Age | Commit message (Collapse) | Author |
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Also-By: Matthew Hoops <clone2727@gmail.com>
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Fixes bugs #6288 and #6417
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This commit introduces the following changes:
1. Graphics::loadThumbnail()
Now returns a boolean and takes a new argument skipThumbnail which
defaults to false. In case of true, loadThumbnail() reads past the
thumbnail data in the input stream instead of actually loading the
thumbnail. This simplifies savegame handling where, up until now,
many engines always read the whole savegame metadata (including
the thumbnail) and then threw away the thumbnail when not needed
(which is in almost all cases, the most common exception being
MetaEngine::querySaveMetaInfos() which is responsible for loading
savegame metadata for displaying it in the GUI launcher.
2. readSavegameHeader()
Engines which already implement such a method (name varies) now take
a new argument skipThumbnail (default: true) which is passed
through to loadThumbnail(). This means that the default case for
readSavegameHeader() is now _not_ loading the thumbnail from a
savegame and just reading past it. In those cases, e.g.
querySaveMetaInfos(), where we actually are interested in loading
the thumbnail readSavegameHeader() needs to explicitely be called
with skipThumbnail == false.
Engines whose readSavegameHeader() (name varies) already takes an
argument loadThumbnail have been adapted to have a similar
prototype and semantics.
I.e. readSaveHeader(in, loadThumbnail, header) now is
readSaveHeader(in, header, skipThumbnail).
3. Error handling
Engines which previously did not check the return value of
readSavegameHeader() (name varies) now do so ensuring that possibly
broken savegames (be it a broken thumbnail or something else) don't
make it into the GUI launcher list in the first place.
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When the Ex memory regions are close to full, it is possible for
the game to fail to purge objects and then crash with an OOM error
even if it isn't actually out of memory. This patch calculates the
amount of free memory truly needed when allocating to Ex memory to
allow exactly the entire frame & text regions to be used, instead
previously where a hard-coded amount of free space to maintain was
used, which guaranteed that the entire memory region could not
actually be used by the game.
This change may be masking some underlying memory leak, or it may
just be that near the end of the game the game naturally comes
close to reaching the maximum memory region size. For the moment,
I am assuming the latter.
This commit also adds some assertion checks to the memory transfer
functions to make sure the regions don't quietly overflow in other
cases, since pickupConts performs transfers in a manner that
doesn't ensure enough free memory exists for them to be successful.
Fixes Trac#6820.
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The game reads until it sees 0xFF, which is not until frame 14 for
some animations in the first interactive room of the game. This
happened to work previously because the struct is packed so it
would read into the b31.. members, but this was still technically
an out-of-bounds read.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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The Italian CD release of Dreamweb (available on
https://www.scummvm.org/games/) was not properly
detected (the floppy version was detected, so
speech stayed disabled).
Added a proper entry to fix the issue.
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Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
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This is now generated automatically by the configure script from the
engine directory names.
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This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
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This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
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This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
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This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.
Thanks to criezy for his suggestion on this approach.
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Changed REGISTRA to ACCEDI for better user convenience.
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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Also changed the German HELP command to HILF at the translator
request (which means both HILF and HILFE work since the parser
only matches the start of the string).
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This affects the Console / debugger classes of multiple engines.
An alternative solution would have been to remove the unused _vm
member vars. However, it seems likely that in the future, the _vm
member could be useful for methods added to the console. So instead,
we add a simple assert(_vm) to silence the clang warning.
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While location 15 doesn't actually exist, this makes roomPics more
consistent with the roomsCanGo array.
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SimSaw found the Italian user manual and it uses REGISTRA. So I
changed the translation in-game to use the same.
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