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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* This is a utility for extracting needed resource data from different language
* version of the Lure of the Temptress lure.exe executable files into a new file
* lure.dat - this file is required for the ScummVM Lure of the Temptress module
* to work properly
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "common/endian.h"
#include "create_mortdat.h"
#include "enginetext.h"
#include "gametext.h"
#include "menudata.h"
bool File::open(const char *filename, AccessMode mode) {
f = fopen(filename, (mode == kFileReadMode) ? "rb" : "wb");
return (f != nullptr);
}
void File::close() {
fclose(f);
f = nullptr;
}
int File::seek(int32 offset, int whence) {
return fseek(f, offset, whence);
}
long File::read(void *buffer, int len) {
return fread(buffer, 1, len, f);
}
void File::write(const void *buffer, int len) {
fwrite(buffer, 1, len, f);
}
byte File::readByte() {
byte v;
read(&v, sizeof(byte));
return v;
}
uint16 File::readWord() {
uint16 v;
read(&v, sizeof(uint16));
return FROM_LE_16(v);
}
uint32 File::readLong() {
uint32 v;
read(&v, sizeof(uint32));
return FROM_LE_32(v);
}
void File::writeByte(byte v) {
write(&v, sizeof(byte));
}
void File::writeWord(uint16 v) {
uint16 vTemp = TO_LE_16(v);
write(&vTemp, sizeof(uint16));
}
void File::writeLong(uint32 v) {
uint32 vTemp = TO_LE_32(v);
write(&vTemp, sizeof(uint32));
}
void File::writeString(const char *s) {
write(s, strlen(s) + 1);
}
uint32 File::pos() {
return ftell(f);
}
/*-------------------------------------------------------------------------*/
void openOutputFile(const char *outFilename) {
outputFile.open(outFilename, kFileWriteMode);
// Write header
outputFile.write("MORT", 4);
outputFile.writeByte(VERSION_MAJOR);
outputFile.writeByte(VERSION_MINOR);
}
/**
* Write out the data for the font
*/
void writeFontBlock() {
const int knownAddr[3] = {0x30cd, 0x36b0, 0x36c0};
byte checkBuffer[7];
byte fontBuffer[121 * 6];
// Move to just prior the font data and verify that we're reading the known mort.com
for (int i = 0; i <= 3; ++i) {
if ( i == 3) {
printf("Invalid mort.com input file");
exit(0);
}
mortCom.seek(knownAddr[i]);
mortCom.read(checkBuffer, 7);
if ((checkBuffer[0] == 0x59) && (checkBuffer[1] == 0x5B) && (checkBuffer[2] == 0x58) &&
(checkBuffer[3] == 0xC3) && (checkBuffer[4] == 0xE8) && (checkBuffer[5] == 0xD6) &&
(checkBuffer[6] == 0x02)) {
break;
}
}
// Read in the data
mortCom.read(fontBuffer, 121 * 6);
// Write out a section header to the output file and the font data
const char fontHeader[4] = { 'F', 'O', 'N', 'T' };
outputFile.write(fontHeader, 4); // Section Id
outputFile.writeWord(121 * 6); // Section size
outputFile.write(fontBuffer, 121 * 6);
}
void writeStaticStrings(const char **strings, DataType dataType, int languageId) {
// Write out a section header
const char sStaticStrings[4] = { 'S', 'S', 'T', 'R' };
const char sGameStrings[4] = { 'G', 'S', 'T', 'R' };
if (dataType == kStaticStrings)
outputFile.write(sStaticStrings, 4);
else if (dataType == kGameStrings)
outputFile.write(sGameStrings, 4);
// Figure out the block size
int blockSize = 1;
const char **s = &strings[0];
while (*s) {
blockSize += strlen(*s) + 1;
++s;
}
outputFile.writeWord(blockSize);
// Write out a byte indicating the language for this block
outputFile.writeByte(languageId);
// Write out each of the strings
s = &strings[0];
while (*s) {
outputFile.writeString(*s);
++s;
}
}
/**
* Write out the strings previously hard-coded into the engine
*/
void writeEngineStrings() {
writeStaticStrings(engineDataEn, kStaticStrings, 1);
writeStaticStrings(engineDataFr, kStaticStrings, 0);
writeStaticStrings(engineDataDe, kStaticStrings, 2);
}
/**
* Write out the strings used in the game
*/
void writeGameStrings() {
writeStaticStrings(gameDataEn, kGameStrings, 1);
writeStaticStrings(gameDataFr, kGameStrings, 0);
writeStaticStrings(gameDataDe, kGameStrings, 2);
}
/**
* Write out the data for the English menu
*/
void writeMenuData(const char *menuData, int languageId) {
// Write out a section header to the output file and the menu data
const char menuHeader[4] = { 'M', 'E', 'N', 'U' };
outputFile.write(menuHeader, 4); // Section Id
int size = strlen(menuData) / 8 + 1; // Language code + Menu data size
outputFile.writeWord(size);
outputFile.writeByte(languageId);
// Write each 8-characters block as a byte (one bit per character)
// ' ' -> 0, anything else -> 1
byte value = 0;
int valueCpt = 0;
const char* str = menuData;
while (*str != 0) {
if (*(str++) != ' ')
value |= (1 << (7 - valueCpt));
++valueCpt;
if (valueCpt == 8) {
outputFile.writeByte(value);
value = 0;
valueCpt = 0;
}
}
}
void writeMenuBlock() {
writeMenuData(menuDataEn, 1);
writeMenuData(menuDataFr, 0);
writeMenuData(menuDataDe, 2);
}
void writeVerbNums(const int *verbs, int languageId) {
// Write out a section header to the output file
const char menuHeader[4] = { 'V', 'E', 'R', 'B' };
outputFile.write(menuHeader, 4); // Section Id
int size = 52 + 1; // Language code + 26 words
outputFile.writeWord(size);
outputFile.writeByte(languageId);
for (int i = 0; i < 26; i++)
outputFile.writeWord(verbs[i]);
}
void writeMenuVerbs() {
writeVerbNums(verbsEn, 1);
writeVerbNums(verbsFr, 0);
writeVerbNums(verbsDe, 2);
}
void process() {
writeFontBlock();
writeGameStrings();
writeEngineStrings();
writeMenuVerbs();
writeMenuBlock();
}
/**
* Main method
*/
int main(int argc, char *argv[]) {
if (argc != 2) {
printf("Usage:\n%s input_filename\nWhere input_filename is the name of the Mortevielle DOS executable.\n", argv[0]);
exit(0);
}
mortCom.open(argv[1], kFileReadMode);
openOutputFile(MORT_DAT);
process();
mortCom.close();
outputFile.close();
}

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* This is a utility for extracting needed resource data from different language
* version of the Mortevielle executable files into a new file mort.dat - this
* is required for the ScummVM Mortevielle module to work properly
*/
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
enum AccessMode {
kFileReadMode = 1,
kFileWriteMode = 2
};
enum DataType {
kStaticStrings = 0,
kGameStrings = 1,
kEncryptionArrays = 2
};
#define MORT_DAT "mort.dat"
class File {
private:
FILE *f;
public:
bool open(const char *filename, AccessMode mode = kFileReadMode);
void close();
int seek(int32 offset, int whence = SEEK_SET);
uint32 pos();
long read(void *buffer, int len);
void write(const void *buffer, int len);
byte readByte();
uint16 readWord();
uint32 readLong();
void writeByte(byte v);
void writeWord(uint16 v);
void writeLong(uint32 v);
void writeString(const char *s);
};
File outputFile, mortCom;

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* This is a utility for extracting needed resource data from different language
* version of the Mortevielle executable files into a new file mort.dat - this
* is required for the ScummVM Mortevielle module to work properly
*/
#ifndef ENGINEDATA_H
#define ENGINEDATA_H
const char *engineDataEn[] = {
"[2][ ][YES][NO]",
"Go to",
"Someone enters, looks surprised, but says nothing",
" Cool ",
"Oppressive",
" Tense ",
"Idem",
"You",
"are",
"Alone",
"Gosh! You hear some noise...",
" | You should have noticed, | ",
"% of hints...",
"Do you want to wake up?",
"OK",
"",
" Save",
" Load",
" Restart",
"F3: Repeat",
"F8: Proceed",
"Hide self",
"take",
" probe ",
" raise ",
" -MORE- ",
" -STOP- ",
"[1] [So, use the DEP menu] [Ok]",
"lift",
"read",
"look",
"search",
"open",
"put",
"turn",
"tie",
"close",
"hit",
"pose",
"smash",
"smell",
"scratch",
"probe",
"[1] [ | Before, use the DEP menu...] [Ok]",
"& day",
NULL
};
const char *engineDataFr[] = {
"[2][ ][OUI][NON]",
"aller",
"quelqu'un entre, parait \202tonn\202 mais ne dit rien",
"Cool",
" Lourde ",
"Malsaine",
"Idem",
"Vous",
"\210tes",
"SEUL",
"Mince! Vous entendez du bruit...",
" | Vous devriez avoir remarqu\202| ",
"% des indices...",
"D\202sirez-vous vous r\202veiller?",
"OK",
"",
" Sauvegarde",
" Chargement",
" Recommence ",
"F3: Encore",
"F8: Suite",
"se cacher",
"prendre",
"sonder",
"soulever",
" -SUITE- ",
" -STOP- ",
"[1][Alors, utilisez le menu DEP...][ok]",
"soulever",
"lire",
"regarder",
"fouiller",
"ouvrir",
"mettre",
"tourner",
"attacher",
"fermer",
"frapper",
"poser",
"d\202foncer",
"sentir",
"gratter",
"sonder",
"[1][ | Avant, utilisez le menu DEP...][ok]",
"& jour",
NULL
};
const char *engineDataDe[] = {
"[2][ ][JA][NEIN]",
"gehen",
"Jemand kommt herein, scheint erstaunt, sagt nichts",
"Cool",
"Schwer",
"Ungesund",
"Idem",
"Sie",
"sind",
"allein",
"Verdammt! Sie hoeren ein Geraeush...",
"Sie haetten ",
"% der Hinweise| bemerken muessen...",
"Moechten Sie aufwachen?",
"OK",
"",
" schreiben",
" lesen",
" wieder ",
"F3: nochmals",
"F8: stop",
" sich verstecken",
" nehmen",
" sondieren",
" hochheben",
" -WEITER- ",
" -STOP- ",
"[1][ Benutzen Sie jetzt das Menue DEP...][OK]",
"hochheben",
"lesen",
"anschauen",
"durchsuchen",
"oeffnen",
"setzen",
"drehen",
"befestigen",
"schliessen",
"klopfen",
"hinlegen",
"eindruecken",
"fuehlen",
"abkratzen",
"sondieren",
"[1][ Benutzen Sie jetzt das Menue DEP...][OK]",
"& tag",
NULL
};
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* This is a utility for extracting needed resource data from different language
* version of the Mortevielle executable files into a new file mort.dat - this
* is required for the ScummVM Mortevielle module to work properly
*/
#ifndef MENUDATA_H
#define MENUDATA_H
const char *menuDataEn =
" @@@ "
" @ "
" @ @ @@ @@@ @@@ "
" @ @ @ @ @ "
" @ @ @ @ @ "
" @ @ @ @ @ "
"@@@ @@@ @@ @@ "
" "
" @@ @@ "
" @@ @ @ "
" @ @ @ @ @@@ @@@ @@@"
" @ @ @ @ @ @ @ "
" @ @ @ @ @ @ "
" @ @ @ @ @ @ "
"@@@ @@@ @@@@ @@ "
" "
" @ @ "
" @@ @ "
" @ @ @@@@ @@@@ "
" @ @ @ @ @ "
" @@@@@ @ @ "
" @ @ @ @ @ "
"@@@ @@@ @@@ @@ "
" "
" @@@@@ @@@ @@@"
" @ @ @ @ @"
" @ @@@ @ @ "
" @@@@ @ @ @ @@@ "
" @ @@@@@ @ @ "
" @ @ @ @ @ "
"@@@@@@ @@@ @@@ @@@ "
" "
"@@@@@@@ @@@ @@@ "
"@ @ @ @ @ "
" @ @@@@ @ @ @@"
" @ @ @ @ @@ @ "
" @ @ @ @ @ @@ "
" @ @ @ @ @ @ "
"@@@ @@@@ @@@ @@@ @@@"
" "
" @@@@@@@ @ @@@ "
" @ @ @ "
" @ @ @@ @ @@@ "
" @@@@ @ @ @ @"
" @ @ @ @ @@@@@ "
" @ @ @ @ "
"@@@ @@@ @@@ @@@ "
" ";
const char *menuDataFr =
" @@@ "
" @ "
" @ @ @@ @@@ @@@ "
" @ @ @ @ @ "
" @ @ @ @ @ "
" @ @ @ @ @ "
"@@@ @@@ @@ @@ "
" "
" @@@@@ @@ "
" @ @ @ "
" @ @ @@@ @ @@@ "
" @ @ @ @ @ @ "
" @ @ @@@@ @ @ "
" @ @ @ @@@@ "
"@@@@@ @@@ @ "
" @@@ "
" @ @ "
" @@ @ "
" @ @ @@@@ @@@@ "
" @ @ @ @ @ "
" @@@@@ @ @ "
" @ @ @ @ @ "
"@@@ @@@ @@@ @@ "
" "
" @@@@@ @@@ @@@"
" @ @ @ @ @"
" @ @@@ @ @ "
" @@@@ @ @ @ @@@ "
" @ @@@@@ @ @ "
" @ @ @ @ @ "
"@@@@@@ @@@ @@@ @@@ "
" "
" @@@@@ @ "
" @ @ "
" @ @ @@ @@@@ "
" @ @ @ @ "
" @ @ @ @@@ "
" @ @ @ @ "
"@@@@@ @@@ @@@@@ "
" "
" @@@@@@@ @ "
" @ @ "
" @ @ @@ @@@@ "
" @@@@ @ @ @ "
" @ @ @ @ "
" @ @ @ @ "
"@@@ @@@ @@@ "
" ";
const char *menuDataDe =
" @@@ @@ "
" @ @ "
" @ @ @@ @ @@@@"
" @ @ @ @@@ @ @"
" @ @ @ @ @ @ @ "
" @ @ @ @ @ @ @ "
"@@@ @@@ @@ @@ @@ @@@@ "
" "
" @@@@@@ @ @@ "
" @ @ @ "
" @ @ @@ @@@@ @ "
" @@@@ @ @ @ @@@ "
" @ @ @ @ @ @ "
" @ @ @ @ @ @ @ "
"@@ @@ @@@ @@@ @@ @@"
" "
" @ @@ @ "
" @@@ @ @ "
" @ @ @ @@ @@@@ "
" @ @ @ @ @ "
" @@@@@ @@@ @ "
" @ @ @ @ @ "
"@@@ @@@ @@@ @@ @@ "
" "
" @@@ @@ "
" @ @ "
" @ @@@@ @ "
" @ @ @ @@@ "
" @ @ @ @ "
" @ @ @ @ @ "
" @@@ @@@ @@ @@ "
" "
" @@@@@@ "
" @ @ @@ "
" @ @ @@@ @ @@@ "
" @@@@ @ @ @@@@ @ @"
" @ @ @@@@@ @ @ @@@@ "
" @ @ @ @ @ @ "
"@@ @@ @@@ @@@ @@@ "
" "
" @@@@@ @ "
" @ @ @ "
" @ @ @@@@ @@@@ "
" @ @ @ @ @ "
" @ @ @ @ @ "
" @ @ @ @ @ "
"@@@@@ @@@@ @@ "
" ";
const int verbsFr[26] = { 0x301, 0x302, 0x303, 0x304, 0x305, 0x306, 0x307, 0x308,
0x309, 0x30a, 0x30b, 0x30c, 0x30d, 0x30e, 0x30f, 0x310,
0x311, 0x312, 0x313, 0x314, 0x315, 0x401, 0x402, 0x403,
0x404, 0x405 };
const int verbsEn[26] = { 0x301, 0x315, 0x305, 0x310, 0x309, 0x304, 0x302, 0x30f,
0x306, 0x30d, 0x30e, 0x303, 0x30c, 0x30b, 0x313, 0x30a,
0x311, 0x312, 0x307, 0x308, 0x314, 0x401, 0x405, 0x404,
0x403, 0x402 };
const int verbsDe[26] = { 0x304, 0x314, 0x307, 0x310, 0x315, 0x308, 0x311, 0x306,
0x30c, 0x301, 0x30d, 0x309, 0x312, 0x30f, 0x30e, 0x302,
0x30a, 0x313, 0x303, 0x30b, 0x305, 0x405, 0x402, 0x404,
0x403, 0x401 };
#endif

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MODULE := devtools/create_mortdat
MODULE_OBJS := \
create_mortdat.o \
# Set the name of the executable
TOOL_EXECUTABLE := create_mortdat
# Include common rules
include $(srcdir)/rules.mk