I've spent the last few hours trying to get the SQ5-based template game running on the LSL6 interpreter, but with no luck. I don't think it's even getting to the play method of the main game class, which should be the entry point of the game. There's no error, the program just closes. In Scumm it works fine.
The only thing it DOES show is an orange hand cursor for a split second. Originally I assume this must mean that it at least succeed in starting the game, but I think this cursor must be actually built into the interpreter.
- The original SQ5 shows a grey arrow briefly, then a grey hand briefly (before starting the title screen, which has no cursor).
- My template game (both running on SQ5 interpreter and LSL6 interpreter) show an orange hand (before going to the title scren, or exiting, respectively). If I modify the cursor that looks identical to it (but it grey), view 997, the orange hand doesn't change shape.
- ScummVM just goes straight to the title screen without showing any initial cursors
That's why I think the cursor must be built into the interpreter. However, it must be using a palette from the game, given that it ends up being a different color. I'm not really sure what's going on here.
Another weird thing is if I remove the interp.err file from the directory, the exits even more quickly (without showing the cursor at all). The interpreters are obviously very picky about what exists where.
Anyone have any ideas?
What I did was I took the LSL6 folder, replaced the resource.map and resource.000 with those from my template game. Then I exported the 65535.map resource from LSL6 (which list the entries in resource.sfx) and imported it into the template game. I also deleted the patch resources (i.e. the instrument patches) from the template game and replaced them with those from LSL6, just in case that made a difference.