Age | Commit message (Collapse) | Author |
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They use ColorMask values not present in 2-byte ColorMasks. Since they
should never be used on 2-byte pixel data, the dummy implementations
assert(0) and should be removed by any optimizing compiler since no
code path can ever reach them.
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This applies only to hotspot zoom-ins and zoom-outs
Last frame of zoomed in hotspot (video zoom) had a persistent blue tint. And zooming out from the hotspot also had a long lasting blue tint. These were removed.
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Also add constants for all music tracks
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Add limited support for unpacked PICT bits which FPFP Mac requires.
SCI games use packed PICT bits unless an image is less than 8 bytes
per row in which case they can't be packed, like FPFP's shovel icon.
Fixes bug #7059 which prevents the game from being completed.
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Not force loading of all MIX files anymore, and added a catalogue of all VQAs
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Tell MidiDriver_AmigaMac the game's platform instead of it
attempting to infer this by which patch resources exist.
Fixes bug #10925 where SQ3 German Amiga is treated as Mac because
it happens to contain a patch 7 resource.
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Fixes bug #10926 that prevents SQ3 German Amiga from loading
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Also fixed a typo that resulted in Izo's corpse persisting past chapter 2 at RC03
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Fixes Audio button in control panel getting out of sync with
the message mode set by ScummVM.
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LABBUZZ sound for the maze and Animoid sounds
Moved lab buzz in next scene's (PS10) init, and increased size of track buffer to compensate for frequently dropping sounds in places with mayne sound effects (eg Animoid Row, Izo's door and trapdoor)
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Fixes bug #10924 where starting or restoring in text mode and then
changing to speech mode within a game results in muted speech.
This is a regression introduced between 1.9 and 2.0, probably as part
of the synchronization refactor that created GuestAdditions.
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McCoy should now always be able to gather enough clues to trigger Zuben throwing the soup (via the VK test question if he does not have the Lucy photo clue).
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Add support for reinitializing the mac icon bar when restarting.
Restarting runs the game's init script which calls KPlatform again.
Prior to this, restarting these games would fail an assertion.
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Fixes several game-breaking script bugs in the bike dodging scenes
that were exposed in the CD version by slowing down the bikes.
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Removed bell on enemy reveal, brought back original special targets
Also reverted to original fast targets even though they are probably unfair. And commented out the score subtitle.
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Max achievable score is verified 80 as it should be if all targets were normal
Since there are special targets (to be restored in the next commit) the max score with be above 80 and it's not a fixed value known in advance.
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(no need to bother users with something that is actually intended behavior)
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Provided in https://bugs.scummvm.org/ticket/10910
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Special targets not yet restored. Fixed a target overlap on PS13, and bad orientation of a target in PS11 and one in PS13.
Special ding sound will be removed in the final pass of the maze code, when special targets will be restored too, and also fast targets will be restore to being fast or faster than they are now.
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Improved alignment of subtitles option for Russian version
The text for the subtitles option probably won't make sense though in Russian, someone will have to correct it to what it should be.
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Detection information was provided by sauravisus in
https://bugs.scummvm.org/ticket/10919
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First pass of all rooms is complete. A second pass is pending where the special targets will be restored
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Mainly PS12. Also added some early info on how maze score works
The special target cases are marked as bugs and will be restored on a second pass. For now we need to verify that the highest score of 80 points is achievable if all targets are normal ones.
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Fixes bug #6193 by applying the SQ4 floppy kPaletteAnimation timing
workaround from 99de89c974fc24bf58b034842750e522d7d441d4 to versions
with less than 256 colors. This includes DOS EGA, PC-98, and Amiga.
This also patches out the intro script's workaround that uses different
timing in EGA mode, as this is incompatible with ours and makes the
intro screen last over 3 minutes instead of 5 seconds.
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It will now load any specified overlay in the scene as long as it is valid
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Only fixes for rooms PS10, PS11. A few cases may need revising.
There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
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