Age | Commit message (Collapse) | Author |
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The original was ignoring Lua errors in that scene and was
restoring the state with longjmp.
We are yet to see the platform compatibility, but Lua's code
is too tangled to make simple replacement with error() work.
Another possible alternative would be to rework the original
game scripts. We will do it if this commit is problematic.
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Gold Rush, Stagecoach path, after solving steep hill
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Fixes one message box in Gold Rush during Stagecoach path,
that wasn't wrapped correctly.
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Now also detects the text, that is shown when following your
mule in Gold Rush!
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Detects when end.of.loop + motions are used on the same screen
object at the same time, which would have resulted in flag
corruption in the original interpreter. We detect this
situation now, show a warning and disable the cycler in case
cycler was activated first.
This solves a new issue in kq1, when grabbing the eagle in room
22, that was previously hidden just like in the original AGI.
Fixes bug #7046
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1. Reorder member initialisations to match class member order
2. Use #pragma mark instead of comments for annotating sections
3. Remove useless >=0 checks on unsigned types
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loop_flag was previously vt.parm1, which was shared for multiple
uses. Was split up during graphics rewrite in commit
8a595e7771aa89d06876e13d7ab6751e26da8982
Is indirectly part of bug #7046. Saving, restarting ScummVM and
restoring right after grabbing the eagle resulted in the glitch
not happening (which was of course an inaccuracy anyway). This
was caused by AGI currently not saving/restoring the loop_flag.
Needs to get further figured out what's exactly happening
internally and if this issue was just hidden by the shared
vt.parm1 in previous versions. If triggered, it would have
just set another pseudo-random flag on end-of-loop.
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This replaces "colour" to "color"
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Fixes a crash in the first scene of Torin's Passage
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Now that the renderer is loading resources without spinning CPU time
on decompression every frame, it becomes apparent that kFrameOut is
spammed constantly by the interpreter and needs to be throttled to
ensure that transitions and fades work properly.
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A single picture in SCI32 is often larger than the 256KiB limit,
meaning that the cache is useless for these games -- which is bad,
because the renderer works directly off raw resource data so it
must be decompressed and in-cache for rendering performance to be
acceptable.
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kSetFontRes didn't exist in SCI2, showed up in SCI2.1early,
then was replaced with kFont subop 1 in SCI2.1mid.
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This at least prevents SQ6 from crashing when going into the
introduction
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Signatures in subops table are correct for length but unknown
types are marked as . instead of the correct type.
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For SCI engine games, ratios may not be normalised and so to avoid
extra scaling, there needs to be a way to simply check whether a
ratio is 1:1.
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This provides improved feature parity to Common::List and is used
in SCI32 engine.
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+ Disable hide.mouse for MH1 Apple IIgs
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return value
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Solves the priority issues at the end, because the set.pri.base
call is now rejected by us. The IIgs interpreter seems to feature
177 kernel calls, but the last few are not what we expect them to
be. It seems set.pri.base was discard.sound for this interpreter.
It seems it was cleaned up for kq4. That one actually uses
dynamic priority bands and it's working properly.
Fixes bug #7034
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Bug is: "IRIX: X BadMatch when trying to start any 640x480 game".
40e019efd45a02261a7dbc69ceaa9188d8c7a269 introduced resetting the pixel depth
when unloading modes for SDL output. This was required to make mode listing
for OpenGL work on Win8+.
This causes issues on non-Win32 platforms though. SDL might not give us a valid
a pixel depth, causing the resetting to fail. A particular example is X11 on
IRIX, when only 16bit output modes work. Initially SDL tells us that the pixel
depth is 32bit. Trying to set this up causes a crash though.
Since there is no way to validate SDL's return value, we simply limit the reset
to platforms where it is actually required, i.e. Win32.
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As pointed out by Raziel^.
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AmigaOS's Rexx interpreter seems to have problems with './' in the path to the
Rexx script. We work around this by copying it to the cwd and using it from
there.
Manual merge of PR #669 "AMIGAOS: Fix amigaos.mk to make the rexx script work
on local builds".
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