Age | Commit message (Collapse) | Author |
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Command seems to not have existed in at least 2.917 (PC).
Space Quest 2 on Apple IIgs calls it during intro, but never
calls show.mouse. SQ2 on other platforms does not make this call.
Mouse cursor is not hidden under emulator, so atm I have to assume
that it's either a dodgy script or there was something else hacked
into the interpreter back then.
This fixes Space Quest 2 Apple IIgs losing mouse cursor, when
the intro is not canceled.
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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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Do not show mouse cursor after transition, when it's currently
switched to hidden. Do the same for hide/show.mouse opcodes.
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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 functional change
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Also a bit of cleanup
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No longer needed
We use ScummVM system total play time functionality instead
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In game timer wasn't resumed, which caused no more cycles to
get executed.
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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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should have been removed already.
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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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Reading an array without using the resulting value has no effect.
In any case, this code still looks like it may be broken, so somebody
who knows more about AGI should perhaps investigate this closer.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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This simplifies the code and avoids heap corruption because of the long
version string
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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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The experiment tries to implement the program control of the V1 interpreter.
Maybe it is better to add another method for doing that once the workings of
it are more clear.
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Yes, V1 has three versions of SAID, for one, two and three arguments.
Also add a few corrections to V1 instruction tables.
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* Instruction tables are now defined in opcodes.{cpp,h}.
* Move opcode handlers from Agi::AgiEngine to Agi
* Opcode handlers take as parameter a pointer to AGI state (AgiGame)
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Preparations for V1 support.
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Some backends may break as I only compiled SDL
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This makes AGI quite a bit less noisy by default.
svn-id: r53868
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We have to update cursor position, not just terminate the input
buffer. This makes Ctrl-C work as intended, which fixes one half of
bug #3054184 ("SQ1 AGI: keyboard special keys are not functioning
properly"). I'm not sure if the second half actually is a bug.
svn-id: r52899
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svn-id: r51310
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with -Werror.
svn-id: r50943
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