Age | Commit message (Collapse) | Author |
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- User option to force Hercules hires font for any rendering mode
- Also change mouse cursor hotspots from 1,1 to 0,0
- Fix inaccuracy in mouse controlled game menu
- Change render_Block(), drawBox(), drawDisplayRect() to use
upper Y instead of lower Y. Original AGI uses lower Y, but
upper Y makes upscaling way easier.
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Plenty of fan games set volume to mute, because they thought 15
would be loudest. It's in fact "mute" in AGI. Those games were
made primarily for PC AGI, which did not use the volume setting.
We do, so such games would get muted audio. We try to detect
such games. Hopefully fully fixes bug #7035.
Too many games to try them all out.
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Gold Rush, Stagecoach path, after solving steep hill
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Now also detects the text, that is shown when following your
mule in Gold Rush!
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+ Disable hide.mouse for MH1 Apple IIgs
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And in that case poll events, delay for a few milliseconds and
update screen.
This somewhat worked before the graphics rewrite because of
a timer hack.
This one tries to detect actual inner loops.
Happens in at least Police Quest 1 when playing poker.
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Comment only
SQ1, right at the end of the asteroids
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Also add a table for Apple IIgs games for music issues like in PQ1
intro, where the developers thought that loading a new room would
take X amount of time and they started loading before the music was
done. In our AGI music may get cut off because of this.
It of course also happens, when using the original interpreter,
as soon as you emulate a faster processor. Which means this
is also a workaround.
See bug #7026
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...rendering
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Palette + mouse cursor + box frame color only atm
Thanks to wjp for gamma correction
Not sure, if our current color adjustment is correct
Should be checked by using actual hardware
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Hold-Key-Mode got introduced v2.425, it was simply not possible
to disable it until 3.098.
Now creating a AGI_KEY_STATIONARY event, so that it works properly
Fixes Mixed Up Mother Goose
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Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
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processEvents() renamed to processScummVMEvents()
mainCycle() renamed to processAGIEvents()
have.key now sets up an inner loop and calls processAGIEvents()
to avoid any further cycle work processing
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This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
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No longer needed
We use ScummVM system total play time functionality instead
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Volume changes in ScummVM system menu now gets sent to scripts
as well.
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Original code did assume that AGI volume level is 0-15
(0 for silence, 15 for maximum volume). It actually is the
other way. 0 is maximum, 15 is silence.
Fixed that. Also implemented sync with ScummVM settings dialog.
In case "mute" is enabled by the user, any volume changes done by
scripts are ignored.
Fixes Manhunter 1 Apple IIgs not getting sound anymore since the
VM Var cleanup (the script volume change by the scripts didn't
reach us before)
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in game timer is now updated, when scripts read in game timer
VM variables and during main loop. ScummVM total play time feature
is used for it. Game cycle syncing is done at the same time.
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Don't access variables directly, but through method
Shouldn't include any functional differences
Also changed several hardcoded values to the corresponding enums.
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moved font stuff into GfxFont class
removed Mickey Mouse font data (is loaded from mickey.exe)
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AppleIIgs + Atari ST weren't available back then in the enum.
They now are, so I can use the Common one.
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instead of having it hardcoded.
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- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
using Common::String c_ptr()
Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
access in the original code, when saving a game
- sev for help out with reversing the Amiga transition
currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
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custom font is still used for fanmade games
i cannot test preAGI games, because I don't own
those.
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engine option gets disabled for all Amiga games
also disabled for certain fanmade games, which
require a mouse.
defaults to enabled mouse
Engine options are not shown for previously
detected games until those games get redetected
If there is a way to handle those cases, please
fix.
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This is code that isn't used currently. Thanks to fingolfin for
pointing out these parts of the code
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The Amiga palettes were added in 16529e58e6, but were never used.
A new game-specific option has been added for the old Amiga palette
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We really left sound gen leaked with preagi games.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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An option has been added to use the original ones, if needed
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On some systems, passing signed chars to macros like isspace() etc. lead
to a runtime error. Hence, mark these macros as forbidden by default,
and introduce otherwise equivalent alternatives for them.
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