Age | Commit message (Collapse) | Author |
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This wasn't explicitly marked as intentional but it very much looks it.
Committing separately in the unlikely case this needs to be reverted.
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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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Fixes Trac#10361.
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Fixes Trac#10343.
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Passing overlapping buffers to C standard library memcpy, strcpy,
and strncpy is undefined behavior. In SSCI these operations would
perform a forward copy, and most stdlib implementations do the
same, but at least newer Linux glibc on x86 copies bytes in
reverse, so just using the standard library on this platform
results in broken output.
Because SSCI used a blind forward copy instead of memmove for
overlapping copy operations, this patch implements an explicit
forward copy to ensure that overlapping copies continue to operate
the same as in SSCI.
This fixes the Island of Dr. Brain v1.1 flamingo puzzle
(script 185, flamingos::init, localCall 4c3) on platforms that do
not perform forward copy in memcpy/strcpy/strncpy.
Thanks to @moralrecordings for research on this bug and an initial
patch using memmove.
Closes gh-1034.
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This code was assuming that retval points to the start of the next
instruction, which is only true if the current parameter is the last
one. This fixes op_call printing.
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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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Added this already through last commit by accident
Was supposed to get added by this.
Workaround for reading uninitialized temp game bug.
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Also add a bit more documentation / Fix some documentation
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So that one can specify an entire range of temp variables
by using just one single entry.
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Leaning on the enter key during a word search puzzle will trigger
this bug, just like in Castle of Dr Brain.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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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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This reverts commit ae8e4fa8e95f3ae347dfc681330bccc0b09d1f01.
This change is wrong in any case. It should be specific to temp
14+15 at the very least. I also did not get an answer on what
is actually happening internally. That's not how we should
add workarounds. My review was also still pending.
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Leaning on the enter key during a word search puzzle will trigger
this bug, just like in Castle of Dr Brain.
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During the wordsearch puzzle (room 320 click left door) the
game will crash because of an uninitalized read of temp
variables in word::dispatchEvent (which gets called a lot),
if the player clicks the same letter or different letters
aggressively or holds down the enter key.
Fixes Trac#9783.
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This removes the unnecessary Buffer subclass and stops most places
where the output buffer was being interrogated about dimensions
instead of GfxFrameout.
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* Rewrap comments to 80 columns
* Clarify comments where possible
* Use smart pointers where appropriate
* Change view/pic flags detection to always use word-size
(byte-size check for flag 0x80 was a compiler optimisation)
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* Rewrap comments to 80 columns
* Clarify comments where possible
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* Rewrap comments to 80 columns
* Clarify comments where possible
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* Rewrap comments to 80 columns
* Remove resolved TODOs
* Use containers and smart pointers where appropriate
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* Rewrap doxygen comments to 80 columns
* Swap public/private sections so public APIs come first
* Clarify comments where easily possible
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* Use containers where appropriate
* Re-wrap doxygen comments to 80 columns
* Clarify comments for parts of the engine that are understood now
but were not understood at the time of the initial
implementation
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* Rewrap comments to 80 columns
* Clarify comments where possible
* Use smart pointers where appropriate
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* Replace raw pointers with smart pointers
* Use references instead of const pointers where appropriate
* Tweak initialisation
* Tweak palette copies to the stack
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This will cause non-linear time shifts in the system timer that
the game's custom save logic may not expect, but in initial testing
the game doesn't seem to care about this.
Fixes Trac#10259.
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As it turns out, autorama.sg *is* actually used sometimes.
Fixes Trac#10253.
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Fixes Trac#10251.
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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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This file normally stores brightness, music volume, and most
recently used save game directory. Since we store the music volume
ourselves and don't use the save game directory, the only
potentially useful information is the brightness level, and that
is fine to just restore from the save games.
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