Personally i think you have the right idea, some of the video in GK2 is kind of bad and the scanlines disguise that effectively. It can also make the game unusable *shrug*. if so, deleting those files from the patch file dir might work without side effects. In many installs the patch is the same dir as the root of the game, but it doesn't have to be. SCI has a 'patch directory' in a early example of a virtual filesystem that overwrites files 'in memory'. However, it's possible that GOG was smarter than just dumping and overwriting files. In short, this can work if the files added are removed and the files overwritten are replaced. 'Removing' them is done by a patch that replaces - or adds - some small files (not the videos) Gabriel Knight 2 scanlines are hardcoded into the video driver. Also, games provide brightness boost information in conjunction with the black-lined video flag to try to partially mitigate the fact that the black lines make the video darker if the calls don’t include brightness information, then the videos will render too darkly if we force it on. Unconditionally forcing black-lined video when the option is enabled would incorrectly render if someone chooses to use “little movie” mode, and I don’t know if there are other places in the game (or in other SCI32 games) that intentionally did not use the black-lined video flag even in “big movie” mode. I am still evaluating whether this is something that we can/should deal with. You may try moving/renaming 11.SCR, 11.HEP, 34.SCR, 34.HEP, 36.SCR and 36.HEP in the PATCHES directory to restore the original video playback code, which will make the toggle work, but this isn’t really supported and may cause other problems. I'm going to run this game in real dos but I'll make a quick batch file so I can swap between scan lines on and off. The Nintendo DS version of ScummVM has also been rewritten.Ĭheck the 2.5.0 release notes for full details and download the latest ScummVM from the official website.I found a web page here: that says to move or rename 6 files in the patch folder but if you rename all 6 I found that the start and prolog buttons are missing to start the game you can only restore or quit so just rename 11.HEP, 11.SCR, 36.HEP and 36.SCR to get all the buttons back, the web page mentions that doing the renaming can cause problems but I didnt run the game in Scummvm so I didnt see any problems when using dosbox 0.74. GOG and Steam achievements have been added to Wintermute games, wider support for KeyMapper has been introduced, and text-to-speech has been added as an option for Sfinx, Soltys and The Griffon Legend. Updates to the user interface have been made, supporting Unicode characters everywhere and adaptability to high resolution displays. In addition, two more game engines are included: This includes:Įnhanced support for Lure of the Temptress Konami release, Blue Force Spanish, Ringworld Spanish, Amazon: Guardians of Eden Spanish, Mystery House French, Russian translations of Sierra AGI games, Elvira 1 Japanese PC-98, Bargon Attack Russian, Woodruff Russian, Eye of the Beholder Japanese Sega-CD, Legend of Kyrandia Hebrew, Legend of Kyrandia 2 Hebrew, Legend of Kyrandia 3 Simplified Chinese, Inherit the Earth PC-98 Japanese, Gabriel Knight 1 Macintosh, Xeen Russian…Īlso, black and white versions of Loom and Indy 3 are now supported. Localized release support for various existing games has been expanded, too. The Journeyman Project 2: Buried in Time.Meanwhile, 10 more games are supported in ScummVM 2.5.0: Consequently, Grim Fandango, The Longest Journey and Myst 3: Exile can now be played with ScummVM. Why the jump in version numbers from 2.2.0 to 2.5.0? It’s a handy marketing trick that underlines that this version of ScummVM supports 2.5D games on desktop platforms. Version 0.0.1 was pushed live on October 9th 2001 by Ludvig Strigeus and 20 years later it’s time for ScummVM 2.5.0. The ultimate way to play classic point and click adventure games, ScummVM was first released in 2001.
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