this game also supports another game: "Escape from Monkey Island". The difference is that "Escape from Monkey Island" uses a newer version of the game engine, with some modifications which we still haven't implemented fully. A lot of work HAS been done towards this, but there is still a lot left to do.<br />
<br />
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#Implement_missing_features_in_.22Escape_from_Monkey_Island.22_engine Missing Features in EMI] for more details<br />
<br />
=== iOS port ===<br />
Technical contacts: [[User:aquadran|Paweł Kołodziejski]], [[User:somaen|Einar Johan Trøan Sømåen]]<br />
<br />
Currently ResidualVM has an in progress Android port, but it lacks an iOS port. This task is about to make it for iPhones and iPads.<br />
<br />
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#iOS_port_of_ResidualVM iOS Port] for more details<br />
<br />
=== TinyGL improvements ===<br />
Technical contacts: [[User:aquadran|Paweł Kołodziejski]], [[User:somaen|Einar Johan Trøan Sømåen]]<br />
<br />
TinyGL is a limited OpenGL implementation which uses CPU for rendering. Original code was imported into our project.<br />
We made adoptions and improvements for one of our game engines, but it still lacks some features and optimizations.<br />
<br />
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#TinyGL_cleanup_and_improvements TinyGL improvements] for more details<br />
<br />
=== Multichannel 3D sound support ===<br />
Technical contacts: [[User:aquadran|Paweł Kołodziejski]]<br />
<br />
Currently ResidualVM has only stereo audio output for emulated 3D sounds.<br />
<br />
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#Multichannel_3D_sound_support Multichannel 3D sound support] for more details<br />
<br />
=== Sources for other ideas ===<br />
<br />
Technical contacts: ResidualVM IRC channel (#residualvm on freenode.net), or contact [[User:aquadran|Paweł Kołodziejski]], [[User:somaen|Einar Johan Trøan Sømåen]]<br />
<br />
=== New game engines ===<br />
<br />
Technical contacts: ResidualVM IRC channel (#residualvm on freenode.net), or contact [[User:aquadran|Paweł Kołodziejski]], [[User:somaen|Einar Johan Trøan Sømåen]]<br />
<br />
If you already have reverse engineering experience, you could consider working on one of the external in-development game engines, or even on support for a new game. However, doing this kind of work is very difficult and time-consuming - you would have to convince us that you have the necessary skills to actually be sufficiently productive, probably by demonstrating some actual progress first.</div>LordHotohttps://wiki.scummvm.org/index.php?title=HOWTO-Engines&diff=20339HOWTO-Engines2014-01-22T16:56:18Z<p>LordHoto: /* Example: engines/quux/quux.cpp */ Properly initialize _console member.</p>
<hr />
<div>== Introduction ==<br />
This page is meant as a mini-HOWTO which roughly outlines the steps needed to add a new engine to ScummVM. It does '''not''' tell you how to create an engine for a given game; rather it is meant to tell a developer how to properly "hook" into ScummVM. <br />
<br />
I will assume that you are at least roughly familiar with ScummVM, and have a recent checkout of our source code repository. Note that it's strongly advised to base your work on the current development version of ScummVM, and not on a release version. This will ease integration of your work.<br />
<br />
== Overview ==<br />
Essentially, you will have to implement a subclass of the Engine class. Our Doxygen documentation is your friend and should hopefully explain enough about this: [http://doxygen.scummvm.org/d1/db6/classEngine.html Engine class]. <br />
<br />
You also must hook yourself into the regular ScummVM main build system. Actually, some ports use a custom build system, but their maintainers will usually add your new engine once it has been added to ScummVM.<br />
<br />
Finally, you need to make ScummVM aware of your new engine by updating a couple source files (see below).<br />
<br />
== Steps ==<br />
In the following I assume your engine is called "quux".<br />
<br />
# Add a new directory <tt>engines/quux/</tt><br />
# Add <tt>engines/quux/configure.engine</tt> (looking at configure.engine files of existing engines should make it clear what you have to do).<br />
# Add <tt>engines/quux/module.mk</tt> (Again, just check out what is done for the existing engines).<br />
# Add <tt>engines/quux/quux.h</tt> and <tt>engines/quux/quux.cpp</tt>; this will contain your Engine subclass (or at least parts of it).<br />
# Add <tt>engines/quux/detection.cpp</tt>; It will contain the plugin interface code (more on that in the next section).<br />
<br />
That's it. The difficult part is of course writing the Engine subclass. More on that in the next section!<br />
<br />
Important note: Use a C++ namespace for all your work, e.g. "namespace Quux" in this case.<br />
<br />
=== File name conventions ===<br />
Since of the course of its existence, many people will have to deal with the source code of a given engine (be it to fix bugs in it, modify it to still compile after changes made to the backend code, or to simply add new functionality), it is useful to adhere to various conventions used throughout all engines. Besides source code conventions (see [[Code Formatting Conventions]]), this affects filenames. We suggest you use the following names for specific parts of your engine:<br />
<br />
{| border="1" cellpadding="2" width=100%<br />
|-<br />
|ENGINENAME.h || Contains your (primary) Engine subclass.<br />
|-<br />
|ENGINENAME.cpp || Contains at least the constructor and destructor of your (primary) Engine subclass, as well as the implementations of the mandatory (i.e. pure virtual) Engine methods.<br />
|-<br />
|detection.cpp || Code related to game detection. Also contains the implementation of the plugin interface, as described in <code>base/plugins.h</code>.<br />
|-<br />
|saveload.cpp || Code related to savegames<br />
|-<br />
|debug.cpp, debugger.cpp || (console) debugger<br />
|-<br />
|gfx.cpp (alt: graphics.cpp) || Graphics code<br />
|-<br />
|sound.cpp || Sound code<br />
|-<br />
|music.cpp || Music code<br />
|-<br />
|inter.cpp, logic.cpp, script.cpp || Game logic, resp. script/bytecode interpreter<br />
|}<br />
<br />
Additionally, the files saved by each engine should be consistent.<br />
<br />
* '''Saves''': These should be named <targetid>.### (where ### is the slot id) or <gameid>.###. The latter should be used when the saves can be shared across all game variants.<br />
<br />
* '''Other files''': These should be named <targetid>-<filename> or <gameid>-<filename>. Again the latter when the files can be shared acress all variants of the game (an example for these type of files would be when a minigame saves a high score record).<br />
<br />
Here, only use the <gameid> scheme if you are '''absolutely''' sure that such files can be shared across '''all''' (that is every game platform, every game language, every game patch version, every game release, etc.) versions. If you are not sure whether this is the case, then stick to the <targetid> based scheme.<br />
<br />
=== Subclassing MetaEngine ===<br />
Let's implement the plugin interface:<br><br />
You'll have to create a custom MetaEngine subclass. This provides the information and functionality related to the engine that can be used by the launcher without loading and running the game engine, which includes detecting games, listing savegames and instancing the engine.<br />
<br />
The following example illustrates this, '''but''':<br> It is recommended that most engines should instead subclass AdvancedMetaEngine.<br><br />
This can be found in <tt>engines/advancedDetector.*</tt> and provides a standard framework for filename and MD5 based game detection. To use this, all you will have to provide is a standard data table of ADGameDescription entries describing each game variant, which is usually placed in a separate detection_tables.h header.<br><br />
<br />
Finally, in either case, you will then have to specify your MetaEngine class to the REGISTER_PLUGIN_* macros.<br />
<br />
=== Subclassing Engine ===<br />
TODO: We should probably give some sample code, maybe even provide a full (empty) Engine demo class. Maybe even provide a real mini engine project somewhere on our site which demonstrates using events, drawing, etc. ? Not sure whether this would be worth the effort, though.<br />
<br />
Important: If you're using the ScummVM GUI (g_gui and stuff) you have always to call g_gui.handleScreenChanged() if you received a OSystem::EVENT_SCREEN_CHANGED event, else it could be that your gui looks strange or even crashes ScummVM.<br />
<br />
For opening files in your engine, see the [[HOWTO-Open Files|how to open files]] page.<br />
<br />
=== Infrastructure services ===<br />
Header file <code>common/scummsys.h</code> provides services needed by virtually any source file:<br />
<br />
* defines platform endianness<br />
* defines portable types<br />
* defines common constants and macros<br />
<br />
Moreover, it deals with providing suitable building environment for different platforms:<br />
<br />
* provides common names for non-standard library functions<br />
* disables bogus and/or annoying warnings <br />
* provides a lean environment to build win32 executables/libraries<br />
<br />
The <code>common</code> directory contains many more useful things, e.g. various container classes (for lists, hashmaps, resizeable arrays etc.), code for dealing with transparent endianess handling, for file I/O, etc. We recommend that you browse this a bit to get an idea of what is there. Likewise you should familiarize yourself with <code>graphics</code> and <code>sound</code>; for example we already have decoders for quite some audio formats in there. Before you roll your own code for all sorts of basic things, have a look and see if we already have code for that, and maybe also ask some veterans for advice.<br />
<br />
=== Common portability issues ===<br />
There are wrapper around number of non-portable functions. These are:<br />
<br />
max() -> MAX()<br />
min() -> MIN()<br />
rand() -> use Common::RandomSource class<br />
strcasecmp() / stricmp() -> scumm_stricmp()<br />
strncasecmp() / strnicmp() -> scumm_strnicmp()<br />
strrev() -> scumm_strrev()<br />
<br />
Also we have predefined common integer types. Please, use them instead of rolling your own:<br />
<br />
byte<br />
int8<br />
uint8<br />
int16<br />
uint16<br />
int32<br />
uint32<br />
<br />
Additionally ScummVM offers way of recording all events and then playing them back on request. That could be used for "demoplay" mode. But to ensure that it will work for your engine, you have to register your RandomSource class instance. See example engine below.<br />
<br />
=== True RGB color support ===<br />
If you need to support more than 256 colors in your game engine, please refer to [[API-Truecolor|the truecolor API reference page]] for specifications and initialization protocol.<br />
<br />
== Example ==<br />
<br />
=== Example: engines/quux/quux.h ===<br />
<syntax type="C++"><br />
#ifndef QUUX_H<br />
#define QUUX_H<br />
<br />
#include "common/random.h"<br />
#include "engines/engine.h"<br />
#include "gui/debugger.h"<br />
<br />
namespace Quux {<br />
<br />
class Console;<br />
<br />
// our engine debug channels<br />
enum {<br />
kQuuxDebugExample = 1 << 0,<br />
kQuuxDebugExample2 = 1 << 1<br />
// next new channel must be 1 << 2 (4)<br />
// the current limitation is 32 debug channels (1 << 31 is the last one)<br />
};<br />
<br />
class QuuxEngine : public Engine {<br />
public:<br />
QuuxEngine(OSystem *syst);<br />
~QuuxEngine();<br />
<br />
virtual Common::Error run();<br />
<br />
private:<br />
Console *_console;<br />
<br />
// We need random numbers<br />
Common::RandomSource *_rnd;<br />
};<br />
<br />
// Example console class<br />
class Console : public GUI::Debugger {<br />
public:<br />
Console(QuuxEngine *vm) {}<br />
virtual ~Console(void) {}<br />
};<br />
<br />
} // End of namespace Quux<br />
<br />
#endif<br />
</syntax><br />
<br />
=== Example: engines/quux/quux.cpp ===<br />
<syntax type="C++"><br />
#include "common/scummsys.h"<br />
<br />
#include "common/config-manager.h"<br />
#include "common/debug.h"<br />
#include "common/debug-channels.h"<br />
#include "common/error.h"<br />
#include "common/EventRecorder.h"<br />
#include "common/file.h"<br />
#include "common/fs.h"<br />
<br />
#include "engines/util.h"<br />
<br />
#include "quux/quux.h"<br />
<br />
namespace Quux {<br />
<br />
QuuxEngine::QuuxEngine(OSystem *syst) <br />
: Engine(syst), _console(nullptr) {<br />
// Put your engine in a sane state, but do nothing big yet;<br />
// in particular, do not load data from files; rather, if you<br />
// need to do such things, do them from run().<br />
<br />
// Do not initialize graphics here<br />
// Do not initialize audio devices here<br />
<br />
// However this is the place to specify all default directories<br />
const Common::FSNode gameDataDir(ConfMan.get("path"));<br />
SearchMan.addSubDirectoryMatching(gameDataDir, "sound");<br />
<br />
// Here is the right place to set up the engine specific debug channels<br />
DebugMan.addDebugChannel(kQuuxDebugExample, "example", "this is just an example for a engine specific debug channel");<br />
DebugMan.addDebugChannel(kQuuxDebugExample2, "example2", "also an example");<br />
<br />
// Don't forget to register your random source<br />
_rnd = new Common::RandomSource("quux");<br />
<br />
debug("QuuxEngine::QuuxEngine");<br />
}<br />
<br />
QuuxEngine::~QuuxEngine() {<br />
debug("QuuxEngine::~QuuxEngine");<br />
<br />
// Dispose your resources here<br />
delete _rnd;<br />
<br />
// Remove all of our debug levels here<br />
DebugMan.clearAllDebugChannels();<br />
}<br />
<br />
Common::Error QuuxEngine::run() {<br />
// Initialize graphics using following:<br />
initGraphics(320, 200, false);<br />
<br />
// You could use backend transactions directly as an alternative,<br />
// but it isn't recommended, until you want to handle the error values<br />
// from OSystem::endGFXTransaction yourself.<br />
// This is just an example template:<br />
//_system->beginGFXTransaction();<br />
// // This setup the graphics mode according to users seetings<br />
// initCommonGFX(false);<br />
//<br />
// // Specify dimensions of game graphics window.<br />
// // In this example: 320x200<br />
// _system->initSize(320, 200);<br />
//FIXME: You really want to handle<br />
//OSystem::kTransactionSizeChangeFailed here<br />
//_system->endGFXTransaction();<br />
<br />
// Create debugger console. It requires GFX to be initialized<br />
_console = new Console(this);<br />
<br />
// Additional setup.<br />
debug("QuuxEngine::init");<br />
<br />
// Your main even loop should be (invoked from) here.<br />
debug("QuuxEngine::go: Hello, World!");<br />
<br />
// This test will show up if -d1 and --debugflags=example are specified on the commandline<br />
debugC(1, kQuuxDebugExample, "Example debug call");<br />
<br />
// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline<br />
debugC(3, kQuuxDebugExample | kQuuxDebugExample2, "Example debug call two");<br />
<br />
return Common::kNoError;<br />
}<br />
<br />
} // End of namespace Quux<br />
</syntax><br />
<br />
=== Example: engines/quux/detection.cpp ===<br />
The following example implements a custom MetaEngine instead of using the AdvancedMetaEngine.<br />
<syntax type="C++"><br />
#include "quux/quux.h"<br />
<br />
#include "common/config-manager.h"<br />
#include "common/error.h"<br />
#include "common/fs.h"<br />
<br />
#include "engines/metaengine.h"<br />
<br />
static const PlainGameDescriptor quux_setting[] = {<br />
{ "quux", "Quux the Example Module" },<br />
{ "quuxcd", "Quux the Example Module (CD version)" },<br />
{ 0, 0 }<br />
};<br />
<br />
class QuuxMetaEngine : public MetaEngine {<br />
public:<br />
virtual const char *getName() const {<br />
return "Quux the Example Module";<br />
}<br />
<br />
virtual const char *getOriginalCopyright() const {<br />
return "Copyright (C) Quux Entertainment Ltd.";<br />
}<br />
<br />
virtual GameList getSupportedGames() const {<br />
GameList games;<br />
const PlainGameDescriptor *g = quux_setting;<br />
while (g->gameid) {<br />
games.push_back(*g);<br />
g++;<br />
}<br />
<br />
return games;<br />
}<br />
<br />
virtual GameDescriptor findGame(const char *gameid) const {<br />
const PlainGameDescriptor *g = quux_setting;<br />
while (g->gameid) {<br />
if (0 == scumm_stricmp(gameid, g->gameid))<br />
break;<br />
g++;<br />
}<br />
return GameDescriptor(g->gameid, g->description);<br />
}<br />
<br />
virtual GameList detectGames(const Common::FSList &fslist) const {<br />
GameList detectedGames;<br />
<br />
// Iterate over all files in the given directory<br />
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {<br />
if (!file->isDirectory()) {<br />
const char *gameName = file->getName().c_str();<br />
<br />
if (0 == scumm_stricmp("README", gameName)) {<br />
// You could check the contents of the file now if you need to.<br />
detectedGames.push_back(quux_setting[0]);<br />
break;<br />
}<br />
}<br />
}<br />
return detectedGames;<br />
}<br />
<br />
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const {<br />
assert(syst);<br />
assert(engine);<br />
<br />
// Scan the target directory for files (error out if it does not exist)<br />
Common::FSList fslist;<br />
Common::FSNode dir(ConfMan.get("path"));<br />
if (!dir.getChildren(fslist, Common::FSNode::kListAll)) {<br />
return Common::kNoGameDataFoundError;<br />
}<br />
<br />
// Invoke the detector<br />
Common::String gameid = ConfMan.get("gameid");<br />
GameList detectedGames = detectGames(fslist);<br />
<br />
for (uint i = 0; i < detectedGames.size(); i++) {<br />
if (detectedGames[i].gameid() == gameid) {<br />
// At this point you may want to perform additional sanity checks.<br />
*engine = new Quux::QuuxEngine(syst);<br />
return Common::kNoError;<br />
}<br />
}<br />
<br />
// Failed to find any game data<br />
return Common::kNoGameDataFoundError;<br />
}<br />
};<br />
<br />
#if PLUGIN_ENABLED_DYNAMIC(QUUX)<br />
REGISTER_PLUGIN_DYNAMIC(QUUX, PLUGIN_TYPE_ENGINE, QuuxMetaEngine);<br />
#else<br />
REGISTER_PLUGIN_STATIC(QUUX, PLUGIN_TYPE_ENGINE, QuuxMetaEngine);<br />
#endif<br />
</syntax><br />
<br />
=== Example: engines/quux/module.mk ===<br />
<syntax type="make"><br />
MODULE := engines/quux<br />
<br />
MODULE_OBJS := \<br />
detection.o \<br />
quux.o<br />
<br />
MODULE_DIRS += \<br />
engines/quux<br />
<br />
# This module can be built as a plugin<br />
ifeq ($(ENABLE_QUUX), DYNAMIC_PLUGIN)<br />
PLUGIN := 1<br />
endif<br />
<br />
# Include common rules <br />
include $(srcdir)/rules.mk<br />
</syntax><br />
<br />
=== Example: engines/quux/configure.engine ===<br />
<syntax type="bash"><br />
# This file is included from the main "configure" script<br />
# add_engine [name] [desc] [build-by-default] [subengines] [base games] [deps]<br />
add_engine quux "Quux" no<br />
</syntax></div>LordHotohttps://wiki.scummvm.org/index.php?title=Advanced_Engine_Features&diff=20059Advanced Engine Features2013-12-08T19:19:47Z<p>LordHoto: /* RTL ("Return to Launcher") support */ Tinsel does not implement RTL right now</p>
<hr />
<div>In the following, some of the more advanced features a ScummVM Engine may implement are described. We describe what advantage each feature gives to the engine author respectively to engine users, and sketch how to implement support for it.<br>Features are roughly grouped and sorted by mutual dependency.<br />
<br />
==Enhanced user interaction==<br />
<br />
===Improved pause support===<br />
<br />
'''What is this about?'''<br><br />
Sometimes ScummVM needs to pause a currently running engine, for example, to show the GMM ("Global Main Menu"), or maybe on a cellphone to switch it to the background during an incoming call.<br />
A simple way for that is not return from OSystem::pollEvent() until the condition ends. But that is problematic because your internal timers, as well as audio, probably keep running (a port can work around this to an extent, but not always perfectly).<br />
<br />
Therefore, we added an Engine API that allows pausing and resuming the currently running engine.<br />
<br />
'''How to implement it'''<br><br />
You have to overload the Engine::pauseEngineIntern() method. The default method does exactly one thing: It invokes Mixer::pauseAll() to pause/resume the digital audio mixer.<br />
But if your engine is e.g. using MIDI, then you might want to pause/resume that as well. You also might wish to record the time the pause started, to be able to adjust any internal timers once the pause ends.<br />
<br />
That's all you need to implement, but if your engine needs to keep track of a pause state anyway, you can also use the public API built atop this internal function. It supports recursive pausing (if the engine is paused 5 times, it has to be unpaused 5 times before actually resuming) for free.<br />
<br />
'''Relevant Engine API'''<br />
<syntax type="C++"><br />
virtual void pauseEngineIntern(bool pause);<br />
void pauseEngine(bool pause);<br />
bool isPaused() const;<br />
</syntax><br />
<br />
'''Implemented by:'''<br />
[[AGOS]], [[Draci]], [[Gob]], [[Kyra]], [[Lure]], [[Mohawk]], [[Mortevielle]], [[Parallaction]], [[Pegasus]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sword2]], [[Toon]], [[ZVision]]<br />
<br />
'''Not implemented by:'''<br />
[[AGI]], [[Avalanche]], [[CGE]], [[Cine]], [[Composer]], [[CruisE]], [[Drascula]], [[Dreamweb]], [[Fullpipe]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Lastexpress]], [[MADE]], [[Neverhood]], [[Queen]], [[Sky]], [[Sword1]], [[Sword25]], [[Tinsel]], [[Toltecs]], [[Tony]], [[Touche]], [[TsAGE]], [[Tucker]], [[Wintermute]]<br />
<br />
'''Support not necessary:''' <br />
[[TeenAgent]]<br />
<br />
===RTL ("Return to Launcher") support===<br />
'''What is this about?'''<br><br />
This feature allows the user to return from the current game back to the Launcher, instead of having to first quit ScummVM and then restart it (which on some ScummVM ports amounts to having to reboot).<br />
<br />
'''How to implement it'''<br><br />
You can implement this by checking for and honoring the EVENT_RTL event. A much easier way, which also gives you some other advantages (e.g. this also covers EVENT_QUIT), is to regularly poll the return value of Engine::shouldQuit(). If it returns true, you should break out from your main game loop and your Engine::run() method should return to the caller. <br />
<br />
'''Relevant Engine API'''<br />
<syntax type="C++"> void quitGame();<br />
bool shouldQuit() const;<br />
<br />
kSupportsRTL feature flag</syntax><br />
<br />
'''Implemented by:'''<br />
[[AGI]], [[AGOS]], [[CGE]], [[Cine]], [[Composer]], [[CruisE]], [[Draci]], [[Drascula]], [[Gob]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Lastexpress]], [[Lure]], [[MADE]], [[Mohawk]], [[Mortevielle]], [[Neverhood]], [[Parallaction]], [[Pegasus]], [[Queen]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sky]], [[Sword1]], [[Sword2]], [[Sword25]], [[TeenAgent]], [[Toltecs]], [[Tony]], [[Toon]], [[Touche]], [[TsAGE]], [[Wintermute]], [[ZVision]]<br />
<br />
'''Not implemented by:''' [[Avalanche]], [[Dreamweb]], [[Fullpipe]], [[Tinsel]], [[Tucker]]<br />
<br />
===Global options dialog support===<br />
'''What is this about?'''<br><br />
The global options dialog is reachable from the GMM and allows the user to modify various settings; settings which might not otherwise be editable while a game is running (depending on the engine). Right now, it only shows sound and subtitle settings, but more settings will be added in the future.<br />
<br />
'''How to implement it'''<br><br />
This comes for free with the GMM (see below). But depending on how your engine works, you may have to resync your internal state with the sound and subtitle settings in the config manager. For this, implement the syncSoundSettings() method.<br />
<br />
'''Relevant Engine API'''<br />
<syntax type="C++"> virtual void syncSoundSettings();</syntax><br />
<br />
'''Implemented by:'''<br />
[[AGOS]], [[Cine]], [[CruisE]], [[Draci]], [[Gob]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Lastexpress]], [[Lure]], [[MADE]], [[Queen]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sky]], [[Sword1]], [[Sword2]], [[Toltecs]], [[Tony]], [[Touche]], [[TsAGE]]<br />
<br />
'''Not implemented by:'''<br />
[[Avalanche]], [[CGE]], [[Composer]], [[Drascula]], [[Dreamweb]], [[Fullpipe]], [[Mohawk]], [[Neverhood]], [[Parallaction]], [[Pegasus]], [[Sword25]], [[Tucker]], [[Wintermute]], [[ZVision]]<br />
<br />
'''Support not necessary:''' [[AGI]], [[Mortevielle]], [[TeenAgent]], [[Tinsel]], [[Toon]]<br />
<br />
===GMM ("Global Main Menu") support===<br />
<br />
'''What is this about?'''<br><br />
This is a special dialog built using the ScummVM native GUI, which can be fired up in any Engine ScummVM supports, at virtually any time (to be precise, whenever the engine is polling for events). Right now, the trigger is Ctrl F5 globally. <br />
<br />
The idea is to give the user a uniform way to access certain functionality everywhere: In particular, access to a small global options dialog; the ability to quit and/or return to the launcher; the about dialog and version information; and to load/save the gamestate.<br />
<br />
'''How to implement it'''<br><br />
You do not really have to do anything for the GMM to show up in your engine. But for an optimal user experience, you should implement several other features, including pause support, RTL support, Global options dialog support, and support for runtime loading/saving.<br />
<br />
'''Relevant Engine API'''<br><br />
None.<br />
<br />
'''Implemented by:'''<br />
''not applicable''<br />
<br />
'''Not implemented by:'''<br />
''not applicable''<br />
<br />
==Enhanced load/save support==<br />
<br />
In this section, we present various MetaEngine and Engine APIs which greatly experience<br />
the user experience with regards to savestates. <br />
<br />
<br />
===Listing savestates via command line or Launcher===<br />
'''What is this about?'''<br><br />
With this feature, it is possible to build a list of available save slots for a given game target. This can be used by the user to list all saveslots from the command line, as the following example illustrates:<br />
<syntax type="Bash">$ ./scummvm --list-saves=monkey2<br />
Saves for target 'monkey2':<br />
Slot Description <br />
---- ------------------------------------------------------<br />
0 Autosave 0<br />
1 Start<br />
2 Quicksave 2<br />
$</syntax><br />
Furthermore, this is used by the load/save dialogs in the Launcher and the GMM to build the list of savestates they show visually to the user.<br />
<br />
'''How to implement it'''<br><br />
You have to implement MetaEngine::listSaves(), which takes a parameter indicating the target for which the list of savestates is requested. From this, you can (using the config manager) determine the path to the game data, if necessary, or just directly compute all available savestates. Details necessarily depend on your Engine, but looking at existing implementations should give you a fairly good idea how to tackle this.<br />
<br />
Another requirement is MetaEngine::getMaximumSaveSlot, which returns the maximum save slot number supported by your engine. This is for example used by the GUI to show up empty slots correctly.<br />
<br />
It returns a list of SaveStateDescriptor objects, describing each available savestate. As a minimum, it has to contain a human readable description, and a unique save slot number of the savestate (how this is defined is up to your engine -- you need to decide on one numbering scheme you use in all save/load related (Meta)Engine features, though).<br />
<br />
Oh, and of course, your MetaEngine::hasFeature() method has to return true for kSupportsListSaves.<br />
<br />
'''Relevant MetaEngine API'''<br />
<syntax type="C++"> virtual SaveStateList listSaves(const char *target) const;<br />
virtual int getMaximumSaveSlot() const;<br />
<br />
kSupportsListSaves feature flag</syntax><br />
<br />
'''Implemented by:'''<br />
[[AGI]], [[AGOS]], [[Avalanche]], [[CGE]], [[Cine]], [[CruisE]], [[Draci]], [[Drascula]], [[Dreamweb]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Lure]], [[Mohawk]], [[Mortevielle]], [[Neverhood]], [[Parallaction]], [[Pegasus]], [[Queen]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sky]], [[Sword1]], [[Sword2]], [[Sword25]], [[Tinsel]], [[Toltecs]], [[Tony]], [[Toon]], [[Touche]], [[Wintermute]], [[ZVision]]<br />
<br />
'''Not implemented by:'''<br />
[[Composer]], [[Fullpipe]], [[Gob]], [[Lastexpress]], [[MADE]], [[TeenAgent]], [[TsAGE]], [[Tucker]]<br />
<br />
===Loading savestates via command line or Launcher===<br />
'''What is this about?'''<br><br />
With this feature, the user can load specific savestates directly from the command line, via the "-x SLOT" option . It is also the foundation for the "Load" button in the Launcher.<br />
<br />
'''How to implement it'''<br><br />
They way this works is quite simple: Each savestate has a unique slot number (as explained in the previous section on listing savestates). This number is passed to the engine during instantiation time in the "save_slot" ConfigMan setting. So, all you have to do is to check during startup of your engine whether that config variable is present, and if it is, use its value to decide which savestate to load. In addition, you should specify the kSupportsLoadingDuringStartup MetaEngine feature flag.<br />
<br />
'''Relevant MetaEngine API'''<br />
<syntax type="C++"> save_slot ConfigMan setting<br />
<br />
kSupportsLoadingDuringStartup feature flag</syntax><br />
<br />
'''Implemented by:'''<br />
[[AGI]], [[Avalanche]], [[Cine]], [[CGE]], [[CruisE]], [[Draci]], [[Drascula]], [[Dreamweb]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Lure]], [[Mohawk]], [[Mortevielle]], [[Neverhood]], [[Pegasus]], [[Queen]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sky]], [[Sword1]], [[Sword2]], [[TeenAgent]], [[Tinsel]], [[Toltecs]], [[Tony]], [[Toon]], [[Touche]], [[TsAGE]], [[Tucker]], [[Wintermute]]<br />
<br />
'''Not implemented by:'''<br />
[[AGOS]], [[Composer]], [[Fullpipe]], [[Gob]], [[Lastexpress]], [[MADE]], [[Parallaction]], [[Sword25]], [[ZVision]]<br />
<br />
===Deleting savestates via the Launcher and GMM===<br />
'''What is this about?'''<br><br />
This feature allows the user to delete existing savestates from the Launcher's load dialog, and also from the GMM's load dialog.<br />
<br />
'''How to implement it'''<br><br />
First off, your engine must overload Engine::hasFeature() to return true when kSupportsDeleteSave is passed in.<br />
Furthermore, it has to implement MetaEngine::removeSaveState(): This should delete the savestate for the specified via SaveFileManager::removeSavefile(). In addition, if your engine keeps an index of all existing saves (something which we strongly discourage, as it makes it more difficult for the user to transfer savestates from one device to another), then you have to remove references to savestate from that index.<br />
<br />
Because of the way it is exposed, the user can only use this feature if you also implement [[#Listing savestates via command line or Launcher|listing savestates]].<br />
<br />
'''Relevant MetaEngine API'''<br />
<syntax type="C++"> void removeSaveState(const char *target, int slot) const;<br />
<br />
kSupportsDeleteSave feature flag</syntax><br />
<br />
'''Implemented by:'''<br />
[[AGI]], [[Avalanche]], [[Cine]], [[CGE]], [[CruisE]], [[Draci]], [[Drascula]], [[Dreamweb]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Lure]], [[Mohawk]], [[Neverhood]], [[Parallaction]], [[Pegasus]], [[Queen]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sky]], [[Sword1]], [[Sword2]], [[TeenAgent]], [[Tinsel]], [[Toltecs]], [[Tony]], [[Toon]], [[Touche]], [[TsAGE]], [[Tucker]], [[Wintermute]], [[ZVision]]<br />
<br />
'''Not implemented by:'''<br />
[[AGOS]], [[Composer]], [[Fullpipe]], [[Gob]], [[Lastexpress]], [[MADE]], [[Mortevielle]], [[Sword25]]<br />
<br />
===Savestate metadata support===<br />
'''What is this about?'''<br><br />
The load dialog provided by the Launcher and the GMM supports displaying a thumbnail of an in-game screenshot of a savestate to the user, as well as some other metadata (currently, besides the thumbnail it can display the date the savestate was created, and how long the user already was playing). For this, it needs to query the MetaEngine for this metadata.<br />
<br />
'''How to implement it'''<br><br />
Implemented MetaEngine::querySaveMetaInfos() to return a SaveStateDescriptor similar to the one returned by listSaves(). The main differences are that only a single descriptor is returned, and that this descriptor can be extended by additional attributes. Class SaveStateDescriptor provides several methods for this purpose.<br />
<br />
The user can only use this feature if you also implement [[#Listing savestates via command line or Launcher|listing savestates]].<br />
<br />
'''Relevant MetaEngine API'''<br />
<syntax type="C++"> virtual SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;<br />
<br />
kSavesSupportMetaInfo feature flag<br />
kSavesSupportThumbnail feature flag<br />
kSavesSupportCreationDate feature flag<br />
kSavesSupportPlayTime feature flag</syntax><br />
<br />
'''Implemented by:'''<br />
[[AGI]], [[Avalanche]], [[CGE]], [[CruisE]], [[Draci]], [[Drascula]], [[Dreamweb]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Mortevielle]], [[Neverhood]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sword1]], [[TeenAgent]], [[Toltecs]], [[Tony]], [[Toon]], [[TsAGE]], [[Wintermute]], [[ZVision]]<br />
<br />
'''Not implemented by:'''<br />
[[AGOS]], [[Cine]], [[Composer]], [[Fullpipe]], [[Gob]], [[Lastexpress]], [[Lure]], [[Mohawk]], [[MADE]], [[Parallaction]], [[Pegasus]], [[Queen]], [[Sky]], [[Sword2]], [[Sword25]], [[Touche]], [[Tinsel]], [[Tucker]]<br />
<br />
===Loading/Saving during run time===<br />
'''What is this about?'''<br><br />
The GMM optionally can display two buttons "Load" and "Save" which permit the user to load/save gamestates at any time the Engine chooses to allow so. This is in addition to whatever other GUI the engine offers for loading/saving. The main purpose is to provide a uniform way to the user to load/save in all games.<br />
<br />
In the future, this could also be used to implement generic auto-saving support; or generic quick-save / quick-load support. <br />
<br />
'''How to implement it'''<br><br />
Unlike the other features presented above, this is an ability of your Engine subclass, not of MetaEngine. First thing, you have to advertise the abilities of your engines with the appropriate engine feature flags. You can implement only loading, or only saving, or both.<br />
<br />
Next, for each of the two, you have to implement two Engine methods (so up to four). We focus on adding loading support here: For that, first implement Engine::canLoadGameStateCurrently(). This method should only return true if loading a savestate is possible right now. If this is always possible, just always return true. But if loading is not possible at some points, say while a cutscene is playing, make it return false at these times.<br />
Next, the Engine::loadGameState() is used to request the loading of a specific saveslot. The GMM will invoke this method with a valid save slot, then hide itself. If there is an immediate error, you can indicate so with its return value (for details, refer to the doxygen comments), in which case the GMM will show an appropriate error dialog. You may delay the actual loading (that's what the SCUMM engine does, for example), but then you have to handle any occurring errors yourself (in particular, show an informative error dialog to the user).<br />
<br />
'''Relevant Engine API'''<br />
<syntax type="C++"> virtual Common::Error loadGameState(int slot);<br />
virtual bool canLoadGameStateCurrently();<br />
<br />
kSupportsLoadingDuringRuntime feature flag</syntax><br />
<br />
:'''Implemented by:''' [[AGI]], [[Avalanche]], [[Cine]], [[CGE]], [[Draci]], [[Dreamweb]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Mohawk]], [[Mortevielle]], [[Neverhood]], [[Pegasus]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sky]], [[Sword1]], [[TeenAgent]], [[Tinsel]], [[Toltecs]], [[Tony]], [[Toon]], [[Touche]], [[TsAGE]], [[Tucker]], [[Wintermute]]<br />
<br />
:'''Not implemented by:''' [[AGOS]], [[Composer]], [[CruisE]], [[Drascula]], [[Fullpipe]], [[Gob]], [[Groovie]], [[Lastexpress]], [[Lure]], [[MADE]], [[Parallaction]], [[Queen]], [[Sword2]], [[Sword25]], [[ZVision]]<br />
<br />
<syntax type="C++"> virtual Common::Error saveGameState(int slot, const Common::String &desc);<br />
virtual bool canSaveGameStateCurrently();<br />
<br />
kSupportsSavingDuringRuntime feature flag</syntax><br />
<br />
:'''Implemented by:''' [[AGI]], [[Avalanche]], [[Cine]], [[CGE]], [[Draci]], [[Dreamweb]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Mohawk]], [[Mortevielle]], [[Neverhood]], [[Pegasus]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sky]], [[Sword1]], [[TeenAgent]], [[Toltecs]], [[Tony]], [[Toon]], [[Touche]], [[TsAGE]], [[Tucker]], [[Wintermute]]<br />
<br />
:'''Not implemented by:''' [[AGOS]], [[Composer]], [[CruisE]], [[Drascula]], [[Fullpipe]], [[Gob]], [[Groovie]], [[Lastexpress]], [[Lure]], [[MADE]], [[Parallaction]], [[Queen]], [[Sword2]], [[Sword25]], [[Tinsel]], [[ZVision]]<br />
<br />
==Misc==<br />
<br />
===Enhanced debug/error messages===<br />
'''What is this about?'''<br><br />
Providing more detailed error and debug messages to the engine developer, and to people bug testing an engine, respectively wanting to report a bug.<br />
<br />
'''How to implement it'''<br><br />
By implementing the Engine::errorString() method, your engine can add extra info whenever ScummVM is about to print an error message triggered by the error() function. This could be used to print out additional data describing the context, such as the ID of the active script when the error occurred, values of special flags, etc. -- anything that might help debug an error.<br />
<br />
If your engine implements a debug console (which is very easy to do using just subclass GUI::Debugger, and then implement your custom debugger commands and variables), overload Engine::getDebugger() to return a pointer to it. If you do so, when error() is called, it will open that debug console instead of immediately exiting. This can be useful to perform some additional post-mortem analysis.<br />
<br />
'''Relevant Engine API'''<br />
<syntax type="C++"> virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);</syntax><br />
<br />
:'''Implemented by:''' [[SCUMM]]<br />
<br />
:'''Not implemented by:''' [[AGI]], [[AGOS]], [[Avalanche]], [[Cine]], [[CGE]], [[Composer]], [[CruisE]], [[Draci]], [[Drascula]], [[Dreamweb]], [[Fullpipe]], [[Gob]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Lastexpress]], [[Lure]], [[MADE]], [[Mohawk]], [[Mortevielle]], [[Neverhood]], [[Parallaction]], [[Pegasus]], [[Queen]], [[SAGA]], [[SCI]], [[Sky]], [[Sword1]], [[Sword2]], [[Sword25]], [[TeenAgent]], [[Tinsel]], [[Toltecs]], [[Tony]], [[Toon]], [[Touche]], [[TsAGE]], [[Tucker]], [[Wintermute]], [[ZVision]]<br />
<br />
<syntax type="C++"> virtual GUI::Debugger *getDebugger();</syntax><br />
<br />
:'''Implemented by:''' [[AGI]], [[AGOS]], [[Avalanche]], [[Cine]], [[CGE]], [[Composer]], [[CruisE]], [[Draci]], [[Drascula]], [[Dreamweb]], [[Fullpipe]], [[Gob]], [[Groovie]], [[Hopkins]], [[Hugo]], [[Kyra]], [[Lastexpress]], [[Lure]], [[MADE]], [[Mohawk]], [[Mortevielle]], [[Neverhood]], [[Parallaction]], [[Pegasus]], [[Queen]], [[SAGA]], [[SCI]], [[SCUMM]], [[Sky]], [[Sword1]], [[Sword2]], [[Sword25]], [[TeenAgent]], [[Tinsel]], [[Toltecs]], [[Toon]], [[Tony]], [[Touche]], [[TsAGE]], [[Tucker]], [[Wintermute]], [[ZVision]]<br />
<br />
:'''Not implemented by:'''</div>LordHotohttps://wiki.scummvm.org/index.php?title=HOWTO-Engines&diff=19930HOWTO-Engines2013-11-26T10:38:18Z<p>LordHoto: /* Example */ Add (untested) configure.engine exaple file</p>
<hr />
<div>== Introduction ==<br />
This page is meant as a mini-HOWTO which roughly outlines the steps needed to add a new engine to ScummVM. It does '''not''' tell you how to create an engine for a given game; rather it is meant to tell a developer how to properly "hook" into ScummVM. <br />
<br />
I will assume that you are at least roughly familiar with ScummVM, and have a recent checkout of our source code repository. Note that it's strongly advised to base your work on the current development version of ScummVM, and not on a release version. This will ease integration of your work.<br />
<br />
== Overview ==<br />
Essentially, you will have to implement a subclass of the Engine class. Our Doxygen documentation is your friend and should hopefully explain enough about this: [http://doxygen.scummvm.org/d1/db6/classEngine.html Engine class]. <br />
<br />
You also must hook yourself into the regular ScummVM main build system. Actually, some ports use a custom build system, but their maintainers will usually add your new engine once it has been added to ScummVM.<br />
<br />
Finally, you need to make ScummVM aware of your new engine by updating a couple source files (see below).<br />
<br />
== Steps ==<br />
In the following I assume your engine is called "quux".<br />
<br />
# Add a new directory <tt>engines/quux/</tt><br />
# Add <tt>engines/quux/configure.engine</tt> (looking at configure.engine files of existing engines should make it clear what you have to do).<br />
# Add <tt>engines/quux/module.mk</tt> (Again, just check out what is done for the existing engines).<br />
# Add <tt>engines/quux/quux.h</tt> and <tt>engines/quux/quux.cpp</tt>; this will contain your Engine subclass (or at least parts of it).<br />
# Add <tt>engines/quux/detection.cpp</tt>; It will contain the plugin interface code (more on that in the next section).<br />
<br />
That's it. The difficult part is of course writing the Engine subclass. More on that in the next section!<br />
<br />
Important note: Use a C++ namespace for all your work, e.g. "namespace Quux" in this case.<br />
<br />
=== File name conventions ===<br />
Since of the course of its existence, many people will have to deal with the source code of a given engine (be it to fix bugs in it, modify it to still compile after changes made to the backend code, or to simply add new functionality), it is useful to adhere to various conventions used throughout all engines. Besides source code conventions (see [[Code Formatting Conventions]]), this affects filenames. We suggest you use the following names for specific parts of your engine:<br />
<br />
{| border="1" cellpadding="2" width=100%<br />
|-<br />
|ENGINENAME.h || Contains your (primary) Engine subclass.<br />
|-<br />
|ENGINENAME.cpp || Contains at least the constructor and destructor of your (primary) Engine subclass, as well as the implementations of the mandatory (i.e. pure virtual) Engine methods.<br />
|-<br />
|detection.cpp || Code related to game detection. Also contains the implementation of the plugin interface, as described in <code>base/plugins.h</code>.<br />
|-<br />
|saveload.cpp || Code related to savegames<br />
|-<br />
|debug.cpp, debugger.cpp || (console) debugger<br />
|-<br />
|gfx.cpp (alt: graphics.cpp) || Graphics code<br />
|-<br />
|sound.cpp || Sound code<br />
|-<br />
|music.cpp || Music code<br />
|-<br />
|inter.cpp, logic.cpp, script.cpp || Game logic, resp. script/bytecode interpreter<br />
|}<br />
<br />
Additionally, the files saved by each engine should be consistent.<br />
<br />
* '''Saves''': These should be named <targetid>.### (where ### is the slot id) or <gameid>.###. The latter should be used when the saves can be shared across all game variants.<br />
<br />
* '''Other files''': These should be named <targetid>-<filename> or <gameid>-<filename>. Again the latter when the files can be shared acress all variants of the game (an example for these type of files would be when a minigame saves a high score record).<br />
<br />
Here, only use the <gameid> scheme if you are '''absolutely''' sure that such files can be shared across '''all''' (that is every game platform, every game language, every game patch version, every game release, etc.) versions. If you are not sure whether this is the case, then stick to the <targetid> based scheme.<br />
<br />
=== Subclassing MetaEngine ===<br />
Let's implement the plugin interface:<br><br />
You'll have to create a custom MetaEngine subclass. This provides the information and functionality related to the engine that can be used by the launcher without loading and running the game engine, which includes detecting games, listing savegames and instancing the engine.<br />
<br />
The following example illustrates this, '''but''':<br> It is recommended that most engines should instead subclass AdvancedMetaEngine.<br><br />
This can be found in <tt>engines/advancedDetector.*</tt> and provides a standard framework for filename and MD5 based game detection. To use this, all you will have to provide is a standard data table of ADGameDescription entries describing each game variant, which is usually placed in a separate detection_tables.h header.<br><br />
<br />
Finally, in either case, you will then have to specify your MetaEngine class to the REGISTER_PLUGIN_* macros.<br />
<br />
=== Subclassing Engine ===<br />
TODO: We should probably give some sample code, maybe even provide a full (empty) Engine demo class. Maybe even provide a real mini engine project somewhere on our site which demonstrates using events, drawing, etc. ? Not sure whether this would be worth the effort, though.<br />
<br />
Important: If you're using the ScummVM GUI (g_gui and stuff) you have always to call g_gui.handleScreenChanged() if you received a OSystem::EVENT_SCREEN_CHANGED event, else it could be that your gui looks strange or even crashes ScummVM.<br />
<br />
For opening files in your engine, see the [[HOWTO-Open Files|how to open files]] page.<br />
<br />
=== Infrastructure services ===<br />
Header file <code>common/scummsys.h</code> provides services needed by virtually any source file:<br />
<br />
* defines platform endianness<br />
* defines portable types<br />
* defines common constants and macros<br />
<br />
Moreover, it deals with providing suitable building environment for different platforms:<br />
<br />
* provides common names for non-standard library functions<br />
* disables bogus and/or annoying warnings <br />
* provides a lean environment to build win32 executables/libraries<br />
<br />
The <code>common</code> directory contains many more useful things, e.g. various container classes (for lists, hashmaps, resizeable arrays etc.), code for dealing with transparent endianess handling, for file I/O, etc. We recommend that you browse this a bit to get an idea of what is there. Likewise you should familiarize yourself with <code>graphics</code> and <code>sound</code>; for example we already have decoders for quite some audio formats in there. Before you roll your own code for all sorts of basic things, have a look and see if we already have code for that, and maybe also ask some veterans for advice.<br />
<br />
=== Common portability issues ===<br />
There are wrapper around number of non-portable functions. These are:<br />
<br />
max() -> MAX()<br />
min() -> MIN()<br />
rand() -> use Common::RandomSource class<br />
strcasecmp() / stricmp() -> scumm_stricmp()<br />
strncasecmp() / strnicmp() -> scumm_strnicmp()<br />
strrev() -> scumm_strrev()<br />
<br />
Also we have predefined common integer types. Please, use them instead of rolling your own:<br />
<br />
byte<br />
int8<br />
uint8<br />
int16<br />
uint16<br />
int32<br />
uint32<br />
<br />
Additionally ScummVM offers way of recording all events and then playing them back on request. That could be used for "demoplay" mode. But to ensure that it will work for your engine, you have to register your RandomSource class instance. See example engine below.<br />
<br />
=== True RGB color support ===<br />
If you need to support more than 256 colors in your game engine, please refer to [[API-Truecolor|the truecolor API reference page]] for specifications and initialization protocol.<br />
<br />
== Example ==<br />
<br />
=== Example: engines/quux/quux.h ===<br />
<syntax type="C++"><br />
#ifndef QUUX_H<br />
#define QUUX_H<br />
<br />
#include "common/random.h"<br />
#include "engines/engine.h"<br />
#include "gui/debugger.h"<br />
<br />
namespace Quux {<br />
<br />
class Console;<br />
<br />
// our engine debug channels<br />
enum {<br />
kQuuxDebugExample = 1 << 0,<br />
kQuuxDebugExample2 = 1 << 1<br />
// next new channel must be 1 << 2 (4)<br />
// the current limitation is 32 debug channels (1 << 31 is the last one)<br />
};<br />
<br />
class QuuxEngine : public Engine {<br />
public:<br />
QuuxEngine(OSystem *syst);<br />
~QuuxEngine();<br />
<br />
virtual Common::Error run();<br />
<br />
private:<br />
Console *_console;<br />
<br />
// We need random numbers<br />
Common::RandomSource *_rnd;<br />
};<br />
<br />
// Example console class<br />
class Console : public GUI::Debugger {<br />
public:<br />
Console(QuuxEngine *vm) {}<br />
virtual ~Console(void) {}<br />
};<br />
<br />
} // End of namespace Quux<br />
<br />
#endif<br />
</syntax><br />
<br />
=== Example: engines/quux/quux.cpp ===<br />
<syntax type="C++"><br />
#include "common/scummsys.h"<br />
<br />
#include "common/config-manager.h"<br />
#include "common/debug.h"<br />
#include "common/debug-channels.h"<br />
#include "common/error.h"<br />
#include "common/EventRecorder.h"<br />
#include "common/file.h"<br />
#include "common/fs.h"<br />
<br />
#include "engines/util.h"<br />
<br />
#include "quux/quux.h"<br />
<br />
namespace Quux {<br />
<br />
QuuxEngine::QuuxEngine(OSystem *syst) <br />
: Engine(syst) {<br />
// Put your engine in a sane state, but do nothing big yet;<br />
// in particular, do not load data from files; rather, if you<br />
// need to do such things, do them from run().<br />
<br />
// Do not initialize graphics here<br />
// Do not initialize audio devices here<br />
<br />
// However this is the place to specify all default directories<br />
const Common::FSNode gameDataDir(ConfMan.get("path"));<br />
SearchMan.addSubDirectoryMatching(gameDataDir, "sound");<br />
<br />
// Here is the right place to set up the engine specific debug channels<br />
DebugMan.addDebugChannel(kQuuxDebugExample, "example", "this is just an example for a engine specific debug channel");<br />
DebugMan.addDebugChannel(kQuuxDebugExample2, "example2", "also an example");<br />
<br />
// Don't forget to register your random source<br />
_rnd = new Common::RandomSource("quux");<br />
<br />
debug("QuuxEngine::QuuxEngine");<br />
}<br />
<br />
QuuxEngine::~QuuxEngine() {<br />
debug("QuuxEngine::~QuuxEngine");<br />
<br />
// Dispose your resources here<br />
delete _rnd;<br />
<br />
// Remove all of our debug levels here<br />
DebugMan.clearAllDebugChannels();<br />
}<br />
<br />
Common::Error QuuxEngine::run() {<br />
// Initialize graphics using following:<br />
initGraphics(320, 200, false);<br />
<br />
// You could use backend transactions directly as an alternative,<br />
// but it isn't recommended, until you want to handle the error values<br />
// from OSystem::endGFXTransaction yourself.<br />
// This is just an example template:<br />
//_system->beginGFXTransaction();<br />
// // This setup the graphics mode according to users seetings<br />
// initCommonGFX(false);<br />
//<br />
// // Specify dimensions of game graphics window.<br />
// // In this example: 320x200<br />
// _system->initSize(320, 200);<br />
//FIXME: You really want to handle<br />
//OSystem::kTransactionSizeChangeFailed here<br />
//_system->endGFXTransaction();<br />
<br />
// Create debugger console. It requires GFX to be initialized<br />
_console = new Console(this);<br />
<br />
// Additional setup.<br />
debug("QuuxEngine::init");<br />
<br />
// Your main even loop should be (invoked from) here.<br />
debug("QuuxEngine::go: Hello, World!");<br />
<br />
// This test will show up if -d1 and --debugflags=example are specified on the commandline<br />
debugC(1, kQuuxDebugExample, "Example debug call");<br />
<br />
// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline<br />
debugC(3, kQuuxDebugExample | kQuuxDebugExample2, "Example debug call two");<br />
<br />
return Common::kNoError;<br />
}<br />
<br />
} // End of namespace Quux<br />
</syntax><br />
<br />
=== Example: engines/quux/detection.cpp ===<br />
The following example implements a custom MetaEngine instead of using the AdvancedMetaEngine.<br />
<syntax type="C++"><br />
#include "quux/quux.h"<br />
<br />
#include "common/config-manager.h"<br />
#include "common/error.h"<br />
#include "common/fs.h"<br />
<br />
#include "engines/metaengine.h"<br />
<br />
static const PlainGameDescriptor quux_setting[] = {<br />
{ "quux", "Quux the Example Module" },<br />
{ "quuxcd", "Quux the Example Module (CD version)" },<br />
{ 0, 0 }<br />
};<br />
<br />
class QuuxMetaEngine : public MetaEngine {<br />
public:<br />
virtual const char *getName() const {<br />
return "Quux the Example Module";<br />
}<br />
<br />
virtual const char *getOriginalCopyright() const {<br />
return "Copyright (C) Quux Entertainment Ltd.";<br />
}<br />
<br />
virtual GameList getSupportedGames() const {<br />
GameList games;<br />
const PlainGameDescriptor *g = quux_setting;<br />
while (g->gameid) {<br />
games.push_back(*g);<br />
g++;<br />
}<br />
<br />
return games;<br />
}<br />
<br />
virtual GameDescriptor findGame(const char *gameid) const {<br />
const PlainGameDescriptor *g = quux_setting;<br />
while (g->gameid) {<br />
if (0 == scumm_stricmp(gameid, g->gameid))<br />
break;<br />
g++;<br />
}<br />
return GameDescriptor(g->gameid, g->description);<br />
}<br />
<br />
virtual GameList detectGames(const Common::FSList &fslist) const {<br />
GameList detectedGames;<br />
<br />
// Iterate over all files in the given directory<br />
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {<br />
if (!file->isDirectory()) {<br />
const char *gameName = file->getName().c_str();<br />
<br />
if (0 == scumm_stricmp("README", gameName)) {<br />
// You could check the contents of the file now if you need to.<br />
detectedGames.push_back(quux_setting[0]);<br />
break;<br />
}<br />
}<br />
}<br />
return detectedGames;<br />
}<br />
<br />
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const {<br />
assert(syst);<br />
assert(engine);<br />
<br />
// Scan the target directory for files (error out if it does not exist)<br />
Common::FSList fslist;<br />
Common::FSNode dir(ConfMan.get("path"));<br />
if (!dir.getChildren(fslist, Common::FSNode::kListAll)) {<br />
return Common::kNoGameDataFoundError;<br />
}<br />
<br />
// Invoke the detector<br />
Common::String gameid = ConfMan.get("gameid");<br />
GameList detectedGames = detectGames(fslist);<br />
<br />
for (uint i = 0; i < detectedGames.size(); i++) {<br />
if (detectedGames[i].gameid() == gameid) {<br />
// At this point you may want to perform additional sanity checks.<br />
*engine = new Quux::QuuxEngine(syst);<br />
return Common::kNoError;<br />
}<br />
}<br />
<br />
// Failed to find any game data<br />
return Common::kNoGameDataFoundError;<br />
}<br />
};<br />
<br />
#if PLUGIN_ENABLED_DYNAMIC(QUUX)<br />
REGISTER_PLUGIN_DYNAMIC(QUUX, PLUGIN_TYPE_ENGINE, QuuxMetaEngine);<br />
#else<br />
REGISTER_PLUGIN_STATIC(QUUX, PLUGIN_TYPE_ENGINE, QuuxMetaEngine);<br />
#endif<br />
</syntax><br />
<br />
=== Example: engines/quux/module.mk ===<br />
<syntax type="make"><br />
MODULE := engines/quux<br />
<br />
MODULE_OBJS := \<br />
detection.o \<br />
quux.o<br />
<br />
MODULE_DIRS += \<br />
engines/quux<br />
<br />
# This module can be built as a plugin<br />
ifeq ($(ENABLE_QUUX), DYNAMIC_PLUGIN)<br />
PLUGIN := 1<br />
endif<br />
<br />
# Include common rules <br />
include $(srcdir)/rules.mk<br />
</syntax><br />
<br />
=== Example: engines/quux/configure.engine ===<br />
<syntax type="bash"><br />
# This file is included from the main "configure" script<br />
# add_engine [name] [desc] [build-by-default] [subengines] [base games] [deps]<br />
add_engine quux "Quux" no<br />
</syntax></div>LordHoto