Age | Commit message (Collapse) | Author |
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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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Original interpreter did not do it and we paused music/sfx,
which the original interpreter also didn't do.
Shouldn't cause issues.
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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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see commit 0b75bf37219cf49f274da330a44e81068152599c
Original AGI did not do, what we are doing now
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Use hardcoded first line instead
In Donald Duck the status line is at line 24, but also hidden
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Fixes graphics glitch for Donald Duck
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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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It seems the issues on AmigaOS aren't actually caused by the new
code. Reverting the revert.
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Description is trimmed for the verify window, width is now accurate
Actual save filename is now also shown, just like in the original
Cleanup
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It seems the current code causes issues on at least AmigaOS.
Changed current code to the way SCI handled it.
Needs to get investigated in detail.
Added FIXME. Also see engines/sci/event.cpp
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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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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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Caused issues with mouse support (that AGI on DOS never had).
e.g. KQ1/KQ2 on end of mouse click move Graham automatically falls
into water.
The check was added in AGI3 only, but maybe non-DOS interpreters
had it before. Or maybe mouse support was actually implemented
differently. Needs more investigating.
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probably more accurate
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We now only offer the original VGA font (a few characters
were modified) and overwrite the extended set range with a
Russian set, when needed.
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After the VM Var 6 <-> ego direction change, this is required
Also our original behavior was inaccurate in that part as well.
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verified via disassembly
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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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+ add extra security checks
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- Keep a non-lowercased user input copy for copying out words
- Check for user input word end after matching a dictionary word
- Fix detection of "a" and "i" words
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Reset key, when no valid .ascii was received.
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load/saving via ScummVM menu
Mixed up mother goose has an endless script loop, when no user name
was entered, which means restoring while in there would result
in us staying in the inner loop until the user entered something
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