sev wrote:1) Current goal is to make main parts of engine working well in ScummVM. Once that goal is achieved, we may start looking into bringing bells and whistles. At this point that is not the focus.
Yeah, of coure that's perfectly reasonable. Idly thinking, I guess you'd even call that non-dithering a VGA mode (obviously, not a high-quailty VGA, but a 256-color VGA). I wonder if anyone'd made a fan-driver for a non-dithered VGA for the original engine. Probably not even possible. Aw well, that's completely irrelavent at any rate.
sev wrote:2) No. even when running 320x200 game in 960x720 mode, internally it is same 320x200. And it's irrelevant whether support for 640x480 games exists in the engine or not. All game data, including path priority screens are coded for 320x200. Attempts to scale that up in AGI engine lead to miscellaneous artifacts since game scripts often rely on original resolution too.
Well, in the case of KQ6 CD specifically, I know they had high-res portraits designed for the 640×480 (maybe only 640×400... I think it was only the windows version) whereas I believe the backgrounds stayed at the up-scaled 320×200. (They also had 320×200 portraits for when you used the DOS engine, or used the windows engine in "Small Size", which even if you *could* run on todays' computers (HAH) would only be a 320×240 window on your screen! Presumably that's ONE example where the 320 vs 640 issue is a concern. (Also, I remember Gabrial Knight CD had a Hi-Res 640×480 VESA mode, with hi-res sprites. Different case than KQ6, since that one was *not* engine dependent.
KuroShiro wrote:None of the executables should be required.
I'm probably wrong here, but I think I read once that FreeSCI used the sciv.exe files to determine which interpretor version was needed.
Oh, also, I've given a bunch of my SCI games a try in ScummVM, and where do I go to submit crc's for games it didn't recognise? What files need to be crc'd?