I'm working on Lands of Lore RUSSIAN translation, so hashes of *.PAK files changes every test build.
I need a way to run the game without checking MD5.
Is any option/switch in SCUMM VM engine to ignore MD5?
Help me, please.
MD5 hash check disable
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- dreammaster
- ScummVM Developer
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- Joined: Fri Nov 04, 2005 2:16 am
- Location: San Jose, California, USA
Re: MD5 hash check disable
I'm not sure if there's a cleaner way, but one general option is to temporarily change the detection entry from pointing to a file you're changing to one that will remain static. You could even create a text file and have the detection entry point to it, and only revert the detection back to the original files once you've finished your translation.MAN-biker wrote:I'm working on Lands of Lore RUSSIAN translation, so hashes of *.PAK files changes every test build.
I need a way to run the game without checking MD5.
Is any option/switch in SCUMM VM engine to ignore MD5?
Help me, please.
Re: MD5 hash check disable
There is no single engine in ScummVM and detection is specific to every engine.MAN-biker wrote: Is any option/switch in SCUMM VM engine to ignore MD5?
We have this mechanism which is called fallback detection, which is usually filename-based, but it has to be actually implemented.
Alternatively instead of creating a full-blown fallback detection you may just add game entry without md5s to relevant detection table. If the engine uses our AdvancedDetector code (and vast majority do), then these tables live either in detection.cpp or detection_tables.h files.
Eugene
Thanks collector, I build every time the source and was searching for a faster method, the rush probably confused me.
I see, sev. So if I delete the specific md5 in detection_tables.h, detection for that game is actually bypassed.
That's a clever option I did not think of, like dreammaster's. Thanks guys.
I see, sev. So if I delete the specific md5 in detection_tables.h, detection for that game is actually bypassed.
That's a clever option I did not think of, like dreammaster's. Thanks guys.
No, not quite correct. If you put 0 there, md5 will not be taken into account during comparison. To ignore filesize, put -1 there. Basically, only filename is mandatory.theruler wrote:So if I delete the specific md5 in detection_tables.h, detection for that game is actually bypassed.
you may read more about it in Advanced Detector documentation.
Eugene
Are you going to move these tables to external file?Alternatively instead of creating a full-blown fallback detection you may just add game entry without md5s to relevant detection table. If the engine uses our AdvancedDetector code (and vast majority do), then these tables live either in detection.cpp or detection_tables.h files.
It would be much easier to maintain different versions of same game this way (no need to recompile scummvm every time when someone wants to add support for his own game's build into scummvm).
No, there are no plans to do that. The reason is simple: A specific version of ScummVM only supports a specific set of detected games. Moving it to seperate files would require special handling of assuring the table format is not corrupted, supported by ScummVM (occassionally engines make changes for their specific additional information) etc.Aldark wrote:Are you going to move these tables to external file?Alternatively instead of creating a full-blown fallback detection you may just add game entry without md5s to relevant detection table. If the engine uses our AdvancedDetector code (and vast majority do), then these tables live either in detection.cpp or detection_tables.h files.
LordHoto, thank you for your reply!LordHoto wrote:No, there are no plans to do that. The reason is simple: A specific version of ScummVM only supports a specific set of detected games. Moving it to seperate files would require special handling of assuring the table format is not corrupted, supported by ScummVM (occassionally engines make changes for their specific additional information) etc.
Okay, I've got the point: with current codebase it is almost impossible to move that large amount of tables to external files and make it work correctly.
Basically, I am working on Lands of Lore russian translation (we both with MAN-Biker). We are going to have regular updates for translation so md5 hash will be changing often. As far as I can see, the best solution for our problem is creating a fork of ScummVM with empty md5 entries for russian LOL in detection_tables.h, isn't it?
When will the fallback detection "check only file name" be implemented (as a launch option?)?
This will make life much easier for fan-made translations...
BTW, I've found some translations f.e. in kyra.dat which is now incorporated in the scummvm.exe itself. This is a problem for fan-made translations: external editable files "the old way" would be better in this case.
This will make life much easier for fan-made translations...
BTW, I've found some translations f.e. in kyra.dat which is now incorporated in the scummvm.exe itself. This is a problem for fan-made translations: external editable files "the old way" would be better in this case.