Age | Commit message (Collapse) | Author |
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SCI: Script patch for QfG3 giant tree bounds
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SCI: Fixed KGetTime with SYSDATE subop in SCI0-LATE.
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Command input stays disabled, when oiling the arm of the armor.
We fix this.
This script bug also happens, when using the original interpreter.
Fixes bug #7154
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SSCI implementation of the SYSDATE subop of the GetTime kernel function was
changed between SCI0-LATE and SCI01: The base year used was changed from 1920 to
1980.
This subop is used in "Codename: Iceman" (Say "ask for date" to a passing girl
on the beach).
The Atari ST version of "Codename: Iceman" use the 1980 base year.
The Amiga version of "Codename: Iceman" appears to return the time instead of
date, with 0 for the YEAR part.
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These games all share the same bad system script that always sends
NULL as a second argument to kDoSound(play).
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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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Script patch to change the fixed slot 999 to fixed slot 99 in the
game scripts and additional code for kSaveGame, that checks for
Cascade Quest + slot 99 and will then use ScummVM slot 0, which
is our auto-save slot.
Fixes bug #7007
Also added the game name to the other fan-made script patch.
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This patch is about an issue, when interacting with the
armor in room 37 (main house, downstairs).
This bug also happened, when using the original interpreter
and effectively froze the game depending on the coordinate
of Laura Bow, when the command was entered.
Fixes bug #7119
Versions affected: English PC/Atari ST/Amiga Floppy
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Script patch used "lsg" for one instruction, which should have
been "lag" instead.
Caused issues with the spider droid.
Added more details about this script patch in comments.
Also specified the method for a qfg3 script patch in comments.
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Most of the time, we get a bitmap to draw on it. Exposing a buffer
avoids consumers having to create their own all the time, and
encourages use of common drawing code exposed by the buffer.
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This kernel call seems only to be used by KQ7 1.51 (which was
Windows-only) to send warnings to the user.
It was easy enough to do a basic implementation in the ScummVM
GUI rather than just make it an empty call, so now it is a thing.
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These should be all the actually used subfunctions.
Co-authored-by: Colin Snover <github.com@zetafleet.com>
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This line drawing code lives in a remodelled GfxPaint32 class
that is totally separate from GfxPaint16.
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Replaces unused kernel calls to use kEmpty, and set correct
signatures for SCI32 kernel calls.
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This provides a complete implementation of kDoAudio through
SCI2.1mid, plus partial implementation of SCI3 features.
Digital audio calls shunted through kDoSound have also been
updated to go through the SCI32 audio mixer, though these shunts
are a bit hacky because the ScummVM implementation of kDoSound
does not currently match how SSCI kDoSound is designed.
It is probably possible in the future to just replace the SCI1.1
audio code (audio.cpp) with the new SCI32 code, since the major
differences seem to be that (1) SCI1.1 only supported one digital
audio playback channel (this is configurable already), (2) it
had extra commands for CD audio playback and queued sample
playback.
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SCI32 has its own audio handling code, but audio sync code is the
same as SCI16.
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Most SCI32 games draw a "fred" object to the screen when the game
first starts to benchmark video performance. When framerate
throttling is enabled (which fixes many/most timing-related bugs
and reduces system load caused by unnecessary graphics updates),
the game's performance check will think that video card is slow,
causing some "high-performance" game features to be disabled.
To avoid this, we simply disable throttling during benchmarking by
detecting the "fred" object.
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At the base of the giant tree, when entering from the top east path,
the hero can get out of bounds and walk freely in the room.
This is caused by an incorrect cutoff used to determine whether the
hero entered from the top or bottom path.
The patch changes this cutoff, and prevents going out of bounds.
Fixes bug #6693
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The CLUT for 16-bit graphics is not saved in SSCI (nor is it
normally even part of the palette manager).
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The two-argument implementation is correct and works properly.
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CID 1351617, 1351618, 1351619, 1351620, 1351621, 1351622, 1354791.
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The control panel initialisation script makes an invalid two-argument
call to get the width of the settings dial; this only happens to work
because the third argument on the stack was set to zero by an earlier
call.
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The hero is unable to tell Rakeesh and Kreesha about the Simabani
initiation, which would award him 3 points.
This is caused by a heap bug in room 285: the local array of possible
messages omits this message.
The patch fixes the bug by adding this message to the array.
Fixes bug #7086
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This allows to store pointers and fundamental types in a SegmentObjTable.
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This makes code not use _table directly whenever possible. An exception is the
save game code which is not easy to adapt due to design deficiencies.
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The former template hack relied on specialized functions for various types. We
use a hand crafted set of functions for serialization functionality now.
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This did not cause any known bugs, but is wrong according to the
way the actual engine works.
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This entire kString code needs to be reviewed/refactored, but
at least this fix is more complete than the last one.
Thanks to @lordhoto and @wjp for their assistance.
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KQ6 CD sets a global depending on lowres/hires state right at the
start and some scripts are using it instead of calling kPlatform.
This causes some graphics to be incorrect (well lowres)
in case the user saves in lowres mode, then switches to hires
mode and restores the previously saved game.
We now set that global directly after restoring saved games,
so that this issue does not happen anymore.
KQ6 CD demo did the same.
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The SCI16 versions do not implement the scaling algorithm used
by SCI32 so would be off by one in some cases.
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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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