Age | Commit message (Collapse) | Author |
|
Fixes PQ3 bug #11020
|
|
|
|
This wait function is used by kernel calls other than kWait, and
those other functions do not mutate r_acc in SSCI.
|
|
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.
|
|
|
|
In SSCI, mouse events are received through a hardware interrupt
and the cursor is drawn directly to the graphics card by the
interrupt handler. This allows game scripts to omit calls to
kFrameOut without stopping the mouse cursor from being redrawn
in response to mouse movement.
ScummVM, in contrast, needs to poll for events and submit screen
updates explicitly from the main thread. Submitting screen updates
may block on vsync, which means that this call should really only
be made once per frame, just after the game has finished updating
its back buffer. The closest signal in SCI32 for having completed
drawing a frame is the kFrameOut call, so this is where the
update is submitted (by calling OSystem::updateScreen).
The problem with the approach in ScummVM is that, even though the
mouse position is being updated (by calls to kGetEvent) and drawn
to the backend's back buffer (by GfxCursor32::drawToHardware),
OSystem::updateScreen is never called during game loops that omit
calls to kFrameOut.
This commit introduces a workaround that looks at the number of
times kGetEvent is called between calls to kFrameOut. If the
number of kGetEvent calls is higher than usual (where "usual"
seems to be 0 or 1), we assume that the game is running one of
these tight event loops, and kGetEvent starts calling
OSystem::updateScreen until the next kFrameOut call. We also
then start throttling the calls to kGetEvent to keep CPU usage
down. This fixes at least two such known loops:
1. When interacting with the menu bar at the top of the screen
in LSL6hires;
2. When restoring a game in Phant2 and sitting on the "click mouse"
screen.
A similar workaround may also be needed for kGetTime, though loops
around kGetTime should preferably be replaced using a script patch
to call kWait instead.
|
|
_delayedRestoreGame is always set and cleared at the same time as
_delayedRestoreGameId, and _delayedRestoreFromLauncher is written
but never read.
|
|
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.
|
|
This fixes incorrect backtraces after a workaround failure or
other call to getCurrentCallOrigin when one or more stack frames
are calls to local procedures.
|
|
|
|
|
|
|
|
|
|
|
|
At least Phantasmagoria and PQ:SWAT require this.
This adds a ReadStream/WriteStream to support this. It replaces
the previous VirtualIndexFile which required reimplementation of
most read/write functions.
|
|
Causes issues in at least gk1 (option + inventory plane are shown)
Game::restore is not called, when doing restores from launcher,
so in the original interpreter this script code wasn't called
either.
Fixes option + inventory planes etc. being shown right after
restoring via launcher, when original save/load dialogs were
disabled.
|
|
|
|
will delay restoring a saved game until the next
kGetEvent or kWait
also implement aborting playback for kPortrait
and kShowMovie
|
|
|
|
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
|
|
fixes Police Quest 2 Japanese intro
thx to wjp for helping
|
|
|
|
|
|
- Added a stub for kSetScroll, which sets the target picture immediately
for now
- Added an initial stub of kPalCycle (doesn't work correctly yet)
- Adjusted the signatures of kUpdateLine and kDeleteLine for LSL6
- Unmapped kSetHotRectangles again, with updated information on how it
is used in Phantasmagoria
|
|
Fixes the wrong palette during video sequences in GK2 and the demo of RAMA
|
|
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
|
|
|
|
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]*$//'
|
|
|
|
|
|
|
|
will hopefully
not clash with the speed throttler. This is a more proper fix for bug #3058865, and a
partial fix for bug #3127824
svn-id: r55046
|
|
- VMD videos are now properly started from the associated play subop of the
kPlayVMD kernel call, and are now properly positioned on screen, and doubled
only if the games require them to be
- Added an enum for VMD video flags
svn-id: r55003
|
|
- Added a TODO for the usage of the -info- selector in kClone and kDisposeClone in
SCI3 scripts, as it's no longer used in SCI3
- Added information about which of the selectors are missing in SCI3. There are
some more which are missing, but aren't used in SCI2-SCI3 anyway
- Some styling
svn-id: r54291
|
|
incompatibility with some sierra games. Some games open a new menu, set mouse cursor within that menu and expect the mouse cursor to be in there and will close it, if it's outside. In case of Wiimote/touch interfaces this logic won't work of course. Fixes island of dr. brain and QfG1VGA on Wii and touch-interface platforms
svn-id: r52474
|
|
now lists import files of all possible games, adds game title before that, removes game prefixes for all files
svn-id: r52441
|
|
svn-id: r52311
|
|
we have to reset the parser when switching vocabulary
svn-id: r51031
|
|
not fully working, extended chars do not work currently as input
svn-id: r51027
|
|
that scripts are able to signal us to create new slots, using range 1000-1999 for official slots. fixes lsl6 quicksave overwriting wrong save slots
svn-id: r50831
|
|
fixes kq6 intro
svn-id: r50794
|
|
svn-id: r50532
|
|
it from the EngineState, since it's static throughout the course of a game
svn-id: r50484
|
|
This is now done on startup. This should fix loading from the launcher for LSL6
svn-id: r50406
|
|
fixed some header dependencies in the process
svn-id: r50183
|
|
error pops up from these ones, please add the game where it occurred and the steps to reproduce the error before turning it into a warning
svn-id: r49973
|
|
* Move sleep() from EventManager to SciEngine
* Rename EventManager methods: get -> getSciEvent, and
getFromScummVM -> getScummVMEvent
* Make scancode_rows static const
* Turn altify & numlockify from EventManager methods into static
functions (and comment out the currently unused numlockify)
svn-id: r49959
|
|
commits #49376 and #49525), some formatting
svn-id: r49689
|
|
svn-id: r49575
|
|
svn-id: r49570
|