Age | Commit message (Collapse) | Author |
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newline and an exclamation mark are automatically added)
svn-id: r45049
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svn-id: r44931
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savegames from the GMM is now possible, and new saved games will also have thumbnails. Saving from the GMM creates corrupted saved games, so it has been disabled for now
svn-id: r44930
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game entries in the detector
svn-id: r44856
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svn-id: r44291
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- Changed all the SCI version checks to use getSciVersion()
- Also made getSciVersionDesc a global function (removes some ugly accessing of the SCI engine)
The fallback detector should work correctly now
svn-id: r44269
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svn-id: r44140
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getObjectName, respectively)
- Renamed alloc_List -> allocateList, alloc_Node->allocateNode, alloc_hunk_entry->allocateHunkEntry, free_hunk_entry->freeHunkEntry, for consistency
svn-id: r44039
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svn-id: r43980
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getresourceManager -> getResourceManger
resourceManager -> resMan
segmentManager ->segMan
svn-id: r43908
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for VGA remakes
- The extras field is now filled by the fallback detector for VGA games
svn-id: r43893
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- Added the MD5's of the French versions of GK2 and SQ6 (bug reports #2846842 and #2846515)
- Added a different game id for QFG1 VGA (SCI1.1), to distinguish it from the older EGA version (SCI0) and added detection for the VGA version in the fallback detector
- Changed some VGA SCI game IDs: lsl1sci -> lsl1vga, pq1sci -> pq1vga, sq1sci -> sq1vga, to distinguish SCI VGA remakes from SCI EGA remakes (like with QFG1VGA)
svn-id: r43891
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game-specific workarounds are tested against ScummVM IDs
- Added detection for the EcoQuest 1 demo in the fallback detector
- Partially reverted my previous "fix" for EcoQuest 1 CD, and turned it into a script-specific hack for that game, for now
- Added handling of kDisposeScript calls made with 2 parameters, e.g. in KQ5CD and others (still untested, haven't found a test case)
svn-id: r43887
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svn-id: r43883
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of by value. Also make variables or data table which are only used locally "static".
svn-id: r43882
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svn-id: r43756
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svn-id: r43752
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about a potential problem with language detection with some SCI games
svn-id: r43751
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svn-id: r43750
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svn-id: r43749
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- Added detection for GK1 to the fallback detector
- Removed the rest of the executable reading code, as it's no longer used
svn-id: r43746
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SCI_VERSION_3 (each version has a different kernel table).
- Improve map detection.
- Fix SCI32 object and script initialization (Torin's Passage and GK1 scripts now start up, and probably most SCI2/2.1 games).
- Add SCI2 and SCI2.1 kernel tables.
svn-id: r43742
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svn-id: r43727
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svn-id: r43725
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- Replaced some EngineState parameters
- The SCI version is now obtained from the resource manager or the segment manager, thereby simplifying several functions
- Plugged 2 leaks in the fallback detector
- Renamed the segment manager and resource manager to "segmentManager" and "resourceManager" in all places, for consistency
svn-id: r43722
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svn-id: r43699
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prevented a crash when detecting a SCI32 game if SCI32 isn't compiled in
svn-id: r43698
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executable in the fallback detector. We no longer use the actual SCI version string, and we can auto-detect a lot of features from the game resources now. The EXE version string was only used to display the detected SCI version in the console, which isn't very useful to us anymore.
- Added detection for PC and Amiga versions based on the game's detected view types. Still need to do detection for Mac and Atari ST versions
svn-id: r43683
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svn-id: r43682
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all SCI0-SCI11 games can now be detected correctly from the fallback detector
- Simplified some checks for old script types
svn-id: r43678
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detection code was based on FSNode, but since SCI seems to call engine internal code for detection which operates via File, there was the need to use File::addDefaultDirectory to have it working. The problem here is that the default directories are not reset after game detection, since the caller code assumes it's all done via FSNode. A simple change to use SearchMan, which is used internally by File, to add the default directory and removing it later on in the SCI detection code fixed the issue. Of course that is still slightly of a HACK, but it is much nicer than to rewrite engine internal code to use FSNode, just to be usable for game detection. I added a possible solution to remove the HACK as sourcecode comment.
svn-id: r43613
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svn-id: r43565
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is the proper solution for removing the hack in the fallback detector, but it still needs work. Also, reduced the things needed to be initialized a bit, so that the detection is a bit faster
svn-id: r43510
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hack currently used in the fallback detector
svn-id: r43509
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some of Sierra's internal IDs to our own ones
- The class table is now created in the segment manager constructor
svn-id: r43504
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a define
svn-id: r43503
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need as parameters, instead of the whole EngineState
- Moved the class table in the Segment manager - it's the only class using it directly
- Removed the sci11 flag from save games (we already know this, we don't need to store it)
- Moved script_get_segment() and get_class_address() inside the segment manager class
- Removed the script_locate_by_segment wrapper
- Simplified script_lookup_export() a lot by removing some paranoia checks
- Added some WIP code for automatically determining the game id in the fallback detector (still not working)
- General cleanup
svn-id: r43458
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as much as possible. All SCI_VERSION_* information was removed from
detection.cpp (much of it was incorrect anyway).
svn-id: r43449
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svn-id: r43407
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detection.cpp (should be detectable). Cleanup.
svn-id: r43390
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by Strangerke).
svn-id: r43190
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svn-id: r42525
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svn-id: r42524
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with _gfxop_set_pic(), which was causing crashes in that game
svn-id: r42523
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svn-id: r42373
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with some slight formatting changes
svn-id: r42300
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removed game flag GF_SCI0_OLD
svn-id: r42211
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has been removed and versions SCI_VERSION_01_EGA and SCI_VERSION_01_VGA have been merged into SCI_VERSION_01
- Simplified the checks for EGA and VGA graphics
- Fixed a bug in script_adjust_opcode_formats()
- Simplified the code in GfxResManager::getView() a bit
svn-id: r42206
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svn-id: r42181
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svn-id: r42178
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