Age | Commit message (Collapse) | Author |
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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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Requested by @m-kiewitz.
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Regression from d4869218200a3dd165c2f1c156f3c1620c813241.
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Currently, only the SCI16 remapping functionality is implemented
(used in the QFG4 demo)
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The demo versions of these games were using a very different engine -
SCI1.1 vs SCI2/SCI2.1. Thus, we split them into different game IDs,
to avoid mixing specific game checks for them, as well as specific
game workarounds, which are different for the demos than the full
versions. Also, the demos should be working when SCI32 is disabled.
For these games, we don't use ADGF_DEMO, to avoid game IDs like
foodemo-demo
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The implementation was not correctly rounding the scaled position
with mulru, leading to occasionally incorrect hit detection at
the boundaries of boxes.
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Game hangs during the magic battle during the ending.
Happened in all multilingual versions because of a script bug
(scripts were waiting for a signal, music didn't set one)
Fixes French, German and Spanish versions of KQ5
Also happened, when using the original interpreter
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Other platforms, that support analog stick + touch screen at the
same time, are possibly also affected.
Cursor workarounds exist for qfg1vga, qfg3, lsl5 and Island of
Dr. Brain. Those sometimes worked and sometimes didn't on
at least OpenPandora and should be fixed now.
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Not all SCI2.1late/SCI3 function signatures are fully known yet,
but all subops are now represented in the kernel tables.
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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.
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