Age | Commit message (Collapse) | Author |
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make alignment of operation comments consistent
* Make patch descriptions consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
* Remove no-longer-needed script patch for day 10 room 808, which
has been fixed using a different, generic mechanism since commit
e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c
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[ci skip]
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This makes the game menu able to handle a 3rd state, so that the
game shows text but also play speech at the same time.
We need to inject our own view for the new button to really show
up. I'm not that experienced with the SCI32 graphics code, which
is why I prefer snover to do this part.
Right now it will show the button with text selected 2 times in
a row. The first "text" button is the dual mode / "both" state.
Anyway, thanks to snover for notifying me of this game needing
dual mode patched in and also for some help.
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Now it says "BOTH", just what the button in SQ4 says as well.
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This fixes a bad play call by replacing it with a fade call.
The newRoom function In script rm23v090 (room 23090) was
calling a play function with 5 arguments, but the play
function only takes 4 arguments. Since it looks like a fade
call it has been replaced with that.
Fixes Trac#10200.
snover helped.
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This function is only defined when USE_RGB_COLOR is defined so
these additional conditions are redundant.
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Now those say "BOTH", just what the button in SQ4 says as well.
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Fixes Trac#9744.
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This fixes overlapping of the left arrow in all cases, but the
scroll delta and initial offset of inventory items will only be
fixed in new games because the affected objects are global objects
whose bad properties get persisted into save games.
Fixes Trac#10037.
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This is a cleaner implementation, since all the pointer logic and
queue management is now better encapsulated in it's own class.
I felt a new FixedQueue class was necessary because the standard
Queue class uses a Common::List internally, which would be unsuitable
for containing 100,000 elements, since each int value would need it's
own list node. This way uses an array internally, like FixedStack
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The game has a feature where it will automatically create a save
game when you quit the game through the in-game control panel (or
when you die, for some reason).
Unfortunately, due to bad programming, this automatic save would
just overwrite whatever was in save slot 1 (slot 0 in the original
interpreter). Find this attempt to auto-save the game and redirect
it to the auto-save slot. This might not be totally correct, but
it is at least better than destroying a save game.
Fixes Trac#10201.
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@sev- had asked why these flags were added a while ago (I had been
instructed this was the right thing to do when I asked in the past)
and ever since then it has been bugging me more and more that they
are there, since they serve zero purpose except to make the game ID
longer. In the past, it may have been the case that the SCI16 &
SCI32 code mixing meant that SCI32 games needed the CD flag for
things like managing subtitles, but at this point the only use of
the CD flag within the SCI32 engine is for the few games that
actually have different CD and non-CD versions. So these flags are
gone now.
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Real MIDI devices, and MT-32 in particular, need delays between
SysEx messages to ensure sufficient time to receive and process
the incoming data buffer. Sending too much data too quickly to
these devices can cause them to crash with a buffer overflow.
The MT-32 emulator, on the other hand, has no problem receiving
SysEx data instantly, so skipping the delays means that games that
send lots of data to the MT-32 will start up much faster.
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IMAGE: Support rendering Indeo videos at 15bpp
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The use of DoubleBufferSDLMixerManager in the OpenPandora backend was
removed in commit b157269 but the include for it was left behind.
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The use of DoubleBufferSDLMixerManager in the GPH backend was removed
in commit 3b6398c but the include for it was left behind.
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Since the macosx backend now does the same as the base SDL backend
we can just let the base class do its stuff.
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For better performance.
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Fixes loading a game from the launcher after returning to the launcher.
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InputDeviceManager::pumpEvents is called from neighborhood classes that
are destroyed when loading.
Don't allow loading from that method to prevent use after free bugs.
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Otherwise, pressing escape to close the GMM opens the game's own menu.
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Fixes a crash to debugger in the following case:
- TSA: Select he Pegasus biochip. The recall button is disabled.
- Select the gas canister in the inventory
- Jump to Norad VI
- Press T to show the Pegasus biochip. The recall button is still
incorrectly disabled. Clicking on it triggers an error.
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Fixes the display of OSD information when toggling fullscreen.
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This mixer type was added in
943b4c2036002454b276e0190dfc2c8919fb0cbf because "anything which
produces sampled data with high latency (like the MT-32 emulator)
will sound terribly", but as far as I can see (or reproduce), this
mixer doesn't do anything that would solve that problem, except
that it effectively doubles the size of the audio buffer so there's
less chance of an underflow due to slower-than-realtime synthesis
by the softsynth. But you don't need the overhead of a separate
thread to do that, you just need to increase the buffer size.
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If it turns out that everything that had previously been fixed by
this manager is broken by this change, everything that had been
fixed probably could have been fixed by just increasing the audio
buffer size in SdlMixerManager. :\
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The previous default buffer size of 4096 samples for 44kHz mixer
would add up to 93ms of audio latency, which is fine for early
adventure games, but this is significantly more latency than is
acceptable for games with full motion video. For these games,
the latency needs to be kept within roughly +15ms and -45ms of
video frame presentation to avoid lip sync problems. With this
change, the default audio buffer size is calculated to be 1024
samples at 44kHz (which happens to match what DOSBox uses).
There is a possibility that the reduced latency may cause issues
that did not previously exist with things like the MT-32 emulator,
where a larger buffer size allowed for a larger window where
high-complexity synthesis that could not be generated in realtime
could be balanced out by low-complexity synthesis that could be
generated faster than realtime. In this case, rather than
increasing the system mixer buffer size again, please move the
MT-32 emulator into its own thread and give it its own larger ring
buffer into which it can generate more sample data in advance,
independently from the rest of the audio system.
For other systems where this buffer size reduction might cause a
problem with audio drop-outs, a new audio_buffer_size
configuration option has been added to allow users to tweak the
audio buffer size to match their machine's ability to generate
audio samples.
Fixes Trac#10033. Also improves playback of samples in SCI that
were programmed to restart across several consecutive frames,
relying on lower audio latency in the original engine for this to
not sound bad, like the hopping sound at the start of chapter 1
of KQ7, and the sound of turning on the power in the digger train
in the Lighthouse volcano.
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Removing this GUI control was suggested as far back as 2011 at
<http://lists.scummvm.org/pipermail/scummvm-devel/2011-November/010416.html>.
There were no objections, but it was never removed. When working
on audio latency bugs, I independently rediscovered that the GUI
option was broken: the per-game options would *never* work, and the
option would not take effect until ScummVM was restarted because
there is no API for interacting with the backend audio mixer. So
now, it is finally gone.
Primarily for the sake of future troubleshooting, configurability
of the audio sample frequency within SdlMixerManager is maintained
for the moment, but now users will need to edit their ScummVM
configuration file manually to change it.
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OpenGL backends don't always support the pixel format that is
returned by the Indeo 3 decoder when playing the GK2A.AVI from the
GK2 demo. If this happens, use the backend's preferred pixel format
and convert in software.
If a backend doesn't support any 16-bit or 32-bit format, the
playback code will error out. This is probably fine, since there
are not really any of those any more.
Fixes Trac#9994.
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_hwscreen is always initialized to 16bpp so the supported 32bpp
pixel formats would never be put into the list of supported pixel
formats, making it useless for engines to query for usable 32bpp
pixel formats.
This patch changes things so that the native desktop pixel format
is at the top of the supported formats list, and all pixel formats
<= the default desktop pixel format will now show up in the list
of supported formats. ("Supported" is somewhat of a misnomer here
since there is no hardware querying beyond checking the default
desktop pixel format. SDL generally accepts a wide variety of pixel
formats and tries to convert them to whatever the hardware
supports.)
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This fixes flickering icons during the word hallucinations.
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This fixes the glitchy positioning during the word hallucinations.
Fixes Trac#10036.
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