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NEVERHOOD: Possible fix for bad car behaviour
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According to johndoe it's correct to pass the entire coordinate,
rather than just X, to the car in these cases as well. I can't
tell any difference at all in the behavior, but I guess it doesn't
hurt either. After all, we can easily zero the Y coordinate, if we
ever want to.
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This is something I found when trying the savegame from bug #6932,
but I still don't know if it actually is that bug.
From what I understand, there are two different cases in the
moveCarToPoint() method: One where you click on a different
section on a track than you're on, and one where you click on the
same section on the track that you're on.
In the latter case, it sends message 0x2004 to the car, which is
then handled by AsCommonCar::handleMessage(). That one will assume
that the parameter is a point, but this can also be encoded as an
integer with 16 bits for the X coordinate and 16 bits for the Y
coordinate. See MessageParam::asPoint().
If we only pass an X coordinate to the message, the Y coordinate
is assumed to be 0, and we do this in a couple of places. I do not
know the exact implications of that, but in the two cases I've
changed here, it meant that clicking on the track below the car
would still make it go up, because it thought you were travelling
towards the top of the screen.
So I think this is the appropriate fix, but even if it is, I do
not know if it's enough or if it should be changed in other places
as well.
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These have been left behind after the split of the scenes and the scene
sprites. Thanks to fingolfin for pointing out the duplicate defines
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When the memory puzzle is reset, each revealed tile gets hidden again.
When a lot of tiles were hidden, the multiple clicking sounds would
fill the available sound slots. To avoid this, only a single click is
sounded when losing
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This fixes bug #6661 NEVERHOOD: Uninitialized variable during car ride.
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This should hopefully fix the crashes in the Hall of Records as mentioned in bug #6513.
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This clears the radio music variable when leaving the room. I've
discussed with johndoe123 and he says this is what the original
does. (You could also get the same effect by clearing it when
entering the room.)
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This is occurring due to duplicate entry ids, which should probably not
be present.
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I hope this will help the memory leak reported as part of bug #6513
but my computer isn't quite up to the task of doing any extensive
Valgrind testing.
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This is the same fix that was applied to getKloggsTextIndex() some
time ago. It restores a missing Willie nonsense letter. While I
haven't actually verified for myself that this letter appears in
the original game, it is referenced in Wikipedia's article about
Absalom.
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The getKloggsTextIndex() function would return 40 twice in a row
when wrapping around. This caused one of Willie's nonsense letters
to appear instead, since they're supposed to trigger when
getTextIndex1() returns the same result more than once.
The same bug also appeared (and has been fixed) in getTextIndex3(),
but there it just caused the same nonsense letter to appear twice.
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This fixes the buggy Willie letter appearing among the ones from Klogg
(bug #6513)
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static (Wii)"
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This fixes a nasty crash in case neverhood.dat is not present.
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The car clipping rectangle wasn't set correctly when the car is on the upper level.
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This makes space for one additional savegame slot, giving them the
same number of slots as the original save dialog. I can't compare
to the original, but it arguably looks better this way.
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The palette didn't fade all the way to white when using the
shrinking machine, which caused visible glitches. I've verified
against a YouTube "Let's Play" that in the original it did fade
all the way. Whether or not it did it in this exact way I do not
know, but... close enough.
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Ideally, we should always use constants of course. But I guess we
don't yet have sensible names for all messages.
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This is consistent with all other disk players in the game. Only
this one had it starting the music instead. Probably a typo.
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Color 255 should be white. Right now, this is a scene-specific
workaround to avoid rechecking all scenes just for a glitch that
happens in a specific scene. Many thanks to eriktorbjorn for figuring
out that this is a palette issue, instead of a resource issue
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This happened to me when (or shortly afterwards; I'm not quite sure)
lighting the fuse on the TNT dummy.
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