Age | Commit message (Collapse) | Author |
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Pseudo mouse was functionality in SCI1+ games, that allowed the
user to control the mouse via keyboard cursor keys.
This new class only worked, when a tiny difference inside
the keyboard driver happened on kMapKeyToDir calls. We previously
tried to enable this behavior depending on cursor type, but
this didn't work correctly (Larry 5 for example was not detected
as such, but had PseudoMouse support).
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Bitmaps in ScrollWindow and Robot code are managed by the kernel
and not by game scripts, although they must be able to be
referenced through a reg_t. To prevent incorrect GC of bitmaps
that are in use but not referenced by any game script, explicit
memory management of hunk entries can be enabled.
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ExecStack now stores the kernel call number as well as the subfunction.
This allows kStub and backtraces to log the actual subfunction called.
The kernel call number in ExecStack used to be stored in the
debugSelector field. It now has its own field, to avoid confusion.
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This line drawing code lives in a remodelled GfxPaint32 class
that is totally separate from GfxPaint16.
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This makes code not use _table directly whenever possible. An exception is the
save game code which is not easy to adapt due to design deficiencies.
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This is intended for early SCI2, but should work with older SCI too,
not that we need it.
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- Add "kAnimate fast cast state" to "version" debug command
- Make it possible for script patcher signatures to get fully
used outside of the regular script patcher
- Remove previous fastcast detections and replace them with
a signature heuristic
- Remove object name checking, when fastcast global is set
- Heuristic detects "fast cast" support incorrectly for multilingual
KQ5, but it seems the game never sets the global, so it won't
matter. KQ5 CD (also SCI1 late) has fastcast support.
- Remove hack in GfxView::draw
- Add lots of comments to ScriptPatcher class
This fixes EcoQuest 1 Floppy showing the anemone on top of the
message box (see bug #5170)
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Graphics palette code was rewritten between SCI1 and SCI2, so
SCI32 palette engine code has been moved to a separate GfxPalette32
class.
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- Detection works via signatures (couldn't find a better way)
- new kString subcalls were introduced SCI2.1 LATE
- kString now has signatures and is split via subcall table
- kString fix, so that KQ7 doesn't crash, when starting a chapter
- Sci2StringFunctionType removed, because no longer needed
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implement string collecting for SCI3
implement object offset collecting for SCI0-SCI2
implement said-str offset collecting for SCI0-SCI1
add new debug command scro / script_objects
add new debug command script_said
string without terminating NUL now a warning
the latter happens in qfg2 for amiga room 84
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This fixes possible gamestate corruption when using 'send' in the
debugger to call methods.
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debug command is called "script_strings" / "scrs"
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diskdump: support for audio36+sync36
list: always show tuple for audio36+sync36
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The playBed option is not handled yet, only stored. This increases
the savegame format version.
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effectively fixes bug #6455
thanks to wjp and [md5]
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dumps all resources of given type
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This also adds a FIXME to SCI which registered an enum type as int...
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An example is the object 'dominoes.opt' in Hoyle 3, script 101
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This helps in debugging objects with spaces in their names (e.g. the
"Glass Jar" object in Pepper - bug #3601090). Now, this object can be
examined like "vo Glass_Jar"
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After discussing with DrMcCoy, we felt this the best way to proceed. A wrapper class that implements AdvancedVideoDecoder is still around for use in SCI.
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In addition to using the new API, it should theoretically support multiple audio and video tracks now but that has not been tested.
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This is needed for future support of large SCI3 scripts. The program
counter is isolated and does not interfere with other parts of the VM,
plus it does not get stored in saved games, so it's pretty straightforward
to convert
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