Age | Commit message (Collapse) | Author |
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Transition timings were originally chosen largely by feel in SQ6,
as there was little other evidence to determine the correct speed.
As additional games started being playable in ScummVM, it became
apparent that these speeds were not quite right.
Additional adjustments may be needed in the future, but these new
timings seem to be somewhat closer to expectations than before.
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Learning the bytecode for file op is necessary when creating
workaround signatures, as the signature-finding mechanism does not
currently ignore line/file instructions.
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Used by Hoyle5.
Also includes a tiny amount of cleanup in kAddAfter for
consistency with kAddBefore.
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Fixes Trac#9665.
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For whatever reason, this game uses a different global for
specifying the text speed.
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This change ensures that these kernel calls operate in the same
manner that they did in SSCI.
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1. pushi opcode now displays decimal value and selector value (if
one exists) in-line
2. lofsa, lofss, and super opcodes now display resolved
object/class names
3. Opcode arguments are visually aligned
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Silently returning zero values can cause games to break. e.g.
Shivers 1 room 35170 has a script bug where vJoystick::handleEvent
makes a super call which causes doVerb to be called a second time
with no arguments. In the original game this happened to work
because the value already on the stack happened to be 1. In ScummVM
this silently (unless VM debug messages were enabled) failed
because the uninitialised read value was forced to 0.
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I missed the one for varselector sends handled by the secondary loop in
op_ret. This fixes #9641.
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Fixes Trac#9642.
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Used in Shivers room 35170 when pressing the play button.
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SSCI created a fake va_list and passed it to vsprintf, so extra
placeholders would just silently end up reading garbage memory.
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At least Shivers has VMDs with resource IDs above 2^15; treating %d
as signed means that the wrong filename gets created.
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Fixes Trac#9581.
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KQ7 1.51 writes int16s from the save game catalogue into a Str
object, then retrieves byte 0 from the string and compares it to
-1. This happens to work out because (1) characters were treated
as signed in SCI2.1early and earlier, and (2) int16s in the save
game catalogue were little-endian.
In SCI2.1mid and later, this trick no longer works because
characters are treated as unsigned and get zero-extended instead.
Fixes Trac#9632.
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Thanks @OmerMor.
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Fixes Trac#9612.
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In SSCI, strchr is called against a hex string with a duplicate 0
("01234567890abcdef") to determine the decimal value of hex digits,
which means the values A-F are incorrectly interpreted as 11-16
instead of 10-15.
All versions of SSCI with support for hexadecimal escape sequences
in messages (starting somewhere around Feb 1993) are buggy.
The native save/load dialog of SCI32 relies on this defect to
render the up and down arrows of the game selector.
Fixes Trac#9582.
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updateInfoFlagViewVisible accepts a property index, not a selector
ID.
Fixes Trac#9583.
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Exports with a zero offset are supposed to point to the start of
the code block in the script hunk, but they were being ignored.
This may also apply to SCI1.1 games, but until that can be
verified, this fixes the zero-offset in only SCI32 games for now.
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Thanks @hpvb for the report.
Fixes Trac#9615. Closes #850.
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Fixes Trac#9613.
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Game scripts pass an extra argument which is never used in SSCI.
This happens e.g. when warping from room 620 to room 860 in
LSL6hires.
Adding a signature for kPalVarySetVary for SCI2.1early games only
does not work because KQ7 1.51 is detected as SCI2.1early but the
interpreter includes kPalVary code that matches SCI2.1mid.
Fixes Trac#9611.
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Previously, export calls to non-existing functions would act like
there was never an export call, and the breakpoint would never be
triggered.
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Previously, this was using the offset of the property dict inside the
script. However, this isn't unique. For example, SQ6's DPath and
PolyPath classes both have their property dict at offset 8 of their
respective scripts. This would break Obj::isMemberOf.
Closes #846.
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The GOG version comes with a fan patch that uses rm470::name to
store a timer to rate-limit rm470::doit. This breaks the workaround
detection since that uses the name field.
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transparentColor -> skipColor
displace -> origin
scaledWidth -> xResolution
scaledHeight -> yResolution
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Memory references and integers in SSCI are both 16-bit numbers,
so game scripts frequently (incorrectly) use an IntArray instead
of an IDArray for holding references. Since references in ScummVM
are 32-bit reg_ts, IntArray entries must be large enough to hold
reg_ts in order to be compatible with game scripts that store
references in integer arrays.
The alternative solution is to find and patch all incorrect use of
IntArray across all games. This is possible, but a bit risky from
a save game stability perspective, since incorrect IntArray usage
is sometimes not apparent until well after the array is
instantiated (like GK1's global interview array).
This change invalidates existing SCI32 save games.
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This avoids a deadlock where the main thread (via reconstructPlayList)
tries to acquire the mixer lock (in soundPlay) while holding the SCI
music lock, and the audio thread is holding the mixer lock and tries to
acquire the SCI music lock (in miditimerCallback). Bug #6691.
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