JANITORIAL: "Mac OS X" and "OS X" to "macOS" in comments
Apple's desktop operating system was formerly called "Mac OS X" and "OS X", but since 2016 it has been called "macOS" (starting with version 10.12). Changing across all comments and documentation to use this current terminology, except in cases where the historical versions are explicitly referenced. No code changes are made; we should consider changing those in future PRs.
This commit is contained in:
parent
1c52c5de5f
commit
fd129ebc0c
50 changed files with 106 additions and 106 deletions
2
AUTHORS
2
AUTHORS
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@ -606,7 +606,7 @@ ScummVM Team
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Cpasjuste
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rsn8887
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SDL (Win/Linux/OS X/etc.):
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SDL (Win/Linux/macOS/etc.):
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Max Horn - (retired)
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Eugene Sandulenko - Asm routines, GFX layers
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@ -171,7 +171,7 @@ ifdef CXX_UPDATE_DEP_FLAG
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$(QUIET_CXX)$(CXX) $(CXX_UPDATE_DEP_FLAG) $(CXXFLAGS) $(CPPFLAGS) -c $(<) -o $@
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# Build rules for Objective-C and Objective-C++ files. Strictly speaking, this is for OS X only.
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# Build rules for Objective-C and Objective-C++ files. Strictly speaking, this is for macOS only.
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%.o: %.mm
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$(QUIET)$(MKDIR) $(*D)/$(DEPDIR)
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$(QUIET_CXX)$(CXX) $(CXX_UPDATE_DEP_FLAG) $(CXXFLAGS) $(CPPFLAGS) -c $(<) -o $@
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@ -63,7 +63,7 @@
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// Partially based on SDL's code
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/**
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* The Mac OS X audio cd manager. Implements real audio cd playback.
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* The macOS audio cd manager. Implements real audio cd playback.
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*/
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class MacOSXAudioCDManager : public DefaultAudioCDManager {
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public:
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@ -50,7 +50,7 @@
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class AudioCDManager;
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/**
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* Create an audio CD manager for Mac OS X
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* Create an audio CD manager for macOS
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*/
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AudioCDManager *createMacOSXAudioCDManager();
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@ -109,7 +109,7 @@ bool DefaultEventManager::pollEvent(Common::Event &event) {
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// WORKAROUND: Some engines incorrectly attempt to use the
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// ascii value instead of the keycode to detect the backspace
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// key (a non-portable behavior). This fails at least on
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// Mac OS X, possibly also on other systems.
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// macOS, possibly also on other systems.
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// As a workaround, we force the ascii value for backspace
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// key pressed. A better fix would be for engines to stop
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// making invalid assumptions about ascii values.
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@ -22,7 +22,7 @@
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#if defined(POSIX) || defined(PLAYSTATION3) || defined(__DS__)
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// Re-enable some forbidden symbols to avoid clashes with stat.h and unistd.h.
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// Also with clock() in sys/time.h in some Mac OS X SDKs.
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// Also with clock() in sys/time.h in some macOS SDKs.
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#define FORBIDDEN_SYMBOL_EXCEPTION_time_h
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#define FORBIDDEN_SYMBOL_EXCEPTION_unistd_h
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#define FORBIDDEN_SYMBOL_EXCEPTION_mkdir
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@ -22,7 +22,7 @@
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#if defined(POSIX) || defined(PLAYSTATION3) || defined(PSP2) || defined(__DS__)
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// Re-enable some forbidden symbols to avoid clashes with stat.h and unistd.h.
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// Also with clock() in sys/time.h in some Mac OS X SDKs.
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// Also with clock() in sys/time.h in some macOS SDKs.
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#define FORBIDDEN_SYMBOL_EXCEPTION_time_h
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#define FORBIDDEN_SYMBOL_EXCEPTION_unistd_h
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#define FORBIDDEN_SYMBOL_EXCEPTION_mkdir
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@ -34,14 +34,14 @@
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// compatibility with all pre-10.5 systems.
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//
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// Since 10.5 was the last system to support PowerPC, we use the old, deprecated
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// APIs on PowerPC based systems by default. On all other systems (such as Mac
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// OS X running on Intel hardware, or iOS running on ARM), we use the new API by
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// APIs on PowerPC based systems by default. On all other systems (such as macOS
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// running on Intel hardware, or iOS running on ARM), we use the new API by
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// default.
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//
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// This leaves Mac OS X 10.4 running on x86 processors as the only system
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// combination that this code will not support by default. It seems quite
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// reasonable to assume that anybody with an Intel system has since then moved
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// on to a newer Mac OS X release. But if for some reason you absolutely need to
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// on to a newer macOS release. But if for some reason you absolutely need to
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// build an x86 version of this code using the old, deprecated API, you can
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// simply do so by manually enable the USE_DEPRECATED_COREAUDIO_API switch (e.g.
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// by adding setting it suitably in CPPFLAGS).
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@ -71,7 +71,7 @@ MidiDriver_CoreMIDI::MidiDriver_CoreMIDI(ItemCount device)
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: mDevice(device), mClient(0), mOutPort(0), mDest(0) {
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OSStatus err;
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err = MIDIClientCreate(CFSTR("ScummVM MIDI Driver for OS X"), NULL, NULL, &mClient);
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err = MIDIClientCreate(CFSTR("ScummVM MIDI Driver for macOS"), NULL, NULL, &mClient);
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}
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MidiDriver_CoreMIDI::~MidiDriver_CoreMIDI() {
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@ -28,7 +28,7 @@
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class SdlWindow_MacOSX final : public SdlWindow {
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public:
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// Use an iconless window on OS X, as we use a nicer external icon there.
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// Use an iconless window on macOS, as we use a nicer external icon there.
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void setupIcon() override {}
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float getDpiScalingFactor() const override;
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};
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@ -104,7 +104,7 @@ void OSystem_MacOSX::initBackend() {
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TransMan.setLanguage(ConfMan.get("gui_language").c_str());
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#endif // USE_TRANSLATION
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// Replace the SDL generated menu items with our own translated ones on Mac OS X
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// Replace the SDL generated menu items with our own translated ones on macOS
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replaceApplicationMenuItems();
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#ifdef USE_SPARKLE
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@ -21,7 +21,7 @@
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// Re-enable some forbidden symbols to avoid clashes with stat.h and unistd.h.
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// Also with clock() in sys/time.h in some Mac OS X SDKs.
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// Also with clock() in sys/time.h in some macOS SDKs.
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#define FORBIDDEN_SYMBOL_EXCEPTION_time_h //On IRIX, sys/stat.h includes sys/time.h
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#define FORBIDDEN_SYMBOL_EXCEPTION_mkdir
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#define FORBIDDEN_SYMBOL_EXCEPTION_getenv
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@ -37,7 +37,7 @@
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SUUpdater *sparkleUpdater;
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/**
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* Sparkle is a software update framework for Mac OS X which uses appcasts for
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* Sparkle is a software update framework for macOS which uses appcasts for
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* release information. Appcasts are RSS-like XML feeds which contain information
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* about the most current version at the time. If a new version is available, the
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* user is presented the release-notes/changes/fixes and is asked if he wants to
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@ -34,7 +34,7 @@
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#include <winsparkle.h>
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/**
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* Sparkle is a software update framework for Mac OS X which uses appcasts for
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* Sparkle is a software update framework for macOS which uses appcasts for
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* release information. Appcasts are RSS-like XML feeds which contain information
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* about the most current version at the time. If a new version is available, the
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* user is presented the release-notes/changes/fixes and is asked if he wants to
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@ -45,7 +45,7 @@
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*
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* WinSparkle is a heavily (to the point of being its almost-port) inspired by the
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* Sparkle framework originally by Andy Matuschak that became the de facto standard
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* for software updates on OS X.
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* for software updates on macOS.
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* More detailed information is available at the following address:
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* https://winsparkle.org/
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*
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@ -523,7 +523,7 @@ Common::String parseCommandLine(Common::StringMap &settings, int argc, const cha
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// We defer checking whether this is a valid target to a later point.
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return s;
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} else {
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// On MacOS X prior to 10.9 the OS is sometimes adding a -psn_X_XXXXXX argument (where X are digits)
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// On macOS prior to 10.9 the OS is sometimes adding a -psn_X_XXXXXX argument (where X are digits)
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// to pass the process serial number. We need to ignore it to avoid an error.
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// When using XCode it also adds -NSDocumentRevisionsDebugMode YES argument if XCode option
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// "Allow debugging when using document Versions Browser" is on (which is the default).
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@ -4,7 +4,7 @@
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** See Copyright Notice in lua.h
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**
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** This module contains an implementation of loadlib for Unix systems
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** that have dlfcn, an implementation for Darwin (Mac OS X), an
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** that have dlfcn, an implementation for Darwin (macOS), an
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** implementation for Windows, and a stub for other systems.
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*/
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@ -657,7 +657,7 @@ union luai_Cast { double l_d; long l_l; };
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** also add -DLUA_USE_DLOPEN.)
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** If you do not want any kind of dynamic library, undefine all these
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** options.
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** By default, _WIN32 gets LUA_DL_DLL and MAC OS X gets LUA_DL_DYLD.
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** By default, _WIN32 gets LUA_DL_DLL and macOS gets LUA_DL_DYLD.
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*/
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#if defined(LUA_USE_DLOPEN)
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#define LUA_DL_DLOPEN
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@ -176,8 +176,8 @@ char *SeekableReadStream::readLine(char *buf, size_t bufSize, bool handleCR) {
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// Check for CR or CR/LF
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// * DOS and Windows use CRLF line breaks
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// * Unix and OS X use LF line breaks
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// * Macintosh before OS X used CR line breaks
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// * Unix and macOS use LF line breaks
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// * Macintosh before macOS used CR line breaks
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if (c == CR && handleCR) {
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// Look at the next char -- is it LF? If not, seek back
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c = readByte();
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@ -1620,7 +1620,7 @@ public:
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/** Add system-specific Common::Archive objects to the given SearchSet.
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* For example, on Unix, the directory corresponding to DATA_PATH (if set), or, on
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* Mac OS X, the 'Resource' dir in the app bundle.
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* macOS, the 'Resource' dir in the app bundle.
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*
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* @todo Come up with a better name.
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*
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@ -45,7 +45,7 @@ namespace Common {
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* The TaskbarManager allows interaction with the ScummVM application icon:
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* - in the taskbar on Windows 7 and later
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* - in the launcher for Unity
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* - in the dock on Mac OS X
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* - in the dock on macOS
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* - ...
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*
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* This allows GUI code and engines to display a progress bar, an overlay icon and/or count
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@ -38,7 +38,7 @@ namespace Common {
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/**
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* The UpdateManager allows configuring of the automatic update checking
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* for systems that support it:
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* - using Sparkle on Mac OS X
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* - using Sparkle on macOS
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* - using WinSparkle on Windows
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*
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* Most of the update checking is completely automated and this class only
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12
configure
vendored
12
configure
vendored
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--enable-opl2lpt enable OPL2LPT support
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--with-sparkle-prefix=DIR prefix where sparkle is installed
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(OS X/Windows only - optional)
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(macOS/Windows only - optional)
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--disable-sparkle disable sparkle automatic update support
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[OS X/Windows only - autodetect]
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[macOS/Windows only - autodetect]
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--disable-osx-dock-plugin disable the NSDockTilePlugin support
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[Mac OS X only - autodetect]
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[macOS only - autodetect]
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--with-sdl-prefix=DIR prefix where the SDL package is installed (optional)
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e.g., if sdl-config script is at:
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@ -4993,7 +4993,7 @@ define_in_config_if_yes $_cloud 'USE_CLOUD'
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#
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case $_host_os in
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darwin*)
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# NSDockTilePlugIn was added in OS X 10.6, so will not be available when compiling on older OS X versions.
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# NSDockTilePlugIn was added in OS X 10.6, so will not be available when compiling on older macOS versions.
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echocheck "DockTilePlugin"
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if test "$_osxdockplugin" = auto ; then
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_osxdockplugin=no
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@ -5360,7 +5360,7 @@ if test "$_opengl_mode" != none ; then
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2.0.*)
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# SDL2 supports both OpenGL + OpenGL ES contexts.
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# However, Mac OS X only allows OpenGL context creation at
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# However, macOS only allows OpenGL context creation at
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# this time, thus we limit us to OpenGL on that platform.
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case $_host_os in
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darwin*)
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if test "$_opengl_glad" = "no" -a "$_opengl_mode" != "none"; then
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# Try different header filenames
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# 1) GL/gl.h This is usually used on POSIX and Windows systems
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# 2) OpenGL/gl.h This is used on Mac OS X
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# 2) OpenGL/gl.h This is used on macOS
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# 3) GLES2/gl2.h This is used for OpenGL ES 2.x
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_opengl_can_compile=no
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for i in "GL/gl.h" "OpenGL/gl.h" "GLES2/gl2.h"; do
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@ -19,7 +19,7 @@ echo_n() {
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}
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if test `uname` != "Darwin"; then
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echo This script is Mac OS X-only
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echo This script is macOS-only
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exit
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fi
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@ -8,7 +8,7 @@ echo_n() {
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}
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if test `uname` != "Darwin"; then
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echo This script is Mac OS X-only
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echo This script is macOS-only
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exit
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fi
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@ -5,7 +5,7 @@
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# of the credits in other places from this source. In particular:
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# - The AUTHORS file
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# - The gui/credits.h header file
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# - The Credits.rtf file used by the Mac OS X port
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# - The Credits.rtf file used by the macOS port
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# - The credits.yaml, alternative version for use on the website
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# - The credits.rst file used by the manual
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#
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@ -40,7 +40,7 @@ my @section_count = ( 0, 0, 0 );
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if ($#ARGV >= 0) {
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$mode = "TEXT" if ($ARGV[0] eq "--text"); # AUTHORS file
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$mode = "CPP" if ($ARGV[0] eq "--cpp"); # credits.h (for use by about.cpp)
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$mode = "RTF" if ($ARGV[0] eq "--rtf"); # Credits.rtf (Mac OS X About box)
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$mode = "RTF" if ($ARGV[0] eq "--rtf"); # Credits.rtf (macOS About box)
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$mode = "YAML" if ($ARGV[0] eq "--yaml"); # YAML (Simple format, used in the Website)
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$mode = "RST" if ($ARGV[0] eq "--rst"); # Restructured text (used in the manual)
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}
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@ -624,7 +624,7 @@ begin_credits("Credits");
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add_person("", "rsn8887", "");
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end_section();
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begin_section("SDL (Win/Linux/OS X/etc.)");
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begin_section("SDL (Win/Linux/macOS/etc.)");
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add_person("Max Horn", "Fingolfin", "(retired)");
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add_person("Eugene Sandulenko", "sev", "Asm routines, GFX layers");
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end_section();
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@ -127,9 +127,9 @@ Internal FM-TOWNS YM2612 emulation (only usable in SCUMM FM-TOWNS games)
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.It Em alsa
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Output using ALSA sequencer device
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.It Em core
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CoreAudio sound, for Mac OS X users
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CoreAudio sound, for macOS users
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.It Em coremidi
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CoreMIDI sound, for Mac OS X users. Use only if you have a hardware MIDI
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CoreMIDI sound, for macOS users. Use only if you have a hardware MIDI
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synthesizer.
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.It Em seq
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Use /dev/sequencer for MIDI, *nix users.
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@ -240,7 +240,7 @@ Set music tempo (in percent, 50-200) for SCUMM games (default: 100).
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.It Ctrl-F5
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Display the Global Menu
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.It Cmd-q
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Quit (Mac OS X)
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Quit (macOS)
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.It Ctrl-q
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Quit (Most platforms)
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.It Ctrl-u
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@ -289,7 +289,7 @@ MIDI driver.
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.It Pa $HOME/.scummvmrc
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Configuration file on UNIX.
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.It Pa "$HOME/Library/Preferences/ScummVM Preferences"
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Configuration file on Mac OS X.
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Configuration file on macOS.
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.El
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.Sh EXAMPLES
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Running the builtin game launcher:
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@ -44,7 +44,7 @@ well on the compatibility page. ScummVM is continually improving, so
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check back often.
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Among the systems on which you can play those games are regular desktop
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computers (running Windows, Linux, Mac OS X, ...), game consoles
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computers (running Windows, Linux, macOS, ...), game consoles
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(Dreamcast, Nintendo DS & Wii, PSP, ...), smartphones (Android, iPhone,
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Symbian ...) and more.
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@ -98,7 +98,7 @@ Původně byl navržen pro spouštění her SCUMM od LucasArts SCUMM, jako např
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Postupem času byla přidána podpora pro spoustu her mimo SCUMM a
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ScummVM nyní také podporuje mnoho AGI a SCI her od Sierra (např. King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 a 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword I a II, Flight of the Amazon Queen, Gobliiins 1-3, série The Legend of Kyrandia, mnoho ze SCUMM her pro děti od Humongous Entertainment (včetně her Freddi Fish a Putt Putt) a mnoho dalších. Na stránce kompatibility můžete najít úplný seznam s podrobnostmi, které adventury jsou podporovány a jak dobře. ScummVM je neustále zlepšován a proto navštěvujte naše stránky často.
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Mezi systémy, na kterých můžete tyto hrát, jsou běžné stolní počítače (mající Windows, Linux, Mac OS X, ...), herní konzole
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Mezi systémy, na kterých můžete tyto hrát, jsou běžné stolní počítače (mající Windows, Linux, macOS, ...), herní konzole
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(Dreamcast, Nintendo DS a Wii, PSP, ...), chytré telefony (Android, iPhone, Symbian ...) a další.
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V současnosti je ScummVM stále velkou částí ve vývoji. Nezapomeňte, že i když se snažíme zajistit, aby mnoho her bylo možno dokončit pouze s pár vážnými chybami, pády programu mohou nastat a my neposkytujeme žádné záruky. Přes to všechno, některé hry byly podporovány po dlouhou dobu
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@ -649,7 +649,7 @@ CD verze série Gobliiins obsahuje jednu velkou zvukovou stopu, kterou je třeba
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3.12) Poznámky k Inherit the Earth: Quest for the Orb:
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----- ------------------------------------------------
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Abyste mohli spustit verzi pro Mac OS X od Wyrmkeep musíte data zkopírovat z CD na Váš pevný disk. Pokud používáte PC, pak se podívejte na:
|
||||
Abyste mohli spustit verzi pro macOS od Wyrmkeep musíte data zkopírovat z CD na Váš pevný disk. Pokud používáte PC, pak se podívejte na:
|
||||
|
||||
<https://wiki.scummvm.org/index.php/HOWTO-Mac_Games>
|
||||
|
||||
|
@ -937,7 +937,7 @@ Podporované platformy zahrnují (mimo jiné):
|
|||
|
||||
UNIX (Linux, Solaris, IRIX, *BSD, ...)
|
||||
Windows
|
||||
Mac OS X
|
||||
macOS
|
||||
AmigaOS
|
||||
Android
|
||||
BeOS
|
||||
|
@ -1183,7 +1183,7 @@ ScummVM podporuje různé zkratky ve hře. Liší se mezi různými hrami SCUMM
|
|||
|
||||
Společné:
|
||||
Ctrl-F5 - Zobrazí Globální Menu
|
||||
Cmd-q - Ukončit (Mac OS X)
|
||||
Cmd-q - Ukončit (macOS)
|
||||
Ctrl-q - Ukončit (další unixy včetně Linux)
|
||||
Ctrl-z - Ukončit (další platformy)
|
||||
Ctrl-u - Zeslabí všechny zvuky
|
||||
|
@ -1348,7 +1348,7 @@ Nezapomeňte, že používání Ctrl-f nebo Ctrl-g není doporučeno: hry mohou
|
|||
Uložené hry jsou na některých platformách standardně umístěny do současné složky a v jiných do přednastavené složky. To můžete určit v souboru s nastavením pomocí parametru savepath. Podívejte se na vzorový soubor s nastavením dále v tomto souboru.
|
||||
|
||||
Platformy, které v současnosti mají jiné výchozí složky jsou:
|
||||
Mac OS X:
|
||||
macOS:
|
||||
$HOME/Documents/ScummVM Savegames/
|
||||
|
||||
Jiné unixy:
|
||||
|
@ -1497,8 +1497,8 @@ Dostupné ve všech operačních systémech, nebo potřebuje ruční nastavení.
|
|||
towns - Vnitřní emulace FM-TOWNS YM2612
|
||||
(použitelné pouze v hrách SCUMM FM-TOWNS)
|
||||
alsa - Výstup pomocí zařízení sekvenceru ALSA. Viz níže.
|
||||
core - Zvuk CoreAudio, pro uživatele Mac OS X.
|
||||
coremidi - Zvuk CoreMIDI, pro uživatele Mac OS X. Používejte pouze, pokud máte hardwarový syntezátor MIDI.
|
||||
core - Zvuk CoreAudio, pro uživatele macOS.
|
||||
coremidi - Zvuk CoreMIDI, pro uživatele macOS. Používejte pouze, pokud máte hardwarový syntezátor MIDI.
|
||||
seq - Použití /dev/sequencer pro MIDI v systému *nix. Viz níže
|
||||
timidity - Připojení k MIDI serveru TiMidity++. Viz níže.
|
||||
windows - Windows MIDI. Použije zabudovaný sekvencer, pro Windows
|
||||
|
@ -1804,7 +1804,7 @@ Standardně je soubor s nastavením uložen a načítán:
|
|||
|
||||
Pokud byla ve vašem systému nainstalována dřívější verze ScummVM, bude ponecháno původní výchozí umístění '~/.scummvmrc'.
|
||||
|
||||
Mac OS X:
|
||||
macOS:
|
||||
~/Library/Preferences/ScummVM Preferences
|
||||
(zde ~ označuje Vaši domovskou složku)
|
||||
|
||||
|
@ -2012,7 +2012,7 @@ Pro aktuální přehled o tom, jak ScummVM sestavit pro různé platformy, prohl
|
|||
|
||||
<https://wiki.scummvm.org/index.php/Compiling_ScummVM>
|
||||
|
||||
Pokud sestavujete ve Windows, Linux nebo Mac OS X, potřebujete SDL-1.2.2
|
||||
Pokud sestavujete ve Windows, Linux nebo macOS, potřebujete SDL-1.2.2
|
||||
Nebo novější (starší verze mohou fungovat, ale nejsou podporovány) a podporovaný kompilátor. Většina kompilátorů, včetně GCC, mingw a novějších verzí Microsoft Visual C++ jsou podporovány. Pokud chcete použít stopy CD komprimované do MP3 nebo soubory .SOU, musíte nainstalovat knihovnu MAD; podobně potřebujete vhodné knihovny pro komprimovaný zvuk pomocí Ogg Vorbis a FLAC. Pro komprimované uložené stavy je potřeba mít zlib.
|
||||
|
||||
Některé části ScummVM, zvláště zvětšovače, mají vysoce optimalizované verze napsané v assembleru. Pokud si přejete tuto možnost použít, potřebuje mít nainstalován assembler nasm (viz https://www.nasm.us/). Nezapomeňte, že v současnosti máme pouze verze optimalizované pro x86 MMX, a nebudou sestaveny pro jiné procesory.
|
||||
|
@ -2035,9 +2035,9 @@ Na Windows můžete určit USE_WINDBG a připojit WinDbg pro procházení ladíc
|
|||
Přečtěte si prosím:
|
||||
<https://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC>
|
||||
|
||||
Mac OS X:
|
||||
macOS:
|
||||
Přečtěte si prosím:
|
||||
<https://wiki.scummvm.org/index.php/Mac_OS_X>
|
||||
<https://wiki.scummvm.org/index.php/macOS>
|
||||
|
||||
AmigaOS4:
|
||||
Přečtěte si prosím:
|
||||
|
@ -2063,10 +2063,10 @@ Na Windows můžete určit USE_WINDBG a připojit WinDbg pro procházení ladíc
|
|||
Přečtěte si prosím:
|
||||
<https://wiki.scummvm.org/index.php/Compiling_ScummVM/WebOS>
|
||||
|
||||
Mac OS:
|
||||
* Mac OS X
|
||||
macOS:
|
||||
* macOS
|
||||
Přečtěte si prosím:
|
||||
<https://wiki.scummvm.org/index.php/Mac_OS_X>
|
||||
<https://wiki.scummvm.org/index.php/macOS>
|
||||
* Mac OS X 10.2.8
|
||||
Přečtěte si prosím:
|
||||
<https://wiki.scummvm.org/index.php/Compiling_ScummVM/Mac_OS_X_10.2.8>
|
||||
|
|
|
@ -43,7 +43,7 @@ oplysninger om, hvilke eventyr der understøttes og hvor godt, på
|
|||
kompatibilitetssiden. ScummVM forbedres løbende, så vend ofte tilbage.
|
||||
|
||||
Blandt de systemer, som du kan spille disse spil på er regulære desktop
|
||||
computere (Windows, Linux, Mac OS X, ...), spillekonsoller (Dreamcast,
|
||||
computere (Windows, Linux, macOS, ...), spillekonsoller (Dreamcast,
|
||||
Nintendo DS og Wii, PSP, ...), smartphones (Android, iPhone, Symbian...)
|
||||
og flere.
|
||||
|
||||
|
|
|
@ -123,7 +123,7 @@ schauen Sie öfter einmal vorbei.
|
|||
|
||||
Unter den Systemen, mit denen Sie diese Spiele spielen können, befinden sich
|
||||
normale Schreibtisch-Computer (mit den Betriebssystemen Windows, Linux,
|
||||
Mac OS X, ...), Spielekonsolen (Dreamcast, Nintendo DS & Wii, PSP, ...),
|
||||
macOS, ...), Spielekonsolen (Dreamcast, Nintendo DS & Wii, PSP, ...),
|
||||
Smartphones (Android, iPhone, Symbian ...) und einige weitere.
|
||||
|
||||
Zurzeit befindet sich ScummVM immer noch stark in der Entwicklung. Seien Sie
|
||||
|
@ -907,7 +907,7 @@ Sprachausgabe ist auch in diesem Titel und ihre Lautstärke wird deshalb ebenso
|
|||
|
||||
3.12) Hinweise zu Inherit the Earth: Quest for the Orb (Macintosh):
|
||||
----- -------------------------------------------------------------
|
||||
Um die Wiederveröffentlichung des Spiels für Mac OS X von Wyrmkeep laufen zu
|
||||
Um die Wiederveröffentlichung des Spiels für macOS von Wyrmkeep laufen zu
|
||||
lassen, müssen Sie die Daten von der CD auf die Festplatte kopieren. Wenn Sie an
|
||||
einem PC arbeiten, lesen Sie hierfür:
|
||||
|
||||
|
@ -1450,7 +1450,7 @@ Die unterstützten Plattformen beinhalten (aber beschränken sich nicht auf):
|
|||
|
||||
UNIX (Linux, Solaris, IRIX, *BSD, ...)
|
||||
Windows
|
||||
Mac OS X
|
||||
macOS
|
||||
AmigaOS
|
||||
Android
|
||||
BeOS
|
||||
|
@ -1745,7 +1745,7 @@ zwischen SCUMM-Spielen und anderen Spielen.
|
|||
|
||||
Allgemein:
|
||||
Strg+F5 - Zeigt globales Menü.
|
||||
Cmd+q - Beenden (Mac OS X)
|
||||
Cmd+q - Beenden (macOS)
|
||||
Strg+q - Beenden (andere UNIX-Systeme einschließlich Linux)
|
||||
Alt+F4 - Beenden (Windows)
|
||||
Strg+z ODER Alt+x - Beenden (andere Plattformen)
|
||||
|
@ -2012,7 +2012,7 @@ Verzeichnis gespeichert und bei anderen in voreingestellten Verzeichnissen.
|
|||
Sehen Sie sich das Beispiel weiter unten in dieser Liesmich-Datei an.
|
||||
|
||||
Die folgenden Plattformen haben ein anderes Standard-Verzeichnis:
|
||||
Mac OS X:
|
||||
macOS:
|
||||
$HOME/Documents/ScummVM Savegames/
|
||||
|
||||
Andere UNIX-Systeme:
|
||||
|
@ -2702,7 +2702,7 @@ Standardmäßig wird die Konfigurationsdatei hier gespeichert und geladen:
|
|||
das ursprüngliche Standard-Verzeichnis „~/.scummvm“ beibehalten. Dies wird
|
||||
daran erkannt, dass der Pfad „~/.scummvm“ vorhanden ist.
|
||||
|
||||
Mac OS X:
|
||||
macOS:
|
||||
~/Library/Preferences/ScummVM Preferences
|
||||
(Hierbei bezieht sich ~ auf das Benutzerverzeichnis.)
|
||||
|
||||
|
@ -2768,10 +2768,10 @@ Die folgenden Schlüsselwörter werden erkannt:
|
|||
screenshotpath Text Verzeichnis für Bildschirmfotos
|
||||
iconspath Text Verzeichnis, in dem nach Icons gesucht wird,
|
||||
die für das ScummVM-Icon in der Windows-Taskbar
|
||||
oder im macOS X-Dock verwendet werden, wenn
|
||||
oder im macOS-Dock verwendet werden, wenn
|
||||
ein Spiel läuft. Die Icon-Dateien sollten nach
|
||||
der Spiele-Kennung benannt werden und sich unter
|
||||
Windows im .ico-Format und unter macOS X im
|
||||
Windows im .ico-Format und unter macOS im
|
||||
.png-Format befinden.
|
||||
versioninfo Text Die Version von ScummVM, welche diese
|
||||
Konfigurationsdatei erstellt hat
|
||||
|
@ -3054,7 +3054,7 @@ screenshotpath=/pfad/zu/den/bildschirmfotos/
|
|||
Wenn in der Konfigurationsdatei kein Bildschirmfoto-Verzeichnis angegeben ist, hängt
|
||||
der Speicherort der Bildschirmfotos vom verwendeten Betriebssystem ab:
|
||||
Windows: Im Verzeichnis "Users\Benutzername\Bilder\ScummVM Screenshots"
|
||||
macOS X: Auf dem Desktop.
|
||||
macOS: Auf dem Desktop.
|
||||
Alle anderen Betriebssysteme: Im aktuellen Verzeichnis.
|
||||
|
||||
|
||||
|
@ -3065,7 +3065,7 @@ Plattformen kompiliert, schauen Sie bitte in unserem Wiki nach, insbesondere auf
|
|||
dieser Seite:
|
||||
https://wiki.scummvm.org/index.php/Compiling_ScummVM
|
||||
|
||||
Wenn Sie für Windows, Linux oder Mac OS X kompilieren, benötigen Sie SDL-1.2.2
|
||||
Wenn Sie für Windows, Linux oder macOS kompilieren, benötigen Sie SDL-1.2.2
|
||||
oder höher (ältere Versionen funktionieren möglicherweise, haben aber keinen
|
||||
Support) und einen unterstützten Compiler. Mehrere Compiler, einschließlich GCC,
|
||||
mingw und neue Versionen von Microsoft Visual C++ werden unterstützt. Wenn Sie
|
||||
|
@ -3123,10 +3123,10 @@ Debug-Nachrichten zu durchsuchen
|
|||
Weiterführende Informationen finden Sie unter:
|
||||
https://wiki.scummvm.org/index.php/Compiling_ScummVM/WebOS
|
||||
|
||||
Mac OS:
|
||||
* Mac OS X
|
||||
macOS:
|
||||
* macOS
|
||||
Weiterführende Informationen finden Sie unter:
|
||||
https://wiki.scummvm.org/index.php/Mac_OS_X
|
||||
https://wiki.scummvm.org/index.php/macOS
|
||||
* Mac OS X 10.2.8
|
||||
Weiterführende Informationen finden Sie unter:
|
||||
https://wiki.scummvm.org/index.php/Compiling_ScummVM/Mac_OS_X_10.2.8
|
||||
|
|
|
@ -51,7 +51,7 @@ schauen Sie öfter einmal vorbei.
|
|||
|
||||
Unter den Systemen, mit denen Sie diese Spiele spielen können, befinden sich
|
||||
normale Schreibtisch-Computer (mit den Betriebssystemen Windows, Linux,
|
||||
Mac OS X, ...), Spielekonsolen (Dreamcast, Nintendo DS & Wii, PSP, ...),
|
||||
macOS, ...), Spielekonsolen (Dreamcast, Nintendo DS & Wii, PSP, ...),
|
||||
Smartphones (Android, iPhone, Symbian ...) und einige weitere.
|
||||
|
||||
Zurzeit befindet sich ScummVM immer noch stark in der Entwicklung. Seien Sie
|
||||
|
|
|
@ -1534,7 +1534,7 @@ PlayStation Vita
|
|||
* - rsn8887
|
||||
-
|
||||
|
||||
SDL (Win/Linux/OS X/etc.)
|
||||
SDL (Win/Linux/macOS/etc.)
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
.. list-table::
|
||||
|
|
|
@ -47,7 +47,7 @@ emulación en la página de compatibilidad. ScummVM mejora continuamente,
|
|||
así que consúltala a menudo.
|
||||
|
||||
Estos juegos se pueden ejecutar en ordenadores de sobremesa (con
|
||||
Windows, Linux, Mac OS X...), videoconsolas (Dreamcast, Nintendo DS
|
||||
Windows, Linux, macOS...), videoconsolas (Dreamcast, Nintendo DS
|
||||
y Wii, PSP...) y smartphones (Android, iPhone, Symbian...), entre
|
||||
otros sistemas.
|
||||
|
||||
|
|
|
@ -48,7 +48,7 @@ connus sur la page de compatibilité. ScummVM évolue en permanence, donc
|
|||
vérifier cette liste de compatibilités souvent.
|
||||
|
||||
Vous pouvez jouer à ces jeux sur des ordinateurs de bureau classiques
|
||||
(sous Windows, Linux, Mac OS X, ...), sur des consoles (Dreamcast,
|
||||
(sous Windows, Linux, macOS, ...), sur des consoles (Dreamcast,
|
||||
Nintendo DS et Wii, PSP, ...), smartphones (Android, iPhone, Symbian
|
||||
...) et plus encore.
|
||||
|
||||
|
|
|
@ -46,7 +46,7 @@ in che misura nella pagina di compatibilità. ScummVM è in
|
|||
continuo miglioramento, quindi torna a dare un'occhiata ogni tanto.
|
||||
|
||||
Tra i sistemi sui quali puoi giocare ci sono i normali computer desktop
|
||||
(con Windows, Linux, Mac OS X, ...), varie console (Dreamcast, Nintendo
|
||||
(con Windows, Linux, macOS, ...), varie console (Dreamcast, Nintendo
|
||||
DS & Wii, PSP, ...), smartphone (Android, iPhone, Symbian, ...) e
|
||||
altri.
|
||||
|
||||
|
|
|
@ -45,7 +45,7 @@ og hvor godt de støttes på kompatibilitets-siden. ScummVM forbedres
|
|||
stadig, så det kan lønne seg å kikke innom med jevne mellomrom.
|
||||
|
||||
Blant systemene som spillene nå kan spilles på, finner vi vanlige
|
||||
stasjonære datamaskiner (med Windows, Linux, Mac OS X, etc), spillkonsoller
|
||||
stasjonære datamaskiner (med Windows, Linux, macOS, etc), spillkonsoller
|
||||
(Dreamcast, Nintendo DS & Wii, PSP, ...), smarttelefoner (Android,
|
||||
iPhone, Symbian ...) mfl.
|
||||
|
||||
|
|
|
@ -70,7 +70,7 @@ Från början var programmet designat för att köra LucasArts SCUMM-spel, till
|
|||
|
||||
Med tiden har stöd lagts till för många spel som inte använder SCUMM-systemet och ScummVM stöder nu även många av Sierras AGI- och SCI-spel (till exempel King’s Quest 1-6, Space Quest 1-5, ...), Discworld 1 och 2, Simon the Sorcerer 1 och 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword I och II, Flight of the Amazon Queen, Gobliiins 1-3, Legend of Kyrandia-serien, många av Humongous Entertainments barnspel (inklusive Freddi Fish och Putt Putt-spelen) med flera. Du kan se en fullständig lista med delaljer om vilka äventyr som stöds och hur väl de fungerar på kompatibilitetssidan. ScummVM förbättras konstant, så håll ett öga på listan.
|
||||
|
||||
Bland systemen du kan använda för att spela dessa spel räknas vanliga persondatorer (Windows, Linux, Mac OS X, ...) spelkonsoler (Dreamcast, Nintendo DS & Wii, PSP, ...), smartphones (Android, iPhone, Symbian ...) med flera.
|
||||
Bland systemen du kan använda för att spela dessa spel räknas vanliga persondatorer (Windows, Linux, macOS, ...) spelkonsoler (Dreamcast, Nintendo DS & Wii, PSP, ...), smartphones (Android, iPhone, Symbian ...) med flera.
|
||||
|
||||
Just nu är ScummVM fortfarande under utveckling. Var medveten om att trots att vi försöker se till att många spel kan avklaras utan att stöta på allvarliga buggar finns det ändå risk för krasher, och vi erbjuder inga garantier. Dock har många spel varit stödda av programmet väldigt länge och borde fungera utmärkt i vilken som helst av de senaste stabila versionerna. Du kan få en uppfattning om hur väl varje spel fungerar i ScummVM genom att titta på kompatibilitetssidan. Faktum är att ScummVM används kommersiellt för nyutgåvor av vissa spel på moderna plattformar. Alltså är många företag nöjda med mjukvarans kvalitet och hur väl programmet stöder spelen.
|
||||
|
||||
|
@ -463,7 +463,7 @@ CD-versionerna av Gobliiins-spelen innehåller ett stort ljudspår som du måste
|
|||
|
||||
3.11) Notiser om Inherit the Earth: Quest for the Orb:
|
||||
----- ------------------------------------------------
|
||||
För att spela nyutgåvan från Wyrmkeep för Mac OS X måste du kopiera datafilerna från CD:n till din hårddisk. Om du är PC-användare, hänvisa sedan till:
|
||||
För att spela nyutgåvan från Wyrmkeep för macOS måste du kopiera datafilerna från CD:n till din hårddisk. Om du är PC-användare, hänvisa sedan till:
|
||||
|
||||
https://wiki.scummvm.org/index.php/HOWTO-Mac_Games
|
||||
|
||||
|
@ -619,7 +619,7 @@ Stödda plattformar inkluderar bl.a. följande:
|
|||
|
||||
UNIX (Linux, Solaris, IRIX, *BSD, ...)
|
||||
Windows
|
||||
Mac OS X
|
||||
macOS
|
||||
AmigaOS
|
||||
Android
|
||||
BeOS
|
||||
|
@ -867,7 +867,7 @@ ScummVM stöder ett antal kortkommandon medan du spelar. De är olika för SCUMM
|
|||
|
||||
Gemensamma:
|
||||
Ctrl-F5 - Öppnar menyn
|
||||
Cmd-q - Avsluta (Mac OS X)
|
||||
Cmd-q - Avsluta (macOS)
|
||||
Ctrl-q - Avsluta (andra system inklusive Linux)
|
||||
Ctrl-z ELLER Alt-x - Avsluta (andra plattformar)
|
||||
Ctrl-u - Stäng av allt ljud
|
||||
|
@ -1027,7 +1027,7 @@ Märk att trycka Ctrl-f och Ctrl-g inte rekommenderas: spel kan krasha när de s
|
|||
Spardata lagras som standard i den aktiva katalogen på vissa plattformar och i förbestämda kataloger på andra plattformar. Du kan ställa in katalogen i konfigurationsfilen genom att ändra savepath-parametern. Se exempel för konfigurationsfilen senare i detta dokument.
|
||||
|
||||
Plattformar som för närvarande har annorlunda standardkataloger:
|
||||
Mac OS X:
|
||||
macOS:
|
||||
$HOME/Documents/ScummVM Savegames/
|
||||
|
||||
Övriga unix-system:
|
||||
|
@ -1170,8 +1170,8 @@ För de flesta operativsystemen och spelen använder ScummVM som standard MT-32
|
|||
(fungerar endast i SCUMM FM-TOWNS-spel)
|
||||
|
||||
alsa - Uppspelning med ALSA sequencer-enhet. Se nedan.
|
||||
core - CoreAudio ljud, för Mac OS X användare.
|
||||
coremidi - CoreMIDI ljud, för Mac OS X användare. Använd endast om du har
|
||||
core - CoreAudio ljud, för macOS användare.
|
||||
coremidi - CoreMIDI ljud, för macOS användare. Använd endast om du har
|
||||
en MIDI-synthesizer i hårdvaruform.
|
||||
seq - Använd /dev/sequencer för MIDI, *nix användare. Se nedan.
|
||||
timidity - Anslut till TiMidity++ MIDI-servern. Se nedan.
|
||||
|
@ -1467,7 +1467,7 @@ Som standard sparas och laddas konfigrationsfilen i:
|
|||
Unix:
|
||||
~/.scummvmrc
|
||||
|
||||
Mac OS X:
|
||||
macOS:
|
||||
~/Library/Preferences/ScummVM Preferences
|
||||
(här hänvisar ~ till din hemkatalog)
|
||||
|
||||
|
@ -1719,7 +1719,7 @@ Om specialinställningarna inte visas måste spelet köras en gång eller lägga
|
|||
För en uppdaterad överblick för hur man kompilerar ScummVM på diverse plattformar var god se vår Wiki, speciellt den här här sidan:
|
||||
https://wiki.scummvm.org/index.php/Compiling_ScummVM
|
||||
|
||||
Om du kompilerar för Windows, Linux eller Mac OS X behöver du SDL-1.2.2 eller senare (äldre versioner kan fungera, men stöds inte) och ett stött kompileringsprogram. Flera kompileringsprogram inklusive GCC, mingw och senare versioner av Microsoft Visual C++ stöds. Om du vill använda MP3-komprimerade CD-spår eller .SOU-filer måste du installera MAD-biblioteket; på samma sätt behöver du de nödvändiga biblioteken för Ogg Vorbis och FLAC-komprimerat ljud. För komprimerade spardata krävs zlib.
|
||||
Om du kompilerar för Windows, Linux eller macOS behöver du SDL-1.2.2 eller senare (äldre versioner kan fungera, men stöds inte) och ett stött kompileringsprogram. Flera kompileringsprogram inklusive GCC, mingw och senare versioner av Microsoft Visual C++ stöds. Om du vill använda MP3-komprimerade CD-spår eller .SOU-filer måste du installera MAD-biblioteket; på samma sätt behöver du de nödvändiga biblioteken för Ogg Vorbis och FLAC-komprimerat ljud. För komprimerade spardata krävs zlib.
|
||||
|
||||
Vissa delar av ScummVM, speciellt skalningsfilter, har optimerade versioner skrivna i assembler-kod. Om du vill använda dem måste du installera nasm-assemblern (se https://nasm.us/). Märk att vi för tillfället endast har optimerade versioner för x86 MMX och att de inte kan kompileras med andra processorer.
|
||||
|
||||
|
@ -1744,9 +1744,9 @@ På Windows kan du definiera USE_WINDBG och lägga till WinDbg för att visa deb
|
|||
* För mer information se:
|
||||
https://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
|
||||
|
||||
Mac OS X:
|
||||
macOS:
|
||||
* Se till att du har utvecklingsverktygen istallerade.
|
||||
* SDL-utvecklingspaketet för OS X som finns tillgängligt på SLD:s hemsida
|
||||
* SDL-utvecklingspaketet för macOS som finns tillgängligt på SLD:s hemsida
|
||||
är INTE lämpligt. Du behöver istället en unix-artad kompilation av SDL.
|
||||
Ett sätt att få tag i en sådan är att installera SDL via Fink
|
||||
(http://www.finkproject.org/). Annars kan du kompilera SDL manuellt från källkoden
|
||||
|
|
|
@ -21,7 +21,7 @@ Från början var programmet designat för att köra LucasArts SCUMM-spel, till
|
|||
|
||||
Med tiden har stöd lagts till för många spel som inte använder SCUMM-systemet och ScummVM stöder nu även många av Sierras AGI- och SCI-spel (till exempel King’s Quest 1-6, Space Quest 1-5, ...), Discworld 1 och 2, Simon the Sorcerer 1 och 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword I och II, Flight of the Amazon Queen, Gobliiins 1-3, Legend of Kyrandia-serien, många av Humongous Entertainments barnspel (inklusive Freddi Fish och Putt Putt-spelen) med flera. Du kan se en fullständig lista med delaljer om vilka äventyr som stöds och hur väl de fungerar på kompatibilitetssidan. ScummVM förbättras konstant, så håll ett öga på listan.
|
||||
|
||||
Bland systemen du kan använda för att spela dessa spel räknas vanliga persondatorer (Windows, Linux, Mac OS X, ...) spelkonsoler (Dreamcast, Nintendo DS & Wii, PSP, ...), smartphones (Android, iPhone, Symbian ...) med flera.
|
||||
Bland systemen du kan använda för att spela dessa spel räknas vanliga persondatorer (Windows, Linux, macOS, ...) spelkonsoler (Dreamcast, Nintendo DS & Wii, PSP, ...), smartphones (Android, iPhone, Symbian ...) med flera.
|
||||
|
||||
Just nu är ScummVM fortfarande under utveckling. Var medveten om att trots att vi försöker se till att många spel kan avklaras utan att stöta på allvarliga buggar finns det ändå risk för krasher, och vi erbjuder inga garantier. Dock har många spel varit stödda av programmet väldigt länge och borde fungera utmärkt i vilken som helst av de senaste stabila versionerna. Du kan få en uppfattning om hur väl varje spel fungerar i ScummVM genom att titta på kompatibilitetssidan. Faktum är att ScummVM används kommersiellt för nyutgåvor av vissa spel på moderna plattformer. Alltså är många företag nöjda med mjukvarans kvalitet och hur väl programmet stöder spelen.
|
||||
|
||||
|
|
|
@ -106,7 +106,7 @@ namespace AGS3 {
|
|||
|
||||
|
||||
#if defined(__LP64__)
|
||||
// LP64 machine, OS X or Linux
|
||||
// LP64 machine, macOS or Linux
|
||||
// int 32bit | long 64bit | long long 64bit | void* 64bit
|
||||
#define AGS_PLATFORM_64BIT (1)
|
||||
#elif defined(_WIN64)
|
||||
|
@ -114,7 +114,7 @@ namespace AGS3 {
|
|||
// int 32bit | long 32bit | long long 64bit | void* 64bit
|
||||
#define AGS_PLATFORM_64BIT (1)
|
||||
#else
|
||||
// 32-bit machine, Windows or Linux or OS X
|
||||
// 32-bit machine, Windows or Linux or macOS
|
||||
// int 32bit | long 32bit | long long 64bit | void* 32bit
|
||||
#define AGS_PLATFORM_64BIT (0)
|
||||
#endif
|
||||
|
|
|
@ -2033,7 +2033,7 @@ byte getZoneFromPositionRaw(byte *page, int16 x, int16 y, int16 width) {
|
|||
// Vertical positions outside the 320x200 screen (e.g. in range 200-232)
|
||||
// are accessed after teleporting Lo'Ann to the future using the pendant
|
||||
// and walking down the slope and out of the screen (This causes a crash
|
||||
// at least on Mac OS X). The original PC version of Future Wars doesn't
|
||||
// at least on macOS). The original PC version of Future Wars doesn't
|
||||
// clip its coordinates in this function or in checkCollision-function
|
||||
// according to reverse engineering but instead just happily reads outside
|
||||
// the 320x200 buffer. Not really knowing how to properly fix this I simply
|
||||
|
|
|
@ -168,7 +168,7 @@ void os_time_ns(os_time_t *seconds, long *nanoseconds);
|
|||
* list of time zone names that can be mapped to zoneinfo names via a
|
||||
* hand-coded list (such a list is maintained in the Unicode CLDR; our
|
||||
* Windows implementation uses the CLDR list to generate the mapping).
|
||||
* MacOS X uses zoneinfo keys directly; /etc/localtime is a link to the
|
||||
* macOS uses zoneinfo keys directly; /etc/localtime is a link to the
|
||||
* zoneinfo file for the local zone as set via the system preferences.
|
||||
*
|
||||
* os_tzset() must be invoked at some point before this routine is called.
|
||||
|
@ -694,7 +694,7 @@ long os_get_sys_clock_ms();
|
|||
* file types are meaningful then maps our abstract type IDs to the
|
||||
* corresponding port-specific type IDs. In practice, this has never been
|
||||
* used anywhere other than the old Mac OS ports; in fact, it's not even
|
||||
* used in the modern Mac OS (OS X and later), since Apple decided to stop
|
||||
* used in the modern macOS since Apple decided to stop
|
||||
* fighting the tide and start using filename suffixes for this sort of
|
||||
* tagging, like everyone else always has.
|
||||
*
|
||||
|
|
|
@ -929,7 +929,7 @@ Common::String MohawkEngine_LivingBooks::convertMacFileName(const Common::String
|
|||
if (string[i] == ':') // Directory separator
|
||||
filename += '/';
|
||||
else if (string[i] == '/') // Literal slash
|
||||
filename += ':'; // Replace by colon, as used by Mac OS X for slash
|
||||
filename += ':'; // Replace by colon, as used by macOS for slash
|
||||
else
|
||||
filename += string[i];
|
||||
}
|
||||
|
|
|
@ -59,7 +59,7 @@ void Movie::initFromMovieFile(const Common::String &fileName, bool transparent)
|
|||
releaseMovie();
|
||||
_video = new Video::QuickTimeDecoder();
|
||||
if (!_video->loadFile(fileName)) {
|
||||
// Replace any colon with an underscore, since only Mac OS X
|
||||
// Replace any colon with an underscore, since only macOS
|
||||
// supports that. See PegasusEngine::detectOpeningClosingDirectory()
|
||||
// for more info.
|
||||
Common::String newName(fileName);
|
||||
|
|
|
@ -152,7 +152,7 @@ Common::Error PegasusEngine::run() {
|
|||
if (!isDemo() && !detectOpeningClosingDirectory()) {
|
||||
Common::String message = "Missing intro directory. ";
|
||||
|
||||
// Give Mac OS X a more specific message because we can
|
||||
// Give macOS a more specific message because we can
|
||||
#ifdef MACOSX
|
||||
message += "Make sure \"Opening/Closing\" is present.";
|
||||
#else
|
||||
|
@ -218,7 +218,7 @@ bool PegasusEngine::canSaveGameStateCurrently() {
|
|||
bool PegasusEngine::detectOpeningClosingDirectory() {
|
||||
// We need to detect what our Opening/Closing directory is listed as
|
||||
// On the original disc, it was 'Opening/Closing' but only HFS(+) supports the slash
|
||||
// Mac OS X will display this as 'Opening:Closing' and we can use that directly
|
||||
// macOS will display this as 'Opening:Closing' and we can use that directly
|
||||
// On other systems, users will need to rename to "Opening_Closing"
|
||||
|
||||
Common::FSNode gameDataDir(ConfMan.get("path"));
|
||||
|
|
|
@ -1129,7 +1129,7 @@ Common::Error ScummEngine::init() {
|
|||
#ifdef ENABLE_SCUMM_7_8
|
||||
#ifdef MACOSX
|
||||
if (_game.version == 8 && !memcmp(gameDataDir.getPath().c_str(), "/Volumes/MONKEY3_", 17)) {
|
||||
// Special case for COMI on Mac OS X. The mount points on OS X depend
|
||||
// Special case for COMI on macOS. The mount points on macOS depend
|
||||
// on the volume name. Hence if playing from CD, we'd get a problem.
|
||||
// So if loading of a resource file fails, we fall back to the (fixed)
|
||||
// CD mount points (/Volumes/MONKEY3_1 and /Volumes/MONKEY3_2).
|
||||
|
|
|
@ -24,14 +24,14 @@
|
|||
|
||||
#include "common/scummsys.h"
|
||||
|
||||
// On OS X we only support GL contexts. The reason is that Apple's GL interface
|
||||
// On macOS we only support GL contexts. The reason is that Apple's GL interface
|
||||
// uses "void *" for GLhandleARB which is not type compatible with GLint. This
|
||||
// kills our aliasing trick for extension functions and thus would force us to
|
||||
// supply two different Shader class implementations or introduce other
|
||||
// wrappers. OS X only supports GL contexts right now anyway (at least
|
||||
// wrappers. macOS only supports GL contexts right now anyway (at least
|
||||
// according to SDL2 sources), thus it is not much of an issue.
|
||||
#if defined(MACOSX) && (!defined(USE_GLES_MODE) || USE_GLES_MODE != 0)
|
||||
//#warning "Only forced OpenGL mode is supported on Mac OS X. Overriding settings."
|
||||
//#warning "Only forced OpenGL mode is supported on macOS. Overriding settings."
|
||||
#undef USE_GLES_MODE
|
||||
#define USE_GLES_MODE 0
|
||||
#endif
|
||||
|
|
|
@ -744,7 +744,7 @@ static const char *credits[] = {
|
|||
"C0""Cpasjuste",
|
||||
"C0""rsn8887",
|
||||
"",
|
||||
"C1""SDL (Win/Linux/OS X/etc.)",
|
||||
"C1""SDL (Win/Linux/macOS/etc.)",
|
||||
"C0""Max Horn",
|
||||
"C2""(retired)",
|
||||
"C0""Eugene Sandulenko",
|
||||
|
|
|
@ -221,7 +221,7 @@ bool EditableWidget::handleKeyDown(Common::KeyState state) {
|
|||
// Let ctrl-a / ctrl-e move the caret to the start / end of the line.
|
||||
//
|
||||
// These shortcuts go back a long time for command line programs. As
|
||||
// for edit fields in GUIs, they are supported natively on Mac OS X,
|
||||
// for edit fields in GUIs, they are supported natively on macOS,
|
||||
// which is why I enabled these shortcuts there.
|
||||
// On other systems (Windows, Gnome), Ctrl-A by default means
|
||||
// "select all", which is why I didn't enable the shortcuts there
|
||||
|
|
|
@ -405,7 +405,7 @@ void PICTDecoder::unpackBitsRect(Common::SeekableReadStream &stream, bool withPa
|
|||
case 4:
|
||||
// We have a planar 32-bit surface
|
||||
// Note that we ignore the alpha channel since it seems to not be correct
|
||||
// Mac OS X does not ignore it, but then displays it incorrectly. Photoshop
|
||||
// macOS does not ignore it, but then displays it incorrectly. Photoshop
|
||||
// does ignore it and displays it correctly.
|
||||
_outputSurface->create(width, height, Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0));
|
||||
for (uint16 y = 0; y < _outputSurface->h; y++) {
|
||||
|
|
6
ports.mk
6
ports.mk
|
@ -79,7 +79,7 @@ ifeq ($(DYNAMIC_MODULES),1)
|
|||
@for i in $(PLUGINS); do cp $$i ./dist-generic/scummvm; done
|
||||
endif
|
||||
|
||||
# Special target to create a application wrapper for Mac OS X
|
||||
# Special target to create a application wrapper for macOS
|
||||
|
||||
ifdef USE_DOCKTILEPLUGIN
|
||||
|
||||
|
@ -462,7 +462,7 @@ OSX_STATIC_LIBS += -framework Sparkle -Wl,-rpath,@loader_path/../Frameworks
|
|||
endif
|
||||
endif
|
||||
|
||||
# Special target to create a static linked binary for Mac OS X.
|
||||
# Special target to create a static linked binary for macOS.
|
||||
# We use -force_cpusubtype_ALL to ensure the binary runs on every
|
||||
# PowerPC machine.
|
||||
scummvm-static: $(DETECT_OBJS) $(OBJS)
|
||||
|
@ -479,7 +479,7 @@ iphone: $(DETECT_OBJS) $(OBJS)
|
|||
-framework CoreFoundation -framework QuartzCore -framework Foundation \
|
||||
-framework AudioToolbox -framework CoreAudio -framework SystemConfiguration -lobjc -lz
|
||||
|
||||
# Special target to create a snapshot disk image for Mac OS X
|
||||
# Special target to create a snapshot disk image for macOS
|
||||
# TODO: Replace AUTHORS by Credits.rtf
|
||||
osxsnap: bundle
|
||||
mkdir ScummVM-snapshot
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue