Age | Commit message (Collapse) | Author |
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Thanks waltervn for pointing this issue out
AppleIIgs adjustment tables had to be extended, because the first
3 arcade sequences were running way too fast, while the last one
ran fine and all of those are part of one single room.
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Original AGI TIME_DELAY 0 made the game run as fast
as possible. We didn't go that far, but it still seems to run
too fast. This should hopefully fix that.
See bug #9607
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Original AGI Hercules rendering was restricted by the Hercules
resolution, which is why they had to remove the AGI prompt and
replace it with a prompt window like the one used in SCI.
We are not and even when we support that prompt window, we
will still support the original AGI prompt even for Hercules
rendering.
Maybe some games had special graphic code, when Hercules rendering
is active. This needs to get checked.
We are now telling the scripts that we are running on EGA,
so that they don't put text at different coordinates.
Hercules rendering also used a different grid for putting text
for example Space Quest 2 right at the start.
This change avoids problems with such placement. We don't really
want to restrict ourselves by implementing that different
text grid resolution.
Also added comments on game feature flags.
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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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Also removed old comments about testing needed for IIgs
Also removed warning when game speed is overwritten for IIgs,
b/c all games were tested and should run properly now.
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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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Should somewhat fix bug #7026
Needs testing (although AGI games need to get tested for 1.8.0 anyway)
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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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Fixes Mixed Up Mother Goose Apple IIgs save/restore prompt
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Original AGI did not do it and it would ruin the game speed of
at least Larry on Apple IIgs after dying.
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For Restart/Quit/Pause dialog
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It seems that either Apple IIgs ran very slowly or that its
AGI interpreter didn't do the delays as on all the other platforms.
Further investigation needed
Fixes all sorts of games running now way too fast.
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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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Also remove _game.keypress, _game.msgBoxTicks
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original commit 8269a94bcd55200f7ae8aba00c7b6fd0d37b9a37
Now hopefully properly implemented.
Adjusted a few more inaccuracies
(we set v19 to 0, where we shouldn't have)
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Also do it like the original interpreter did it
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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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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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renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
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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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We copied the wrong way see cycle.cpp
This fixes the fan game 13th disciple. bug #3563
Also cleanup
playercontrol variable is now a boolean
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Ego motion type change on newRoom() was only done for AGI3
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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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- 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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We now only test for events in testKeypressed() without updating the
game cycle at all (NAGI doesn't update the game cycle either). This
fixes the slowdowns in some animations where have.key() is issued,
like Manannan's lightnings in the intro of KQ3 and the bullets in the
intro of PQ1
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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Applied eriktorbjorn's patch from that bug tracker item (slightly
modified), which is what NAGI does, and which fixes restarting in LSL1
and PQ1 (bug #2823762), and other AGI games that do not reset the
controller keys when restarting.
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pointer to a local variable
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This makes AGI quite a bit less noisy by default.
svn-id: r53868
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Bug #3034370: "Manhunter: New York keyboard unresponsive". Actually
the keyboard was made responsive after June implementation of set.key,
still the game speed was increasing. Fixed that too.
svn-id: r52369
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