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#include "winresrc.h"
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#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
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#include "base/internal_plugins.h" // for PLUGIN_ENABLED_STATIC
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#include "base/internal_version.h"
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#define FILE 256
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#define IDI_ICON 1001
#define IDI_COUNT 1002
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#define ID_GDF_XML __GDF_XML
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WIN32: Add a default application manifest
This fixes an OpenGL renderer issue for builds with MSYS2/Mingw64 or MSYS2/Mingw32
The issue pertains to MSYS2 adding a default manifest file (default-manifest.o) to the executable
The bug is for PC systems with GPU drivers that were not properly supported for Windows 10
systems, like Intel HD Graphics series 1st and 2nd generations. In those systems, launching a
game in ScummVM (built with MSYS2/Mingw) with the OpenGL renderer would cause the game
screen to be a white blank image, and various warnings would be output to the console, eg.
"WARNING: GL ERROR: GL_INVALID_ENUM on glTexSubImage2D(0x0DE1, 0, 0, area.top, src.w, area.height(), _glFormat, _glType, src.gere.cpp:167)!"
This was due to MSYS2/Mingw builds trying to load the (poorly supported) GPU driver while advertising support for Windows 10 in their
embedded default Manifest file. Hence, the GPU driver DLL (eg ig4icd64.dll) would be unloaded, causing the bug.
More information is available in the following links:
https://github.com/pal1000/save-legacy-intel-graphics
https://github.com/LWJGL/lwjgl/issues/119
https://github.com/msys2/MSYS2-packages/issues/454
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=69880
Credits to sluicebox for the VS GenerateManifest flag
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CREATEPROCESS_MANIFEST_RESOURCE_ID RT_MANIFEST "dists/win32/scummvm.exe.manifest"
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// Common resources
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IDI_ICON ICON "icons/scummvm.ico"
IDI_COUNT ICON "icons/count.ico"
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ID_GDF_XML DATA "dists/win32/scummvm.gdf.xml"
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scummclassic.zip FILE "gui/themes/scummclassic.zip"
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scummmodern.zip FILE "gui/themes/scummmodern.zip"
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scummremastered.zip FILE "gui/themes/scummremastered.zip"
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residualvm.zip FILE "gui/themes/residualvm.zip"
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gui-icons.dat FILE "gui/themes/gui-icons.dat"
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shaders.dat FILE "gui/themes/shaders.dat"
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achievements.dat FILE "dists/engine-data/achievements.dat"
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encoding.dat FILE "dists/engine-data/encoding.dat"
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// Engine or feature specific resources
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#ifdef BUILTIN_RESOURCES
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#if PLUGIN_ENABLED_STATIC(FREESCAPE)
freescape.dat FILE "dists/engine-data/freescape.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(GRIM)
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grim-patch.lab FILE "dists/engine-data/grim-patch.lab"
monkey4-patch.m4b FILE "dists/engine-data/monkey4-patch.m4b"
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#endif
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#if PLUGIN_ENABLED_STATIC(MYST3)
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myst3.dat FILE "dists/engine-data/myst3.dat"
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#endif
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#ifdef USE_TRANSLATION
translations.dat FILE "gui/themes/translations.dat"
#endif
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#ifdef USE_SDL_NET
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wwwroot.zip FILE "dists/networking/wwwroot.zip"
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#endif
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#ifdef USE_FREETYPE2
fonts.dat FILE "dists/engine-data/fonts.dat"
#endif
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macgui.dat FILE "dists/engine-data/macgui.dat"
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#if PLUGIN_ENABLED_STATIC(ACCESS)
WIN32: Add a default application manifest
This fixes an OpenGL renderer issue for builds with MSYS2/Mingw64 or MSYS2/Mingw32
The issue pertains to MSYS2 adding a default manifest file (default-manifest.o) to the executable
The bug is for PC systems with GPU drivers that were not properly supported for Windows 10
systems, like Intel HD Graphics series 1st and 2nd generations. In those systems, launching a
game in ScummVM (built with MSYS2/Mingw) with the OpenGL renderer would cause the game
screen to be a white blank image, and various warnings would be output to the console, eg.
"WARNING: GL ERROR: GL_INVALID_ENUM on glTexSubImage2D(0x0DE1, 0, 0, area.top, src.w, area.height(), _glFormat, _glType, src.gere.cpp:167)!"
This was due to MSYS2/Mingw builds trying to load the (poorly supported) GPU driver while advertising support for Windows 10 in their
embedded default Manifest file. Hence, the GPU driver DLL (eg ig4icd64.dll) would be unloaded, causing the bug.
More information is available in the following links:
https://github.com/pal1000/save-legacy-intel-graphics
https://github.com/LWJGL/lwjgl/issues/119
https://github.com/msys2/MSYS2-packages/issues/454
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=69880
Credits to sluicebox for the VS GenerateManifest flag
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access.dat FILE "dists/engine-data/access.dat"
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#endif
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#if PLUGIN_ENABLED_STATIC(CRYO)
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cryo.dat FILE "dists/engine-data/cryo.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(CRYOMNI3D)
WIN32: Add a default application manifest
This fixes an OpenGL renderer issue for builds with MSYS2/Mingw64 or MSYS2/Mingw32
The issue pertains to MSYS2 adding a default manifest file (default-manifest.o) to the executable
The bug is for PC systems with GPU drivers that were not properly supported for Windows 10
systems, like Intel HD Graphics series 1st and 2nd generations. In those systems, launching a
game in ScummVM (built with MSYS2/Mingw) with the OpenGL renderer would cause the game
screen to be a white blank image, and various warnings would be output to the console, eg.
"WARNING: GL ERROR: GL_INVALID_ENUM on glTexSubImage2D(0x0DE1, 0, 0, area.top, src.w, area.height(), _glFormat, _glType, src.gere.cpp:167)!"
This was due to MSYS2/Mingw builds trying to load the (poorly supported) GPU driver while advertising support for Windows 10 in their
embedded default Manifest file. Hence, the GPU driver DLL (eg ig4icd64.dll) would be unloaded, causing the bug.
More information is available in the following links:
https://github.com/pal1000/save-legacy-intel-graphics
https://github.com/LWJGL/lwjgl/issues/119
https://github.com/msys2/MSYS2-packages/issues/454
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=69880
Credits to sluicebox for the VS GenerateManifest flag
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cryomni3d.dat FILE "dists/engine-data/cryomni3d.dat"
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#endif
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#if PLUGIN_ENABLED_STATIC(DRASCULA)
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drascula.dat FILE "dists/engine-data/drascula.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(HADESCH)
hadesch_translations.dat FILE "dists/engine-data/hadesch_translations.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(HUGO)
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hugo.dat FILE "dists/engine-data/hugo.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(KYRA)
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kyra.dat FILE "dists/engine-data/kyra.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(LURE)
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lure.dat FILE "dists/engine-data/lure.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(MACVENTURE)
macventure.dat FILE "dists/engine-data/macventure.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(MORTEVIELLE)
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mort.dat FILE "dists/engine-data/mort.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(NANCY)
nancy.dat FILE "dists/engine-data/nancy.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(NEVERHOOD)
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neverhood.dat FILE "dists/engine-data/neverhood.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(PRINCE)
prince_translation.dat FILE "dists/engine-data/prince_translation.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(QUEEN)
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queen.tbl FILE "dists/engine-data/queen.tbl"
#endif
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#if PLUGIN_ENABLED_STATIC(SKY)
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sky.cpt FILE "dists/engine-data/sky.cpt"
#endif
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#if PLUGIN_ENABLED_STATIC(SUPERNOVA)
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supernova.dat FILE "dists/engine-data/supernova.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(TEENAGENT)
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teenagent.dat FILE "dists/engine-data/teenagent.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(TITANIC)
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titanic.dat FILE "dists/engine-data/titanic.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(TONY)
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tony.dat FILE "dists/engine-data/tony.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(TOON)
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toon.dat FILE "dists/engine-data/toon.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(ULTIMA)
ultima.dat FILE "dists/engine-data/ultima.dat"
#endif
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#if PLUGIN_ENABLED_STATIC(WINTERMUTE)
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wintermute.zip FILE "dists/engine-data/wintermute.zip"
#endif
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#if PLUGIN_ENABLED_STATIC(MM)
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mm.dat FILE "dists/engine-data/mm.dat"
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#endif
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#if PLUGIN_ENABLED_STATIC(AGI)
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pred.dic FILE "dists/pred.dic"
#endif
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#if defined(USE_OPENGL_SHADERS)
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#if PLUGIN_ENABLED_STATIC(GRIM)
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shaders/grim_dim.fragment FILE "engines/grim/shaders/grim_dim.fragment"
shaders/grim_dim.vertex FILE "engines/grim/shaders/grim_dim.vertex"
shaders/grim_emerg.fragment FILE "engines/grim/shaders/grim_emerg.fragment"
shaders/grim_emerg.vertex FILE "engines/grim/shaders/grim_emerg.vertex"
shaders/emi_actor.fragment FILE "engines/grim/shaders/emi_actor.fragment"
shaders/emi_actor.vertex FILE "engines/grim/shaders/emi_actor.vertex"
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shaders/emi_actorlights.fragment FILE "engines/grim/shaders/emi_actorlights.fragment"
shaders/emi_actorlights.vertex FILE "engines/grim/shaders/emi_actorlights.vertex"
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shaders/emi_background.fragment FILE "engines/grim/shaders/emi_background.fragment"
shaders/emi_background.vertex FILE "engines/grim/shaders/emi_background.vertex"
shaders/emi_dimplane.fragment FILE "engines/grim/shaders/emi_dimplane.fragment"
shaders/emi_dimplane.vertex FILE "engines/grim/shaders/emi_dimplane.vertex"
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shaders/emi_sprite.fragment FILE "engines/grim/shaders/emi_sprite.fragment"
shaders/emi_sprite.vertex FILE "engines/grim/shaders/emi_sprite.vertex"
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shaders/grim_actor.fragment FILE "engines/grim/shaders/grim_actor.fragment"
shaders/grim_actor.vertex FILE "engines/grim/shaders/grim_actor.vertex"
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shaders/grim_actorlights.fragment FILE "engines/grim/shaders/grim_actorlights.fragment"
shaders/grim_actorlights.vertex FILE "engines/grim/shaders/grim_actorlights.vertex"
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shaders/grim_background.fragment FILE "engines/grim/shaders/grim_background.fragment"
shaders/grim_background.vertex FILE "engines/grim/shaders/grim_background.vertex"
shaders/grim_primitive.fragment FILE "engines/grim/shaders/grim_primitive.fragment"
shaders/grim_primitive.vertex FILE "engines/grim/shaders/grim_primitive.vertex"
shaders/grim_shadowplane.fragment FILE "engines/grim/shaders/grim_shadowplane.fragment"
shaders/grim_shadowplane.vertex FILE "engines/grim/shaders/grim_shadowplane.vertex"
shaders/grim_smush.fragment FILE "engines/grim/shaders/grim_smush.fragment"
shaders/grim_smush.vertex FILE "engines/grim/shaders/grim_smush.vertex"
shaders/grim_text.fragment FILE "engines/grim/shaders/grim_text.fragment"
shaders/grim_text.vertex FILE "engines/grim/shaders/grim_text.vertex"
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#endif
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#if PLUGIN_ENABLED_STATIC(MYST3)
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shaders/myst3_box.fragment FILE "engines/myst3/shaders/myst3_box.fragment"
shaders/myst3_box.vertex FILE "engines/myst3/shaders/myst3_box.vertex"
shaders/myst3_cube.fragment FILE "engines/myst3/shaders/myst3_cube.fragment"
shaders/myst3_cube.vertex FILE "engines/myst3/shaders/myst3_cube.vertex"
shaders/myst3_text.fragment FILE "engines/myst3/shaders/myst3_text.fragment"
shaders/myst3_text.vertex FILE "engines/myst3/shaders/myst3_text.vertex"
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#endif
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#if PLUGIN_ENABLED_STATIC(STARK)
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shaders/stark_actor.fragment FILE "engines/stark/shaders/stark_actor.fragment"
shaders/stark_actor.vertex FILE "engines/stark/shaders/stark_actor.vertex"
shaders/stark_prop.fragment FILE "engines/stark/shaders/stark_prop.fragment"
shaders/stark_prop.vertex FILE "engines/stark/shaders/stark_prop.vertex"
shaders/stark_surface.fragment FILE "engines/stark/shaders/stark_surface.fragment"
shaders/stark_surface.vertex FILE "engines/stark/shaders/stark_surface.vertex"
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shaders/stark_surface_fill.fragment FILE "engines/stark/shaders/stark_surface_fill.fragment"
shaders/stark_surface_fill.vertex FILE "engines/stark/shaders/stark_surface_fill.vertex"
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shaders/stark_fade.fragment FILE "engines/stark/shaders/stark_fade.fragment"
shaders/stark_fade.vertex FILE "engines/stark/shaders/stark_fade.vertex"
shaders/stark_shadow.fragment FILE "engines/stark/shaders/stark_shadow.fragment"
shaders/stark_shadow.vertex FILE "engines/stark/shaders/stark_shadow.vertex"
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#endif
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#if PLUGIN_ENABLED_STATIC(WINTERMUTE)
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shaders/wme_fade.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_fade.fragment"
shaders/wme_fade.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_fade.vertex"
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shaders/wme_flat_shadow_mask.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_flat_shadow_mask.fragment"
shaders/wme_flat_shadow_mask.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_flat_shadow_mask.vertex"
shaders/wme_flat_shadow_modelx.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_flat_shadow_modelx.fragment"
shaders/wme_flat_shadow_modelx.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_flat_shadow_modelx.vertex"
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shaders/wme_geometry.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_geometry.fragment"
shaders/wme_geometry.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_geometry.vertex"
shaders/wme_line.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_line.fragment"
shaders/wme_line.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_line.vertex"
shaders/wme_modelx.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_modelx.fragment"
shaders/wme_modelx.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex"
shaders/wme_shadow_mask.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_shadow_mask.fragment"
shaders/wme_shadow_mask.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_shadow_mask.vertex"
shaders/wme_shadow_volume.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_shadow_volume.fragment"
shaders/wme_shadow_volume.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_shadow_volume.vertex"
shaders/wme_sprite.fragment FILE "engines/wintermute/base/gfx/opengl/shaders/wme_sprite.fragment"
shaders/wme_sprite.vertex FILE "engines/wintermute/base/gfx/opengl/shaders/wme_sprite.vertex"
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#endif
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#if PLUGIN_ENABLED_STATIC(PLAYGROUND3D)
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shaders/playground3d_bitmap.fragment FILE "engines/playground3d/shaders/playground3d_bitmap.fragment"
shaders/playground3d_bitmap.vertex FILE "engines/playground3d/shaders/playground3d_bitmap.vertex"
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shaders/playground3d_cube.fragment FILE "engines/playground3d/shaders/playground3d_cube.fragment"
shaders/playground3d_cube.vertex FILE "engines/playground3d/shaders/playground3d_cube.vertex"
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shaders/playground3d_fade.fragment FILE "engines/playground3d/shaders/playground3d_fade.fragment"
shaders/playground3d_fade.vertex FILE "engines/playground3d/shaders/playground3d_fade.vertex"
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#endif
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#if PLUGIN_ENABLED_STATIC(HPL1)
shaders/hpl1_Ambient_Color.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Ambient_Color.fragment"
shaders/hpl1_Bump2D_Light.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Bump2D_Light.fragment"
shaders/hpl1_Bump2D_Light.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Bump2D_Light.vertex"
shaders/hpl1_BumpColorSpec_Light.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_BumpColorSpec_Light.fragment"
shaders/hpl1_BumpColorSpec_Light_Spot.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_BumpColorSpec_Light_Spot.fragment"
shaders/hpl1_BumpSpec2D_Light.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_BumpSpec2D_Light.fragment"
shaders/hpl1_BumpSpec2D_Light.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_BumpSpec2D_Light.vertex"
shaders/hpl1_BumpSpec_Light.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_BumpSpec_Light.fragment"
shaders/hpl1_BumpSpec_Light_Spot.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_BumpSpec_Light_Spot.fragment"
shaders/hpl1_BumpSpec_Light_Spot_pass2.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_BumpSpec_Light_Spot_pass2.fragment"
shaders/hpl1_Bump_Light.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Bump_Light.fragment"
shaders/hpl1_Bump_Light_Spot.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Bump_Light_Spot.fragment"
shaders/hpl1_Bump_Light_Spot_pass2.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Bump_Light_Spot_pass2.fragment"
shaders/hpl1_DiffuseSpec_Light.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_DiffuseSpec_Light.fragment"
shaders/hpl1_DiffuseSpec_Light.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_DiffuseSpec_Light.vertex"
shaders/hpl1_DiffuseSpec_Light_Spot.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_DiffuseSpec_Light_Spot.fragment"
shaders/hpl1_DiffuseSpec_Light_Spot.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_DiffuseSpec_Light_Spot.vertex"
shaders/hpl1_DiffuseSpec_Light_Spot_pass2.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_DiffuseSpec_Light_Spot_pass2.fragment"
shaders/hpl1_Diffuse_Color.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_Color.fragment"
shaders/hpl1_Diffuse_Color.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_Color.vertex"
shaders/hpl1_Diffuse_ColorMul.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_ColorMul.vertex"
shaders/hpl1_Diffuse_EnvMap_Reflect.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_EnvMap_Reflect.fragment"
shaders/hpl1_Diffuse_EnvMap_Reflect.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_EnvMap_Reflect.vertex"
shaders/hpl1_Diffuse_Light.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_Light.fragment"
shaders/hpl1_Diffuse_Light.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_Light.vertex"
shaders/hpl1_Diffuse_Light_Spot.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_Light_Spot.fragment"
shaders/hpl1_Diffuse_Light_Spot.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_Light_Spot.vertex"
shaders/hpl1_Diffuse_Light_Spot_pass1.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_Light_Spot_pass1.fragment"
shaders/hpl1_Diffuse_Light_Spot_pass2.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Diffuse_Light_Spot_pass2.fragment"
shaders/hpl1_Fallback01_Bump_Light.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback01_Bump_Light.fragment"
shaders/hpl1_Fallback01_Diffuse_Light_Spot.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback01_Diffuse_Light_Spot.fragment"
shaders/hpl1_Fallback01_Diffuse_Light_Spot_p2.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback01_Diffuse_Light_Spot_p2.vertex"
shaders/hpl1_Fallback01_Diffuse_Light_p1.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback01_Diffuse_Light_p1.fragment"
shaders/hpl1_Fallback01_Diffuse_Light_p1.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback01_Diffuse_Light_p1.vertex"
shaders/hpl1_Fallback01_Diffuse_Light_p2.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback01_Diffuse_Light_p2.fragment"
shaders/hpl1_Fallback01_Diffuse_Light_p2.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback01_Diffuse_Light_p2.vertex"
shaders/hpl1_Fallback02_DIffuse_Light_Spot_p2.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback02_DIffuse_Light_Spot_p2.fragment"
shaders/hpl1_Fallback02_DIffuse_Light_Spot_p3.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback02_DIffuse_Light_Spot_p3.fragment"
shaders/hpl1_Fallback02_Diffuse_Light_Spot_p2.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback02_Diffuse_Light_Spot_p2.vertex"
shaders/hpl1_Fallback02_Diffuse_Light_Spot_p3.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback02_Diffuse_Light_Spot_p3.vertex"
shaders/hpl1_Fallback02_Diffuse_Light_p1.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback02_Diffuse_Light_p1.fragment"
shaders/hpl1_Fallback02_Diffuse_Light_p1.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback02_Diffuse_Light_p1.vertex"
shaders/hpl1_Fallback02_Diffuse_Light_p2.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fallback02_Diffuse_Light_p2.vertex"
shaders/hpl1_Fog_Solid.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fog_Solid.fragment"
shaders/hpl1_Fog_Solid.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fog_Solid.vertex"
shaders/hpl1_Fog_Trans.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Fog_Trans.vertex"
shaders/hpl1_Fog_Trans_Alpha.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fog_Trans_Alpha.fragment"
shaders/hpl1_Fog_Trans_Mod.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fog_Trans_Mod.fragment"
shaders/hpl1_Fog_Trans_ModX2.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Fog_Trans_ModX2.fragment"
shaders/hpl1_PostEffect_Bloom.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Bloom.fragment"
shaders/hpl1_PostEffect_Bloom.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Bloom.vertex"
shaders/hpl1_PostEffect_Blur.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Blur.vertex"
shaders/hpl1_PostEffect_Blur_2D.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Blur_2D.fragment"
shaders/hpl1_PostEffect_Blur_Rect.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Blur_Rect.fragment"
shaders/hpl1_PostEffect_DoF.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_DoF.fragment"
shaders/hpl1_PostEffect_DoF.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_DoF.vertex"
shaders/hpl1_PostEffect_Fallback01_Blur_2D.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Fallback01_Blur_2D.fragment"
shaders/hpl1_PostEffect_Fallback01_Blur_Rect.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Fallback01_Blur_Rect.fragment"
shaders/hpl1_PostEffect_Motion.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Motion.fragment"
shaders/hpl1_PostEffect_Motion.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Motion.vertex"
shaders/hpl1_PostEffect_Motion_staticloop.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Motion_staticloop.fragment"
shaders/hpl1_PostEffect_Offset.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Offset.fragment"
shaders/hpl1_PostEffect_Offset.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_PostEffect_Offset.vertex"
shaders/hpl1_ShadowExtrude.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_ShadowExtrude.fragment"
shaders/hpl1_ShadowExtrude.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_ShadowExtrude.vertex"
shaders/hpl1_Water_Diffuse.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Water_Diffuse.fragment"
shaders/hpl1_Water_Diffuse.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Water_Diffuse.vertex"
shaders/hpl1_Water_Fog.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_Water_Fog.fragment"
shaders/hpl1_Water_Fog.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_Water_Fog.vertex"
shaders/hpl1_refract.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_refract.fragment"
shaders/hpl1_refract.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_refract.vertex"
shaders/hpl1_refract_special.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_refract_special.fragment"
shaders/hpl1_refract_water.fragment FILE "engines/hpl1/engine/impl/shaders/hpl1_refract_water.fragment"
shaders/hpl1_refract_water.vertex FILE "engines/hpl1/engine/impl/shaders/hpl1_refract_water.vertex"
#endif
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#if PLUGIN_ENABLED_STATIC(FREESCAPE)
shaders/freescape_bitmap.fragment FILE "engines/freescape/shaders/freescape_bitmap.fragment"
shaders/freescape_bitmap.vertex FILE "engines/freescape/shaders/freescape_bitmap.vertex"
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shaders/freescape_triangle.fragment FILE "engines/freescape/shaders/freescape_triangle.fragment"
shaders/freescape_triangle.vertex FILE "engines/freescape/shaders/freescape_triangle.vertex"
2023-04-02 06:50:05 +00:00
#endif
2016-01-05 17:30:34 +00:00
#endif
2020-09-20 21:01:12 +00:00
#endif
2011-04-21 22:29:18 +00:00
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VS_VERSION_INFO VERSIONINFO
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FILEVERSION SCUMMVM_VER_MAJOR,SCUMMVM_VER_MINOR,SCUMMVM_VER_PATCH,0
PRODUCTVERSION SCUMMVM_VER_MAJOR,SCUMMVM_VER_MINOR,SCUMMVM_VER_PATCH,0
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FILEFLAGSMASK VS_FFI_FILEFLAGSMASK
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#ifdef _DEBUG
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FILEFLAGS VS_FF_DEBUG
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#else
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FILEFLAGS 0
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#endif
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FILEOS VOS_NT_WINDOWS32
FILETYPE VFT_APP
FILESUBTYPE VFT2_UNKNOWN
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BEGIN
BLOCK "StringFileInfo"
BEGIN
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BLOCK "040904b0" // US English, Unicode
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BEGIN
VALUE "Comments", "Look! A three headed monkey (TM)! .. Nice use of the TM!\0"
2016-05-22 15:52:33 +00:00
VALUE "CompanyName", "scummvm.org\0"
2020-09-20 17:07:02 +00:00
VALUE "FileDescription", "ScummVM: A free interpreter for numerous adventure games and role-playing games\0"
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VALUE "FileVersion", SCUMMVM_VERSION "\0"
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VALUE "InternalName", "scummvm\0"
2022-12-31 23:00:01 +00:00
VALUE "LegalCopyright", "Copyright \xA9 2001-2023 The ScummVM Team\0"
2004-05-18 09:44:19 +00:00
VALUE "LegalTrademarks", "'SCUMM', and all SCUMM games are a TM of LucasArts. Simon The Sorcerer is a TM of AdventureSoft. Beneath a Steel Sky and Broken Sword are a TM of Revolution. Flight of the Amazon Queen is a TM of John Passfield and Steve Stamatiadis. \0"
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VALUE "OriginalFilename", "scummvm.exe\0"
VALUE "ProductName", "ScummVM\0"
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VALUE "ProductVersion", SCUMMVM_VERSION "\0"
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END
END
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BLOCK "VarFileInfo"
BEGIN
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VALUE "Translation", 0x409, 1200 // US English, Unicode
2002-04-30 13:57:11 +00:00
END
END