Age | Commit message (Collapse) | Author |
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and therefore set the "fully played"-flag/variable, so that scripts
don't block forever in for example Police Quest 1 poker back room.
Fixes bug #9706
Thanks waltervn
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so that invalid opcodes won't crash ScummVM anymore
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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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Detects when end.of.loop + motions are used on the same screen
object at the same time, which would have resulted in flag
corruption in the original interpreter. We detect this
situation now, show a warning and disable the cycler in case
cycler was activated first.
This solves a new issue in kq1, when grabbing the eagle in room
22, that was previously hidden just like in the original AGI.
Fixes bug #7046
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+ Disable hide.mouse for MH1 Apple IIgs
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For KQ3 the calls are currently blocked b/c interpreter version
For SQ2 they aren't, which causes a few priority issues at the end
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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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set.simple gets called when killing the witch + planting beans
Right after bowing to the king, ego faces away from him. This
issue was already present in 1.7.0. Could probably get solved
later via script patcher.
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Was available only in 2.425 and in 2.936+.
Fixing comment accordingly. Also allowing the command for 2.425.
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- Fix saving/loading priority bands table. Now saving the actual raw
data
- Now also saving the flag, that defines if the priority table got
modified by scripts
- For older saved games it will try to figure out the state of that
flag
- Blocking set.pri.base for AGI below 2.936
- set.pri.base was actually introduced in 2.936 and not AGI3
- The set.pri.base bug was present in 2.936 as well
- Saved games created between the graphics rewrite and this
commit may have priority issues for games, that used AGI2.936+
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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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CID 1350104: regression from graphics rewrite in C64 picture drawing
CID 1350101: potential buffer overflow in set.simple command
CID 1350112: uninitialized variable in TextMgr
CID 1350113: false positive uninitialized variable in SystemUI
CID 1350114: potentially uninitialized variable in IIgsSample
CID 1350117: false positive uninitialized variable in InventoryMgr
CID 1350103: code bug in CGA rendering TextMgr::charAttrib_Set()
CID 1350109: false positive in GfxFont::loadFontAmigaPseudoTopaz()
CID 1350111: original AGI uninitialized memory issue
in SpritesMgr::showObject
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Also stop it from getting called by 2.440 AGI.
Was implemented for 2.425, removed in 2.440 and re-added
in 2.917.
The opcode is called after answering the phone at the store
(555-6969) in Apple IIgs Larry. It can't be automatic saving.
See script 22, line 678 in AGI Studio.
Stops automatic saving getting enabled for Larry 1 Apple IIgs.
Also added warning messages to other commands as well.
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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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