Might and Magic IV native Prism+ development work

Archive hashing/decryption, baseline-save extraction, maze/event formats, sprite
RLE/scale masks, indoor draw-list and wall geometry are adapted from ScummVM.
ScummVM is copyright its developers; see https://github.com/scummvm/scummvm/blob/abd1ca3e317748489acd8143403615029f973ee3/COPYRIGHT.
These adaptations are GPL version 3 or later; LICENSE.txt contains those terms.
Reference revision: abd1ca3e317748489acd8143403615029f973ee3.
Upstream files: engines/mm/shared/xeen/cc_archive.cpp and sprites.cpp;
engines/mm/xeen/map.cpp, scripts.cpp, files.cpp, party.cpp, interface_scene.cpp
and interface_scene.h; font.cpp, window.cpp and window.h;
character.cpp, item.cpp, combat.cpp, spells.cpp and
dialogs/dialogs_items.cpp, dialogs/dialogs_spells.cpp and locations.cpp; engines/mm/shared/xeen/sound_driver.cpp,
sound_driver_adlib.cpp and sound.cpp; devtools/create_mm/create_xeen/constants.cpp and en_constants.h;
engines/mm/detection_tables.h and xeen/worldofxeen/clouds_cutscenes.cpp.

Changes: bounded resource views and checksums; no ScummVM desktop dependencies
or dynamic heap; native MPE ABI, Prism+ callback, input and transactional party/enemy saves.
Version 0.3 adds indoor/outdoor map travel, exploration fog and maps, spellcasting,
original intro narrative, original town service scripts and transactions,
world persistence and bounded original-sequence playback arranged for SID.
Version 0.4 adds the original resource font, text controls, parchment framing,
NPC portraits/titles and pagination, combat panel and scene-relative monster
placement, original icons/health bars, warm-hue C64 palette mapping and solid
light-grey UI paper and grey shaded borders with portrait colors preserved.
Version 0.5 softens portrait highlights with a dedicated skin ramp and defers
startup SID publication until the first picture's final wire acknowledgement.
PAL/NTSC host tests exercise the production Prism+ video and packet scheduler
with modeled delayed receiver acknowledgements and checked C64 DMA contents.
Version 0.6 adds the KFF2 ABI8 adapter and portable package with shared game
content. The native Xeen engine and art mapping have one canonical source.
KFF2's MIT transport adapter, separately licensed firmware/client and MHS
Prism+ renderer are included in the corresponding-source KFF2 tree with their
component notices. The identified MHS Prism+ contributions retain the separate
MHS Prism+ Restricted Distribution License in PRISM-LICENSE.txt.
It is not the complete ScummVM engine; see COMPLETION.md for remaining work.

Mean Hamster's existing Might and Magic I project was consulted for movement
controls and panel ideas at the owner's request. Its game rules and commercial
assets were not imported. MM IV's original artwork remains a private input.

The original game belongs to its rights holders. Original archives, derived
commercial content and test screenshots must remain private and outside Git.
Keep this notice, the licenses and corresponding native-module source with any
distributed build. The build stages corresponding source beside the package.

Version 0.7 corrects the two-cell front-wall sprite binding, adds a visible
immutable mouse pointer, C64 labels and clickable menus/keypads, extends the
bounded event interpreter and object persistence, and includes the original
MM IV mirror destinations from the matching companion archive. Original
music parts use event-based SID selection so quiet lines are not starved.

Version 0.8 restores lateral shops, ordered object/decor and monster animation,
journals, party creation and management, original calendar/lock/transport and
ending behavior, item spells, character screens, projectile/hit artwork,
condition portraits and protection indicators. Read-only game tables use the
fixed module DATA payload; both target memory guards remain unchanged. These
adaptations continue to use the pinned GPL Xeen sources identified above.

Version 0.9 adds original combat damage/save ordering, pending encounter loot,
escaped-party display, spell effect drawers, all attack-spell rule fixtures,
condition cures/revival, local detection and modal monster inspection. It adds
the animated intro, complete ending and Reaper/Golem/Dwarf/Sphinx scenes using
the original art and camera tables, bottom subtitle strip/font/color and mirror
text layout. Story captions wait for the reader to advance without voice audio.
Bounded LZHUF decoding is checked against the pinned original loadScreen code.
Audio sampling/FM fidelity and full hardware/campaign qualification remain
separate; fixed target memory limits and save compatibility are preserved.
