Age | Commit message (Collapse) | Author |
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LSL6hires calls 0x23 (Graph/Robot) from game scripts, but it is a
null function in the game's interpreter.
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Some games load palettes that include color 255, but this is
hardcoded to white in SSCI, so just ignore it during merges since
it is ignored when the hardware palette is updated anyway.
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Avoid forcing the screen to refresh after a palette change if the
screen is also about to be drawn to, as the palette change + draw
is intended to be an atomic operation.
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Changes theme stx files to specify TabWidget's type. That fixes wrong TabWidget height.
Changes TabWidget's getHeight() to return not only "children" height, but also tabs height. That fixes wrong clipping area.
Changes Widget's findWidget to use getHeight(). That fixes bug when widgets in the bottom of TabWidget were not reacting to the mouse events.
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This reverts commit 1ab87e3f8f24b19f5b9257dd9e6c5118b1a00f1d.
VMD and DUK are the formats that get blacklined, not Robot.
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KQ7 DOS uses Robot video in place of AVI.
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Subtitle box should now always use color 255, which should be
white all the time. Normally it uses color 7, which is white
most of the time, but for example pink/purple at the start of
chapter 5.
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With the addition of the transparent pic type code, the _type
property would be read uninitialised by setType if _pictureId was
set to kPlanePic.
CID 1357230, 1357231.
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CID 1357229.
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Sometimes, games accidentally use palette entries that are not
marked as used and expect them to be a particular colour, like the
Phantasmagoria title screen, or the white palette entry (always
255 in DOS/Win).
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Several functions in Audio32 would call into the mixer to pause
or resume the audio handle, which would cause a deadlock if the
mixer's mixCallback timer fired while one of these functions was
running on the main thread.
To address this, calls to mixer to pause/unpause the digital audio
handle have been removed. Since this was just an optimisation to
prevent unnecessary calls to fill the audio buffer, the only
problem now is that a tiny amount of CPU is wasted on unnecessary
callbacks to read from the empty SCI mixer.
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Volume was lowered, but not raised afterwards for certain cases
Original script patch was commited in
b676530528349842ad178d02a2cbe49a0facd68e
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Needs lots of testing of course
Applies to 1.51 and 2.00
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Existing saves are compatible but must be renamed to riven-###.rvn
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- Thumbnail
- Save date
- Save description
- Total play time
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NSUInteger apparently does not exist until macOS 10.5, but
buildbot targets 10.4.
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The subtitles in KQ7 were not finished and don't quite work right,
drawing off the screen and in weird positions. They could probably
be fixed with some aggressive script patching, but for now, they
are just disabled (as they are in the official release).
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Ow. My eyeballs.
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In SSCI, VMD is drawn by a standard CelObjMem wrapped by a
ScreenItem, giving the location of the bitmap memory to the
decoder. The decoder already supports this, but the API was
previously hidden behind the AdvancedVMDDecoder wrapper
(which is more convenient to use than the VMDDecoder class).
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GUI: Add ScrollContainerWidget
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This fixes digital samples in at least QfG1, SQ3, LSL5. Bug #7159.
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Also-By: Joel Teichroeb <joel@teichroeb.net>
Also-By: Einar Johan Trøan Sømåen <einarjohants@gmail.com>
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SCI32: Improve FileIO read-write support
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At least Phantasmagoria and PQ:SWAT require this.
This adds a ReadStream/WriteStream to support this. It replaces
the previous VirtualIndexFile which required reimplementation of
most read/write functions.
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Since _decodedSamples[] is filled with either 2 or 4 samples, we
can't use 1 - (count - 1) to "ensure that acts as a FIFO". When
we have 4 samples, that index will become negative, putting
uninitialized data into the buffer.
We could still use a similar trick, but I think it's much clearer
to use an index variable like this. We need an addition variable
either way.
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Wasn't bug #6571, but bug #6751
Thanks to omer_mor for spotting it
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This reverts commit 61a8a5a88f4f02f1d4cdd3523ad6cec63701d8dd.
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SCI: Add detection for the ImagiNation Network (INN) Demo
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