Age | Commit message (Collapse) | Author |
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This ensures the detected speed will end up at the highest level. This
improves the detail in Yorick's room (96), and slightly changes the
timing in other rooms.
Fixes bug #10296.
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The original script patch had the correct literal value but the
wrong selector name in the comment for the literal value, so when
it was converted to use a selector lookup in
c5dce17b1f1392feb8825aba5addbc3999eeaa51, the patch broke because
the wrong selector name was used.
Fixes Trac#10392. Closes gh-1107.
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When quitting the game at the main menu and hitting no
or quitting the game while playing the cursor color
over the buttons will be tan the first time rather
than red. This fix makes it so it will be red.
This was done by removing a check in HotSpot::doit()
which checks the global193 value. Removing this check
fixes the problem.
Fixes Trac#9977.
Thanks snover and wjp for your help.
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Fixes Trac#10263.
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It's quite difficult to patch. I hope this finally solved it.
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So that it also works even when the patch files are missing.
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Fixes buying an apple from man wearing a barrel, who walks
around in front of the casino.
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In SCI3, Sierra removed the ability of the main renderer to
automatically scale CelObjs with different source resolutions.
Instead, in SCI3, all CelObjs are treated as having the same
resolution as the screen (i.e. 640x480).
In all SCI3 games other than RAMA, keeping the code paths for
resolution-dependent scaling is not a problem because all the
assets and game code are correctly designed to use the same
640x480 resolution throughout. RAMA, on the other hand, was
written with the text subsystem set to a resolution of 630x450
(Phant1's screen resolution), and in SSCI, resolution-dependent
scaling code was not removed from the *text* subsystem. As a
result, RAMA's game scripts rely on the slightly larger scaled
dimensions coming out of the text system when determining the size
of screen items for rendering, and then also rely on the main
renderer ignoring the 630x450 resolution baked into the bitmaps
generated by the text subsystem when drawing them to the screen.
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Was a game bug, finally fixed.
This was a combined effort of wjp and myself. Thanks to wjp.
We both don't own QfG2 1.000 atm, so we could not try it for that
version.
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for Hk So Good store catalog.
Implements enhancement #10227
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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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