Age | Commit message (Collapse) | Author |
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Game checks for file CDAUDIO. Currently the kFileIO(Exists)
code is working pretty slowly on at least Windows. Needs to get
fixed properly by enhancing SaveFileManager().
This is primarily for branch 1.8.0.
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+ Mother Goose SCI1.1
Fixes graphic issues when restoring from GMM
Also make the fix ups for Mixed Up Mother Goose, Jones + PQ2
get applied all the time (debugger command not included)
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Auto-saving is not used by SCI, but slot 0 is ScummVM "standard"
for auto-saving, that's why it's not available for saving anymore.
Jones still uses slot 0 for saving/restoring (because it's
hardcoded and changing it would break it somewhat)
Deleting + restoring is still possible of couse.
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The old code expected sciAudio FOpen calls to fail, because they
contained a directory name. On AmigaOS those calls succeeded.
Because of that at least on AmigaOS, sciAudio support didn't
work at all.
We now detect sciAudio FOpen calls and return a proper virtual file
handle. This should fix it on all platforms.
Also moved the SCI32 virtual save file handle from 200 to 32100.
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This uses the same hack as the one used to reset the menus in Jones.
I've tested some more SCI games, and they don't disable menu entries
when loading a game. Hopefully, Jones and PQ2 are the only ones
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The code path that is supposed to enable these never gets called when
restoring from the main menu, or from the ScummVM launcher. Since the
logic on when and what to enable is quite complex, the easiest thing
to do is enable these entries manually after a game is loaded.
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This is used in the fanmade games "LockerGnome Quest Redux" and
"Betrayed Alliance"
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Apparently, the original does the same. Fixes bug #6535
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This has been broken for a (very) long time, a regression from commit 6ff4dd2
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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It's now possible to start a chapter in Phantasmagoria 1
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This is used in Torin's Passage and LSL7 when autosaving
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No functionality change has been made with this commit. This avoids
setting and getting the reg_t members directly, and is the basis of any
future work on large SCI3 scripts (larger than 64KB)
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Shivers uses extra special hardcoded save files together with the normal
ones that are used to store slot names and spot descriptions. The scheme
is a bit odd, and since the names of the extra save files are hardcoded,
this scheme is problematic to use. We skip the creation of these files
altogether and use virtual files instead, which means that the
(broken) spot descriptions won't be visible next to each save
description. This isn't a major issue for now, and it's left as a future
TODO to implement this feature in a cleaner way, and not with extra save
files. This scheme fixes the slot descriptions in the loading screen.
Also, kCD(1) has been implemented, which fixes loading of the save
states themselves
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This puts them in the order that they are defined in the kernel tables
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They are essentially the same (with the exception of the return values),
so unifying them reduces code duplication
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This way, there is a clear separation of the actual SCI kernel file
functions and the file classes and wrappers of ScummVM
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Phantasmagoria's scripts keep polling for the existence of the savegame
index file and request to read and write it using the same parameters
when opening it. The index file is closed and reopened for every save
slot, which is slow and can be much slower on non-desktop devices.
Also, the game scripts request seeking in writable streams and request
to expand the existing index file.
To provide this functionality and to reduce constant slow file opening
and closing, this virtual class has been introduced
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Formerly the GMM, AGI and SCI duplicated the logic for USE_SAVEGAME_TIMESTAMP.
Now I added a method to SaveLoadChooser instead, which takes care of this. This
might not be the best placement of such a functionality, thus I added a TODO
which talks about moving it to a better place.
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This reduces the code duplication in all client code, which formerly duplicated
the querying of the plugin, game id etc. and now simply calls the newly added
method runModalWithCurrentTarget() on a SaveLoadChooser object.
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We already pass the title and process button name to the constructor of
SaveLoadChooser and then do not offer any way of changing it, thus changing
the edit mode of the chooser is kind of pointless and was never actually used.
Instead we pass the mode on SaveLoadChooser construction now.
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Avoid overwriting the target buffer with junk when no data has been read
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This is based on two kernel functions, kMakeSaveCatName and
kMakeSaveFileName
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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This is no longer necessary, as our file I/O code handles this case
correctly now. Also, updated the description of file I/O on top.
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This is used to enable the embedded debugger in several SCI32 games
(PQ4, QFG4, GK1, GK2, KQ7, SQ6 and LSL7)
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The warning can be safely removed, as the parameter is a string that
should not be set
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... and make it optional subject to USE_SAVEGAME_TIMESTAMP
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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Some backends may break as I only compiled SDL
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kGetSaveFiles() should be worked out there.
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