Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
We already have our own raw PCM and IMA ADPCM classes that we will use
|
|
We'll let our own sound code take care of the RIFF header
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
That fixes the regression in the credits
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Italian and Polish versions.
This also breaks the English game detection. To be fixed!
|
|
|
|
|
|
|
|
|
|
|
|
Though the CD contains installshield cabinets, these don't contain
the required datafiles. These are instead already found on the CD in
the directories named "Music", "Voices" and "Roasted".
The last of these contains the main datafiles and executables.
It appears the installshield cabinet format here is using a rare
"external" link format pointing to the files and folders on the CD.
Since the files are on the CD anyway, the "compressed" entry is not
required.
However, the detection entry is likely to need some more changes to
support detection of these in the original CD folder structure..
|
|
|
|
Also, now versions using uncompressed game data will be
marked with "Extracted" in the launcher detection description.
This should help in detecting any performance issues in future
bug reports from user using compressed vs. extracted game data.
|
|
|
|
|
|
|
|
The code also now works for both data compressed with sync bytes and without
|