Age | Commit message (Collapse) | Author |
|
|
|
|
|
Was already documented inside palette.h, but wasn't used yet
|
|
|
|
|
|
Fixes Mixed Up Mother Goose Apple IIgs save/restore prompt
|
|
|
|
|
|
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.
|
|
Required for games that add to many names or add names, that are
too long. The code needs to get adjusted anyway for different
platforms, so for now just cut the menu names instead
Required for at least the fan game Get Outta Space Quest
|
|
|
|
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
|
|
Also loading view resources in case they are not loaded on set.view
Fixes crash in Larry 1 for Apple IIgs after getting beaten up
by taxi driver (was an original game bug). Even makes it work now.
Original interpreter closed down in this situation.
For setLoop() and setCel() error()s were added for this case
to avoid crashes.
Also: screenObj->viewData renamed to screenObj->viewResource
|
|
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.
|
|
Original AGI did not do it and it would ruin the game speed of
at least Larry on Apple IIgs after dying.
|
|
Space at the end of the string was handled inaccurately
Fixes kq1 text scrolling bug #7021
Rewrite was done in commit efb65324688f20cc534a25312f558f9264125762
|
|
because of Police Quest 1 using Ctrl-D for calling dispatch.
Solves FR #395
|
|
|
|
But not actually using the GR palette, because it looks horrible.
|
|
...rendering
|
|
|
|
Palette + mouse cursor + box frame color only atm
Thanks to wjp for gamma correction
Not sure, if our current color adjustment is correct
Should be checked by using actual hardware
|
|
|
|
Original code wasn't accurate
|
|
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.
|
|
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
|
|
Do not show mouse cursor after transition, when it's currently
switched to hidden. Do the same for hide/show.mouse opcodes.
|
|
|
|
Cursor was placed incorrectly after entering saved game description
using original load/save dialogs.
|
|
Menu items did not switch to inverted state when they are disabled.
|
|
|
|
|
|
Also adjust window frames for Amiga. Amiga also uses hi-res ones.
|
|
For Restart/Quit/Pause dialog
|
|
|
|
Also work on drawCharacter code for SystemUI usage
|
|
Only slightly different than on PC
|
|
|
|
|
|
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.
|
|
|
|
|
|
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
|
|
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
|
|
Some games call it in an endless loop until a key is returned
|
|
|
|
Also remove _game.keypress, _game.msgBoxTicks
|
|
|
|
original commit 8269a94bcd55200f7ae8aba00c7b6fd0d37b9a37
Now hopefully properly implemented.
Adjusted a few more inaccuracies
(we set v19 to 0, where we shouldn't have)
|
|
|