Age | Commit message (Collapse) | Author |
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These are flagged by GCC if -Wswitch-default is enabled.
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Fixes saving/loading the Bridge hands using the ScummVM save/load
screens - bug #11174
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Fixes bugs in trac #11029:
- Slot 1 loading when user selects slot 0 in ScummVM UI
- Slot 1 loading when slot 0 specified on command line
- QFG4 slot 0 not appearing in game's original Restore UI
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Fixes Audio button in control panel getting out of sync with
the message mode set by ScummVM.
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Fixes bug #10924 where starting or restoring in text mode and then
changing to speech mode within a game results in muted speech.
This is a regression introduced between 1.9 and 2.0, probably as part
of the synchronization refactor that created GuestAdditions.
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This fixes issues with Bridge and Backgammon. Now, Hoyle 5 and its
variants should be in a very good state for testing
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Scaling works correctly with the Windows variant, which uses AVI files,
but the DOS variant uses Robot videos, and the way scaling is done
there is different, and is not working yet with KQ7 DOS. Nonetheless,
both versions are included in the game, so it's not a major issue.
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Fixes Trac#10251.
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If this is not done and the file is buffered, it will not show up
in the list of save games, and the new save will fail.
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One of the strings is a static string of the same size as the size
passed to strncmp so there is no point in not just using strcmp.
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The game has a feature where it will automatically create a save
game when you quit the game through the in-game control panel (or
when you die, for some reason).
Unfortunately, due to bad programming, this automatic save would
just overwrite whatever was in save slot 1 (slot 0 in the original
interpreter). Find this attempt to auto-save the game and redirect
it to the auto-save slot. This might not be totally correct, but
it is at least better than destroying a save game.
Fixes Trac#10201.
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This update should give the game the default mix it receives in
Windows. If necessary, the half-volume audio bug in the DOS
interpreter can be added as an additional hack for this game, since
there are still some sub-par audio mixes that might need additional
correction (like Curtis talking to Blob when taking her out of the
cage in his apartment at the start of the game) which were also
bad in the Windows version of the game.
Fixes Trac#10165.
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To enable the optional content censoring mode, Phant2 looks
for a RESDUK.PAT file, which is normally placed by the game's
installer if the user chose to enable censorship. If the file
exists, the game reads an unlock password out of the file and
asks the user to enter the password when starting a new game to
create an uncensored game, or to click a "less intense" button
to start the game with censoring. The censorship state of the
game is then persisted in the save game file, and installations
with the RESDUK.PAT file need to enter the password again in
order to restore any of the uncensored saves.
Since we do not have an installer that can enable this feature,
add a game option toggle to enable/disable censoring (for the
releases that have the optional censorship mode) instead so the
censored content feature is available for anyone that wants to use
it. This flag is restored from ScummVM whenever a save game is
loaded, so it can be toggled on or off at any point without
needing a separate save game, unlike in the original interpreter.
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Launcher loads of games without a saved Robot were fine, but games
that were saved with a Robot (e.g. room 480 when facing the water)
would crash.
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Adding a hook into kPlayDuck to skip the intro video feels kind of
crappy, but it seemed simpler, consistent with the other hooks for
launch loading, and therefore preferable versus hot-patching the
script or messing with PC in the VM or something.
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Fixes Trac#9793.
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Calling to SciEngine::syncSoundSettings from GuestAdditions
recurses back into GuestAdditions, which is obviously not
desirable. Even when it didn't manage to cause infinite recursion
(as in SQ6 demo), it would make the UI behave in broken ways (e.g.
the +/- buttons on the music slider in SQ6 would not work because
the UI would just get updated immediately back to the closest
rounded value).
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This ensures that all object name reading code works the same and
is in one place in the codebase.
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This fixes the the SCI32 incarnation of Trac#5343
(defect#3061964): Savegames with no name can't be restored
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Export functions may be relocated above 64k in SCI3, but exports
that do not have an entry in the relocation table must be handled
the same as SCI1.1-2.1.
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GuestAdditions
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integration
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This patch includes enhancements to the ScummVM integration with
SCI engine, with particular focus on SCI32 support.
1. Fixes audio volumes syncing erroneously to ScummVM in games
that modify the audio volume without user action (e.g. SCI1.1
talkies that reduce music volume during speech playback). Now,
volumes will only be synchronised when the user interacts with
the game's audio settings. This mechanism works by looking for
a known volume control object in the stack, and only syncing
when the control object is present. (Ports and planes were
researched and found unreliable.)
2. Fixes audio syncing in SCI32 games that do not set game
volumes through kDoSoundMasterVolume/kDoAudioVolume, like GK1,
GK2, Phant1, and Torin.
3. Fixes speech/subtitles syncing in SCI32 games that do not use
global 90, like LSL6hires.
4. Fixes in-game volume controls in SCI32 games reflecting
outdated audio volumes when a change is made during the game
from the ScummVM launcher.
5. Fixes SCI32 games that would restore volumes from save games
or reset volumes on startup, which caused game volumes to be
out-of-sync with ScummVM when started.
6. ScummVM integration code for audio sync has been abstracted
into a new GuestAdditions class. This keeps the ScummVM-
specific code all in one place, with only small hooks into the
engine code. ScummVM integrated save/load code should probably
also go here in the future.
Fixes Trac#9700.
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