Age | Commit message (Collapse) | Author |
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I missed these lines when going through things earlier.
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This fixes placement of "File", "Note", "From" and "Subject"
content.
See bug #10034
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Gabriel's "I can't believe I'm doing this..." line was cut off.
This script patch stops that from happening.
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comments only
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
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* Make alignment of operation comments consistent
* Make patch descriptions consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
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* Make alignment of operation comments consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes and patch descriptions consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
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* Make patch descriptions consistent
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* Minor clarity fixes to comments
* Make patch descriptions and patch table ordering consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Fix a patch to use jmp instead of waste bytes
* Make identifier suffixes and patch descriptions consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes and patch descriptions consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes and patch descriptions consistent
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* Make patch descriptions consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes and patch descriptions consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make alignment of operation comments consistent
* Make patch descriptions consistent
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* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
* Remove no-longer-needed script patch for day 10 room 808, which
has been fixed using a different, generic mechanism since commit
e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c
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This makes the game menu able to handle a 3rd state, so that the
game shows text but also play speech at the same time.
We need to inject our own view for the new button to really show
up. I'm not that experienced with the SCI32 graphics code, which
is why I prefer snover to do this part.
Right now it will show the button with text selected 2 times in
a row. The first "text" button is the dual mode / "both" state.
Anyway, thanks to snover for notifying me of this game needing
dual mode patched in and also for some help.
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This fixes a bad play call by replacing it with a fade call.
The newRoom function In script rm23v090 (room 23090) was
calling a play function with 5 arguments, but the play
function only takes 4 arguments. Since it looks like a fade
call it has been replaced with that.
Fixes Trac#10200.
snover helped.
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This fixes overlapping of the left arrow in all cases, but the
scroll delta and initial offset of inventory items will only be
fixed in new games because the affected objects are global objects
whose bad properties get persisted into save games.
Fixes Trac#10037.
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This fixes flickering icons during the word hallucinations.
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This fixes the glitchy positioning during the word hallucinations.
Fixes Trac#10036.
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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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Fixes Trac#10035.
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To also turn ::ticks into ::seconds
For further information see 5a4840e
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Fixes bug #9849
Which is a pseudo-game-breaking glitch of the game itself.
Applies to at least English+German floppy and English CD version.
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This fixes buggy PQ4 system script code and makes entering user
and password on the police computer not trigger a signature mismatch
anymore.
Script code was fixed by Sierra in PQ4 CD.
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Refs Trac#9776, Trac#9864. Fixes Trac#9797.
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Fixes Trac#9957.
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This script patch will fix not getting 10 points for giving
the locket to Marie.
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The previous script patch for this bug was much simpler and
targeted the bad code that hangs, instead of the bad code that
caused the unexpected flag setting, but this caused glitches in
the dragon's cave that couldn't really be fixed since different
animations relied on some common code for positioning Boogle. So,
now, this more complicated patch fixes the fast-forward code in
the seraglio to set Boogle's in-the-bag flag, which is what the
dragon's cave needs in order to not hang when worming Boogle.
Also, because this patch now targets the code that caused the bad
flag state, instead of the code that hangs on the bad state, any
save game in the dragon's cave with the bag flag setting will need
to be fixed by exiting and re-entering the dragon's cave.
Refs Trac#9836.
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Refs Trac#9836.
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