Age | Commit message (Collapse) | Author |
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palette
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When the ABORT_ON_INFINITE_LOOP define is defined in vm.cpp, the VM will now
abort in cases where a conditional statement is followed by an unconditional
jump (which will most likely lead to an infinite loop). Aids in detecting
infinite loop bugs such as #3040722.
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with negative numbers in SCI0 games older than 0.000.685
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This version only handles signed integers. The modulo operator was changed in
SCI0 late (Iceman, and perhaps all SCI0 0.000.685 and later) so that it handles
negative numbers as well. We need to see if there really is a need to keep two
different modulo operators (which will only be necessary if any SCI0 game asks
for the modulo of a negative number by mistake, or a number larger than 32767).
Thus, error out in such a case for SCI0, so that this can be investigated
properly
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only place where it's used
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This refactoring reduces a lot of code duplication, allows for better control,
makes the code more readable and allows us to remove a lot of now unneeded
workarounds
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Thanks to alexbevi
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Thanks to alexbevi for providing details on the format
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The heuristic in question was used to detect the pseudo mouse control
functionality, however the change in controls seems to have occurred with the
transition to cursor views. Fixes keypad control in Conquest of the Longbow.
Moreover, the code also checked for key scan code 76 when checking for the middle
keypad button, which seems to be a mistake, as that case never occurred.
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Removed validate_arithmetic(), signed_validate_arithmetic(), validate_unsignedInteger() and validate_signedInteger()
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The frames/items in GfxFrameout need to be cleared upon loading
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This was an omission, observed after a discussion with clone2727
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This is a regression from a9b051beff3157e1aa8
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a missing parameter check, which has also been added.
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The suffix check for "vmd" failed for uppercase files.
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svn-id: r55890
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svn-id: r55883
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svn-id: r55873
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dynamically. Also,
moved some audio-specific resource code inside resource_audio.cpp
This functionality is used by kSetLanguage(), called when switching the language in
MUMG Deluxe from the game's main menu.
svn-id: r55872
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svn-id: r55867
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svn-id: r55850
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Stops flood of warnings in some Mac titles.
svn-id: r55849
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svn-id: r55837
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- The size of the videos is now calculated when they are loaded (this helps remove some
nasty hacks and constant memory reallocations and simplifies the code)
- Some work on frame placement (e.g. in robot 1305, Phantasmagoria)
svn-id: r55830
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This avoids hiding an overloaded virtual method, which in turn can
cause weird bugs (see also the next commit).
svn-id: r55815
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it from the
SciEngine class
- Robot videos are now shown in frameOut(), like they should, and kRobot(sync) is only
used for syncing with the game scripts
- Hooked video playing into the "play_video" console command
svn-id: r55801
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The scripts can pass a list of view id's from the DOS version that get remapped to CURS/crsr id's. GK1 cursors now work and Phantasmagoria uses the correct ones.
svn-id: r55791
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svn-id: r55780
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- The code now streams videos instead of loading them in memory, without utilizing seeking
- Removed the sound-related robot code from the graphics classes
- Started implementing the code for the sound in robot videos (still not finished)
svn-id: r55772
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svn-id: r55755
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svn-id: r55754
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- Don't reallocate the frame buffer on each update if its dimensions haven't changed
- Don't attempt to display the currently unsupported v4 robot files (used in PQ:SWAT)
- Signed/unsigned fixes
- Disabled the unused getFrameRect() function
- Some cleanup and reordering
svn-id: r55752
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svn-id: r55750
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svn-id: r55749
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The original interpreter completely ignores it in favor of the regular one.
svn-id: r55748
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svn-id: r55719
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(that has no class names)
svn-id: r55711
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svn-id: r55542
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svn-id: r55539
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svn-id: r55525
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svn-id: r55487
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