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The English version has both DOS and Windows datafile versions,
but localized variants of GK1 are DOS only, so this is not a valid
entry.
This entry has duplicate detection checksums to the equivalent
DOS entry and was originally added as a workaround which should now not
be necessary.
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This is basically Hoyle 5, but may be missing the main menu so might
require separate entries for each game i.e. cfg files.
This is from bug Trac #10676.
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This is from bug Trac #10678.
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Scaling works correctly with the Windows variant, which uses AVI files,
but the DOS variant uses Robot videos, and the way scaling is done
there is different, and is not working yet with KQ7 DOS. Nonetheless,
both versions are included in the game, so it's not a major issue.
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The game works correctly now
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I am not actually sure there is any scaling involved
in the demo, but it plays perfectly with this option
enabled, and this makes it consistent with the full
game options.
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All other SCI games continue using the default scaler.
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Fixes Trac#10416.
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Fixes Trac#10157.
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Fixes Trac#10301.
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Fixes Trac#10245.
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There seems to be no difference between DOS and Windows versions
of the game from what I could see in the game code (it checks
platform but only seems to just set a global which is never used),
and from what I could tell online they are all DOS/Windows hybrids,
so just simplify life and make them all DOS platform versions.
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Fixes Trac#9744.
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@sev- had asked why these flags were added a while ago (I had been
instructed this was the right thing to do when I asked in the past)
and ever since then it has been bugging me more and more that they
are there, since they serve zero purpose except to make the game ID
longer. In the past, it may have been the case that the SCI16 &
SCI32 code mixing meant that SCI32 games needed the CD flag for
things like managing subtitles, but at this point the only use of
the CD flag within the SCI32 engine is for the few games that
actually have different CD and non-CD versions. So these flags are
gone now.
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To enable the optional content censoring mode, Phant2 looks
for a RESDUK.PAT file, which is normally placed by the game's
installer if the user chose to enable censorship. If the file
exists, the game reads an unlock password out of the file and
asks the user to enter the password when starting a new game to
create an uncensored game, or to click a "less intense" button
to start the game with censoring. The censorship state of the
game is then persisted in the save game file, and installations
with the RESDUK.PAT file need to enter the password again in
order to restore any of the uncensored saves.
Since we do not have an installer that can enable this feature,
add a game option toggle to enable/disable censoring (for the
releases that have the optional censorship mode) instead so the
censored content feature is available for anyone that wants to use
it. This flag is restored from ScummVM whenever a save game is
loaded, so it can be toggled on or off at any point without
needing a separate save game, unlike in the original interpreter.
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The GOG.com release is missing the AVIs used for the intro &
ending animations in Windows. I'm unaware of any substantive
differences between the DOS and Windows versions otherwise, so
just not allowing Windows to be selected as a platform when the
video files are missing seems like it should be fine. (Same thing
in the opposite direction for a case where the DOS Robot files
are missing, though I don't know of a specific case where that is
a thing with KQ7 2.00b.)
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Originally, changing the SFX volume from ScummVM was disabled
because the game itself only allowed adjustment of music volume,
so adjusting the SFX volume would indirectly affect the music
volume. On reflection, allowing the adjustment of SFX volume even
though this also changes the music volume seems preferable to not
allowing any adjustment of the SFX/speech volumes.
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Fixes Trac#9910.
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This lets DuckPlayer support configurable black-lined video and
configurable high-quality scaling.
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1. Added a new game option for linear interpolation when scaling
overlay-mode video in ScummVM builds with USE_RGB_COLOR;
2. Implemented SCI2.1-variant of the VMD player renderer (fixes
Trac#9857), which bypasses the engine's normal rendering
pipeline;
3. Improved accuracy of the SCI3-variant of the VMD player by
writing HunkPalettes into the VMD's CelObjMem instead of
submitting palettes directly to GfxPalette32.
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1. Added a new game option for linear interpolation when scaling
video in ScummVM builds with USE_RGB_COLOR;
2. 8bpp videos that put black in a palette index other than 0
(KQ7) should now always render correctly without the earlier
game-specific workarounds which did not work very well;
3. Data from game scripts regarding video size and position are
now ignored, since games always just try to show videos in the
middle of the screen, but frequently get this a little bit
wrong, causing either bad aspect ratios or off-center videos;
4. Builds without USE_RGB_COLOR support will not crash when
attempting to play >8bpp AVIs, like those from KQ7 2.00b.
Fixes Trac#9843, Trac#9762.
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This entry was added by a batch change operation in
f7a72c897a9657320ccd6a32873b364f77412e98, but the German version
of GK1 does not support Windows.
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Italian still needs to be fixed, but nobody seems to have access
to this version at the moment.
Fixes Trac#9772.
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(The DOS version was already listed.)
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