Age | Commit message (Collapse) | Author |
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Remap would crash SCI2.1early games with 19 remap slots, and
did not actually work in most cases in SCI2.1mid+ games.
The SCI16 implementation was moved to its own separate file but
was otherwise touched as little as possible, so may still have
similar problems to the SCI32 code.
1. Split SCI16 and SCI32 code into separate files
2. Use -32 prefixes for SCI32 code and no prefix for SCI16 code,
where possible, to match other existing code
3. Avoid accidental corruption of values from the VM that may be
valid when signed or larger than 8 bits
4. Added documentation
5. Add missing remap CelObj calls
6. Inline where possible in performance-critical code paths
7. Fix bad `matchColor` function, and move it from GfxPalette to
GfxRemap32 since it is only used by GfxRemap32
8. Fix bad capitalisation in getCycleMap
9. Remove unnecessary initialisation of SingleRemaps
10. Update architecture to more closely mirror how SSCI worked
11. Clarify the purpose of each type of remap type (and
associated variable names)
12. Split large `apply` function into smaller units
13. Fix buffer overrun when loading a SCI2.1early game with remap
14. Remove use of `#define` constants
15. Warn instead of crashing with an error on invalid input (to
match SSCI more closely)
16. Change the collision avoidance mechanism between the RemapType
enum and remap kernel functions
17. Add save/load function
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applyRemap() is still not finished, so nothing is actually visible yet
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Only updating SCI32 names here due to not knowing about the
correctness of the SCI16 code.
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Requested by @m-kiewitz.
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Currently, only the SCI16 remapping functionality is implemented
(used in the QFG4 demo)
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This implementation is not 100% engine accurate, but it is
more accurate than what was there, and hopefully the differences
between this and the engine code are merely cosmetic.
The known (intentional) differences are:
1. Uses ScummVM rects inside the engine code, converting to/from
SCI rects on the kernel edges and when scaling
2. Fewer side effects when performing operations that *should*
have been pure from the start (like text dimension calculation).
Still not side-effect-free, but at least things like colours
and alignment do not need to be reset every time a measurement
is taken, unlike in the actual engine.
Editor controls and some other kBitmap code are temporarily
disabled as a result of changes to GfxText32 until they can be
updated to be engine-accurate.
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- Patch game super object for saving instead of game object
- Remove re-adding planes+screen items, game::replay does that
We would only have to do that for soft-failing on restore
- Change debug levels of kNumLoops/kNumCels to 9
- Add special comment about -info- selector in syncWithScripts()
This should now make ScummVM menu saving work properly at
least in SQ6.
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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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will delay restoring a saved game until the next
kGetEvent or kWait
also implement aborting playback for kPortrait
and kShowMovie
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Sierra translator translated the filename
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At least SQ4 uses #j text prefix as signal for the
interpreter to not use the PC9801 hires font, but
to use the internal low res font instead
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More transparency/color mapping effects are now working (e.g. the
flashlight at the Gedde tomb in GK1, the rays of light at Schloss Ritter
in GK1, the torch in the QFG4 demo and the shadows in QFG4, PQ4 and KQ7)
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Fixes some graphics glitches in the QFG4 demo and the menus of QFG4, by
implementing one of the transparency effects used mainly in SCI32.
Many thanks to fuzzie for her debugging info on QFG4 demo and to wjp for
his great help on the dissassembly
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This information is shown in previous QFG versions, but it had to be
placed in a SCI32 graphics function in order to be shown in QFG4 too
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This makes the character import screen in QFG4 functional, as the virtual
file index was never updated
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The bug in question is "SCI: SQ4 Floppy DOS title screen skipping too
quickly", and is caused by game scripts not waiting between palette calls
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It's finally nighttime in the first murder scene in PQ4
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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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See bug #3486899.
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This wasn't added in 4742b4d728ba772d47cc497681c9bfb0144475bc)
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kCelInfo subop 4 returns the pixel color at the
passed in x,y coordinates for the passed in view,
loop, cel. Shivers uses this function for the
red door puzzle, room 23601 to determine what
blocks on the puzzle board are already occupied
by pieces.
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- Items that are being readded to the scene should be updated instead
- Added a findScreenItem() call to simplify the code slightly
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- Initial implementation of kBitmap(0)
- Bugfixes for fonts in upscaled games
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