Age | Commit message (Collapse) | Author |
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This change was inadvertently added in commit
44dd029cb17160316b2015321a0a53f8854b6dd3 but is not actually used.
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Currently translated at 99.3% (941 of 947 strings)
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Currently translated at 99.3% (941 of 947 strings)
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When using SDL to save the screenshot, using a told results in
an error.
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up selectors
At least some versions of Island of Dr Brain have a bMessager
instance in script 0 with a var count greater than that of its
class. This probably should never happen since it means the
object has a variable with no corresponding selector.
The next commit adds some extra sanity checking code to object
initialization, to warn on any other games where this happens.
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Currently translated at 100.0% (947 of 947 strings)
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SCI3 resources appear to already be properly handled.
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GK2 on Steam comes with an extra bogus resource map file which
would previously cause ScummVM to refuse to load the game due to
a mismatch in the number of map & volume files. This does not
cause any harm, but is a pain for users (since it requires them to
manually delete the file, and it will be recreated if a user runs
the Steam game file integrity check), so allow the game to load
with a warning instead.
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This broke compilation on buildbot as ShlObj.h cannot be found.
A developer that has access to Windows should take a look to
properly fix this.
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In particular this adds a warning when failing to save a screenshot
in OpenGL mode (there was already one in SurfaceSDL mode).
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There is no GUI option to set the screenshot directory, but this
allows power users to set it if they don't want to use the default.
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This is consistent with the OS shortcut (Crtl+Shift+3) to take a
screenshot.
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This fixes bug #9701: WINDOWS: Flow of taking screenshots
on Windows is broken
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This implements feature request #7885
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This information comes directly from script data and is not
modified at runtime, so it does not need to be persisted in save
games, but does need to be set when reconstructing clones.
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Since SCI3 scripts use selectors instead of offsets as operands
to property-related opcodes, the disassembler can look up and
display property names everywhere (unlike SCI2.1 and earlier,
which need to know the object being operated on to look up the
correct selector for a given offset).
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In SCI2/2.1, variable indexes are used along with a range encoded
in the interpreter executable to determine whether an object
variable is a view-related variable. Operands to aTop, sTop, ipToa,
dpToa, ipTos, and dpTos are byte offsets into an object, which
are divided by two to get the varindex to check against the
interpreter range.
In SCI3, objects in game scripts contain groups of 32 selectors,
and each group has a flag that says whether or not the selectors
in that group are view-related. Operands to aTop, sTop, ipToa,
dpToa, ipTos, and dpTos are selectors.
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This is necessary for at least Lighthouse, which maintains the
state of Robots across save games.
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Export functions may be relocated above 64k in SCI3, but exports
that do not have an entry in the relocation table must be handled
the same as SCI1.1-2.1.
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The variable count returned by Object::getVarCount is populated
by variable 1 in SCI1.1, so specially reading the variable
explicitly for that engine version is not necessary.
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There does not appear to be any reason to use a bit field instead
of a simple boolean for this one flag, since there are no other
flags that need to be set on Object like this.
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Script_Offset is only ever used for lofsa/lofss opcodes.
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In SCI3, index-to-selector tables no longer exist in compiled
object data (instead, the SCI3 VM uses selectors directly and
object data contains a bit map of valid selectors). In ScummVM,
the table is generated by Object::initSelectorsSci3 for
compatibility with the design of the ScummVM SCI VM. For
consistency, _baseVars is converted to use a standard container,
which works for all SCI versions.
The table for SCI3 property offsets is also changed to use a
standard container instead of manually managing the memory with
malloc/free.
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Locals offset needs to be set even when the script has no exports.
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