Now, the game data is stored inside of Mac resource forks (which I have covered here before). My resource fork patch was accepted earlier this week, so I went into greater work for these games. It was pretty straightforward to get SCI's ResourceManager to support these. Mainly, it involved mapping the resource fork types to the SCI types. Nothing is ever that easy, however.
Right from the get go, it was pretty obvious that various resources were no longer all in little endian order, as had been the case with all other SCI games (even Amiga and pre-SCI1.1 Mac games). I wrote a wrapper function around the pointer reads so that it would choose the right one for the right platform/version. After some work, I got scripts to work and I saw the KQ6 title screen. Then came view support. Thanks to m_kiewitz, we figured out that some view fields were really uint32's instead of uint16's and then we had "preliminary" support for those. See the screenshot below. Also, messages were also in big endian order.
I also have Quest for Glory I Mac that I've been looking at, and it seems they may have compressed the scripts/heaps...
Anyway, here's a screenshot of my current code, obviously WIP:
EDIT: m_kiewitz cracked the Mac SCI1.1+ View compression, so we have that working now too. I also fixed cursors. It turns out that the cursors are stored in Mac CURS resources and the view that is called is a "dummy" view telling the engine to use the CURS resources instead.