KQ4 unsupported version.

Ask for help with ScummVM problems

Moderator: ScummVM Team

Post Reply
Neville
Posts: 2
Joined: Tue Sep 01, 2009 9:54 pm

KQ4 unsupported version.

Post by Neville »

I'm using latest ScummVM version (v1.0.0 RC1), and whereas it can detect and play without problems my versions of KQ1-KQ3, it doesn't even detect my version of KQ4, the GUI tells me there's no supported game in the folder. As far as I know it's a regular English version of the game.

What can I do to have it supported in next versions? Do you want me to list the CRC32 of certain files?
User avatar
Red_Breast
Posts: 775
Joined: Tue Sep 30, 2008 10:33 pm
Location: The Bar Of Gold, Upper Swandam Lane.

Post by Red_Breast »

You probably have a SCI version of the 4th game.
I assume the 1.0rc doesn't have SCI enabled.
Once 1.0 is released/stable then all the engines will get turned back on again and you can try the game.
Or build from source making sure all the engines are turned on.
User avatar
eriktorbjorn
ScummVM Developer
Posts: 3550
Joined: Mon Oct 31, 2005 7:39 am

Post by eriktorbjorn »

There are two completely different versions of King's Quest IV. ScummVM currently only supports the rarer AGI version. (With the merger of FreeSCI and ScummVM, the SCI version will almost certainly be supported later.) I believe ScummVM looks for a file called "kq4dir" to detect the AGI version of the game. If yours have files like "resource.map", "resource.001", "resource.002", etc. it's the unsupported SCI version.

MobyGames has several screenshots from both versions, many of them clearly labelled. As far as I know, the SCI version is the "better" one (I've never played the AGI version myself), though I'm sure some people will swear that this is simply not true.
User avatar
MusicallyInspired
Posts: 1138
Joined: Fri Mar 02, 2007 8:03 am
Location: Manitoba, Canada
Contact:

Post by MusicallyInspired »

Slightly off-topic, but a lot of people don't know that there are actually 2 versions of the SCI version of KQ4 with background art bearing closer resemblance to the AGI art (ie- the two trees in the foreground at the pool area scene where Cupid shows up, which are removed in the second SCI release among other differences, mostly related to depth-enhancement). It was the first release of KQ4 that is not included in any of the collections. I tried adding my copy to my SCI-enabled ScummVM build and it didn't detect it. I assume the ScummVM devs know of its existence, though?

Here's a thread on the Quest Studios forums explaining the differences with screenshots. The early version is 1.000.111 and the newer more widely-spread version is 1.006.004.

http://queststudios.com/smf/index.php/topic,2802.0.html

Also, here's the two screenshots I was referring to earlier:

1.000.111 Pool Screen

1.006.004 Pool Screen
User avatar
clone2727
Retired
Posts: 1611
Joined: Fri Jun 09, 2006 8:23 pm
Location: NJ, USA

Post by clone2727 »

MusicallyInspired wrote:Slightly off-topic, but a lot of people don't know that there are actually 2 versions of the SCI version of KQ4 with background art bearing closer resemblance to the AGI art (ie- the two trees in the foreground at the pool area scene where Cupid shows up, which are removed in the second SCI release among other differences, mostly related to depth-enhancement). It was the first release of KQ4 that is not included in any of the collections. I tried adding my copy to my SCI-enabled ScummVM build and it didn't detect it. I assume the ScummVM devs know of its existence, though?
That's quite interesting! What are the md5 sums? It would be interesting to know the SCI executable version too, if you can find it.
User avatar
MusicallyInspired
Posts: 1138
Joined: Fri Mar 02, 2007 8:03 am
Location: Manitoba, Canada
Contact:

Post by MusicallyInspired »

Can you walk me through how to get the MD5 sums? The executable version is 0.000.274. It also seems that the release date was September 24th, 1988.
KuroShiro
Posts: 473
Joined: Thu May 15, 2008 7:42 am
Location: Somewhere Out There

Post by KuroShiro »

MusicallyInspired wrote:Can you walk me through how to get the MD5 sums? The executable version is 0.000.274. It also seems that the release date was September 24th, 1988.
Well, you can download a program like MD5 Checker or something similar. Or I think ScummVM will output the MD5 values of the files into the console if you try to add an unrecognized version of the game (though that probably won't work with the 1.0.0RC).
User avatar
MusicallyInspired
Posts: 1138
Joined: Fri Mar 02, 2007 8:03 am
Location: Manitoba, Canada
Contact:

Post by MusicallyInspired »

I ran MD5Checker and this is what came out. I didn't know if you needed specific files or not so I just did them all.

Code: Select all

50025EDF33F0217F8E051FE7BFA9CCAC  TANDY320.DRV
0487A943607662E68415275205B7E49B  STD.DRV
D5FBECEFF1C9A84D0366220164A4CD84  SPACE.COM
13B6515ABEB5061687E1F11773D141D8  SIERRA.EXE
945FDD98DBEEF9E37DEC5F893FABA603  RESOURCE.MAP
9F26B8A4784EE5EE3FC34369EB41B693  RESOURCE.CFG
11AD2387DB470CD2E691605AFB270610  RESOURCE.004
163194D20E439D03994C670798D3279C  RESOURCE.003
A67187400B5EC2D074AE9EE62816CC07  RESOURCE.002
2535815129C59C54A8A4D46391B3F7FF  RESOURCE.001
7220927BCBF771599E98BE37A6F16CDF  MT32.DRV
5C3AA652E4961B3793CA42B273CDCBBD  MCGA320.DRV
69B3DE64B83FDFEA8D926D5652B0A8DA  KQ4.BAT
69C02FB9809898B077E6D2F3674C62A2  K4092488.QA
C2CD5A21BA45528CA29F69E6DC649754  JR.DRV
330447E04FC6FD3CFA013256B7AB6A95  JOYSTICK.DRV
0864ECB719CBCF4ADC1B03E5AC8405AB  INSTGAME.BAT
EC3C6D6D1ACF176B752B65967B13C32F  INSTALL.EXE
A6E842F8BD73DF2A6C780FCFCD5CEDB5  IMF.DRV
4C8BA6D382B01DBF5F4036DF03AAB0B2  IBMKBD.DRV
28D7EFE8C850BFB52231FC58567E25CC  GODIR.COM
61F35EEC8998802ABE2118B26E0C9CFA  EXISTS.COM
DB81455566405696E9AA7CC67D799E53  EGA320.DRV
EDE6A9A32CF94A7746AB6C2956E613FD  CGA320C.DRV
F3A29F9FB9976FED65326C6749B11229  CGA320BW.DRV
C73AE56E7105A1BCE8368BBCE1800FC7  ADL.DRV
CA554CB7A32FBF1C64DDEF3F39063688  __INSTH.BAT
EE4593B914DAA0B842A5E7E62945BFDA  TANDYKBD.DRV
User avatar
clone2727
Retired
Posts: 1611
Joined: Fri Jun 09, 2006 8:23 pm
Location: NJ, USA

Post by clone2727 »

MusicallyInspired wrote:

Code: Select all

945FDD98DBEEF9E37DEC5F893FABA603  RESOURCE.MAP
11AD2387DB470CD2E691605AFB270610  RESOURCE.004
163194D20E439D03994C670798D3279C  RESOURCE.003
A67187400B5EC2D074AE9EE62816CC07  RESOURCE.002
2535815129C59C54A8A4D46391B3F7FF  RESOURCE.001
I would need the md5's of the first 5000 bytes of those to add in. ScummVM's output when you try to run it should have this info (in the trunk, anyway).
Neville
Posts: 2
Joined: Tue Sep 01, 2009 9:54 pm

Post by Neville »

eriktorbjorn wrote:There are two completely different versions of King's Quest IV. ScummVM currently only supports the rarer AGI version. (With the merger of FreeSCI and ScummVM, the SCI version will almost certainly be supported later.) I believe ScummVM looks for a file called "kq4dir" to detect the AGI version of the game. If yours have files like "resource.map", "resource.001", "resource.002", etc. it's the unsupported SCI version.
You're right. Until now I believed KQ4 only existed in SCI version, hence my mistake. It did seem weird to me that ScummVM supported it and not KQ5 but, well, that's why RC versions exist.

Thanks for your reply.
User avatar
md5
ScummVM Developer
Posts: 2250
Joined: Thu Nov 03, 2005 9:31 pm
Location: Athens, Greece

Post by md5 »

Theoretically, your version of KQ4 should be detected by the fallback detector, but it's always nice to know the specific version checksums :)

Edit: Forgot to say, I knew that there were several SCI versions of KQ4, but I didn't know there were actual graphics differences between them. Thanks for the heads up, MusicallyInspired :)
User avatar
MusicallyInspired
Posts: 1138
Joined: Fri Mar 02, 2007 8:03 am
Location: Manitoba, Canada
Contact:

Post by MusicallyInspired »

Not just graphical differences either. They apparently tried something really annoying at first where you walk up and down slower than you walk sideways. I guess to give the illusion of depth. It just comes off as annoying. They made a smart move by removing that for the later versions.

Another interesting fact is that they had separate day and night picture resources for the day and night sequences. In the later versions they used one picture resource for the land sections and they overlayed a second either day or night picture resource for that particular scene overtop of it. It also seemed to be before they added different palettes for background resources.

Here's what ScummVM outputted:

Code: Select all

"resource.002", "851a62d00972dc4002f472cc0d84e71d", 678804
"resource.003", "851a62d00972dc4002f472cc0d84e71d", 683145
"resource.001", "851a62d00972dc4002f472cc0d84e71d", 491919
"resource.map", "042d54434174d8f9faf926ade2ffd805", 7416
"resource.004", "851a62d00972dc4002f472cc0d84e71d", 649441
Post Reply