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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And ignore sprites, that are placed outside of visual screen
Fixes memory corruption during intro of fan made Get Outta SQ game.
Original AGI did not do checks at all.
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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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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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renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
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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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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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svn-id: r55818
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svn-id: r51311
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Bug #3017911: "AGI (Fan): SQ0 - Ego flickering". It is a regression from r49745,
as it appeared, some of the screen updates were too much.
svn-id: r51223
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svn-id: r49845
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This fixes many subtle effects as in many cases there were no
special pausing and engine relied only on the slowliness of the
machine.
svn-id: r49745
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Bug #1945716: "AGI: Fan(Kings Quest 2 1/4) - Sprite not erased".
Added a workaround, since it is design flaw of our rendering
system.
svn-id: r49742
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svn-id: r49741
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svn-id: r49740
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svn-id: r49739
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svn-id: r43011
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svn-id: r41251
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svn-id: r41239
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like 'while(cond);' by inserting newlines
svn-id: r36127
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svn-id: r30664
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priority error).
svn-id: r29984
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svn-id: r29854
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svn-id: r27707
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AGI256-2 means handling 256 color views/sprites (AGI256 means handling 256 color picture resources).
The code can now handle both 16 color and 256 color views/sprites in the same game.
FIXME: Background in AGI256-2 demo may be incorrect.
svn-id: r27572
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(Always 16 color screen for vector stuff, 256 color screen for everything else in AGI256 mode).
svn-id: r27570
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r26771
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now obsolete from the game features field
svn-id: r26764
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Modify a workaround made for SQ1 to work on SQ1 only, not all AGI games. This fixes bug #1648396 with SQ2, a bug with LSL1 (Sarien bug #925074) and possibly others
svn-id: r26589
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svn-id: r25103
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svn-id: r25101
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svn-id: r25069
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svn-id: r25037
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svn-id: r25035
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svn-id: r24808
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svn-id: r23011
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and 925074)
svn-id: r22808
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svn-id: r22783
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svn-id: r22781
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svn-id: r22666
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svn-id: r22658
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svn-id: r22618
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svn-id: r22614
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