https://gitlab.synchro.net/main/sbbs/-/commit/b1564e2e2c5618e0281b1500
Added Files:
src/doors/syncscumm/test/boot_lure.sh xtrn/synclure/.gitignore README.md getdata.js install-xtrn.ini lure.dat scummvm.example.ini syncscumm.example.ini
Modified Files:
src/doors/syncscumm/deploy.js
Log Message:
syncscumm: add Lure of the Temptress as a door
Lure of the Temptress is freeware -- Revolution Software released it for
free redistribution and ScummVM hosts it -- so xtrn/synclure/getdata.js
fetches lure-1.1.zip from ScummVM's own download host, verified against
its published .sha256, and unpacks just the VGA disk resources
(Disk1.vga .. Disk4.vga) plus the freeware LICENSE.txt, flattening the archive's lure/ subfolder. Taking VGA alone -- not the EGA build,
Lure.exe or the PDFs the archive also carries -- makes ScummVM detect a
single game id "lure" rather than a VGA/EGA pair.
Like drascula, the lure engine needs ScummVM's own lure.dat engine-data
file, which is not part of the fetched game data; it ships committed in
the package (the door finds it via --path).
Lure's music is the engine's internal Adlib synth, which the mixer emits quieter than the other titles' digital audio, so the package raises the
door's [audio] volume to compensate. deploy.js gains the package;
boot_lure.sh is a normal frame-based acceptance check (Lure's intro
free-runs, unlike Drascula's).
This completes the freeware curated engines -- sky, queen, agi, sci,
drascula and lure each now have a title (the scumm engine's games are commercial, sysop-supplied).
Co-Authored-By: Claude Opus 4.8 (1M context) <
noreply@anthropic.com>
---
þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net