Age | Commit message (Collapse) | Author |
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svn-id: r55153
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method changeStack
svn-id: r55152
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function updates
- Improved the find_callk function to properly find the end of script objects, by
monitoring jump calls
- Added three extra special calls to find_callk: find kernel function calls to dummy,
unused and unmapped kernel functions
- Updated several kernel function calls because of the above functionality
- The above functionality has also uncovered a VM bug in some SCI2/2.1 opcode - added
a FIXME for it
svn-id: r55151
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svn-id: r55150
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Add an object with an empty .ctors and .dtors section to the build
of each plugin. This ensures that there will be an output section
.ctors and one .dtors in the output file (they could be empty though).
If these output sections were to be removed, the symbols defined inside
by the linker script could disappear as well, and we don't want that.
svn-id: r55149
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svn-id: r55148
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* Do not restart character theme is already playing.
* Play the correct tune in the night club.
* Do not play muisc in the location meant to be silent.
svn-id: r55147
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svn-id: r55146
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svn-id: r55145
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Make sure that all the required symbols exist in generated plugins.
If not, the strip command may have removed them...
svn-id: r55144
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svn-id: r55143
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svn-id: r55142
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svn-id: r55139
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- Replaced the stub kWinDLL (unused), as well as the not fully implemented kPrintDebug
functions with empty function calls
- Marked several unused or debug kernel functions as stub
- Added some games where the rest of the unimplemented SCI2.1 kernel functions are used
svn-id: r55138
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Lighthouse
svn-id: r55137
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Transitive SCI2.1 games (e.g. QFG4CD and PQ4CD, as well as GK2 demo) used a SCI2 table,
with some added functions. If a SCI2.1 game is loaded, show what kernel table it uses
svn-id: r55136
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The new code is simpler, avoids a potential buffer overrun
(by avoiding to to use a buffer in the first place), and
hopefully has slightly more sane matching properties.
svn-id: r55135
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svn-id: r55134
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svn-id: r55133
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svn-id: r55132
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After a check on youtube (clone2727), fix the character used
in the map during intro in H3 DOS
svn-id: r55131
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This changes removes the tmpnam warning when building the Sword 2.5 engine.
This fix sets the top level define which is used by engines/sword25/util/lua/luaconf.h to configure the LUA interpreter build, but only for linux* targets.
Other targets may need a similar fix.
Note : LUA_USE_POSIX is used in preference to LUA_USE_LINUX as this causes another warning associated with the dlopen usage.
svn-id: r55130
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svn-id: r55129
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svn-id: r55128
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svn-id: r55127
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Win1 font is loaded too, but fails as it's not yet supported
svn-id: r55126
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While the specs say that the 'mdat' ("media data") atom is required in all QuickTime files, QuickTime makes no check if the atom is actually present. This allows for some videos with typos in the atom tag in them to play in QuickTime anyway. The offsets in the 'stco' atom are only used instead.
This will fix a video in DS2 Mac and a music file in IHNM Mac (although this is not needed for either just yet).
svn-id: r55125
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svn-id: r55124
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svn-id: r55123
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English text"
This is a regression from r54510
svn-id: r55122
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svn-id: r55121
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As required by Hugo and Mohawk.
svn-id: r55120
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naming of the games
svn-id: r55119
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svn-id: r55118
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svn-id: r55117
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svn-id: r55116
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- For remakes like KQ1, KQ4 and LSL1, the "SCI remake" bit has been moved to the game
description (as it's part of the description, not the extras)
- The "VGA" bit has been removed from the extras. Only the "EGA" bit remains for EGA
versions, to distinguish them from their VGA counterparts, when they exist
svn-id: r55115
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Also did some cleanup, and had to comment out
handleMouseUp() as it's currently not working really well
svn-id: r55114
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svn-id: r55113
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svn-id: r55112
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svn-id: r55111
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svn-id: r55110
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svn-id: r55109
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svn-id: r55108
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svn-id: r55107
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svn-id: r55106
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svn-id: r55105
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svn-id: r55104
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- set menu bitmaps to 'on' buttons by default
- rename menu entries to match a bit better the original
svn-id: r55103
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svn-id: r55102
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