Age | Commit message (Collapse) | Author |
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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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Replacing a valid signature error by a warning isn't useful.
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This implementation is not 100% engine accurate, but it is
more accurate than what was there, and hopefully the differences
between this and the engine code are merely cosmetic.
The known (intentional) differences are:
1. Uses ScummVM rects inside the engine code, converting to/from
SCI rects on the kernel edges and when scaling
2. Fewer side effects when performing operations that *should*
have been pure from the start (like text dimension calculation).
Still not side-effect-free, but at least things like colours
and alignment do not need to be reset every time a measurement
is taken, unlike in the actual engine.
Editor controls and some other kBitmap code are temporarily
disabled as a result of changes to GfxText32 until they can be
updated to be engine-accurate.
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So that hopefully the signature will match for all versions
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Fixes game title views not shown while they are scaled in.
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Fixes bug #6247
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This first of all combines both detection entries and makes it
possible so that the user can directly choose English or Japanese
without having to add the game twice.
But it also fixes the in-game option to switch between English
and Japanese. Prior to this commit it was only possible to for
example switch from Japanese to English once, but it was not
possible to switch back without quitting the game and starting it
again.
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- Add "kAnimate fast cast state" to "version" debug command
- Make it possible for script patcher signatures to get fully
used outside of the regular script patcher
- Remove previous fastcast detections and replace them with
a signature heuristic
- Remove object name checking, when fastcast global is set
- Heuristic detects "fast cast" support incorrectly for multilingual
KQ5, but it seems the game never sets the global, so it won't
matter. KQ5 CD (also SCI1 late) has fastcast support.
- Remove hack in GfxView::draw
- Add lots of comments to ScriptPatcher class
This fixes EcoQuest 1 Floppy showing the anemone on top of the
message box (see bug #5170)
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Fixes graphical issues, when restoring saved games.
SCI32 did not clear the screen and also did not even redraw the
screen on restore. It only redraws elements that have changed.
Behavior verified using TSR in DOSBox (see comments).
Also added comment about clearing the screen for SCI16.
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Game checks for file CDAUDIO. Currently the kFileIO(Exists)
code is working pretty slowly on at least Windows. Needs to get
fixed properly by enhancing SaveFileManager().
This is primarily for branch 1.8.0.
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- Patch game super object for saving instead of game object
- Remove re-adding planes+screen items, game::replay does that
We would only have to do that for soft-failing on restore
- Change debug levels of kNumLoops/kNumCels to 9
- Add special comment about -info- selector in syncWithScripts()
This should now make ScummVM menu saving work properly at
least in SQ6.
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Fixes restoring saved games, when ScummVM dialogs are patched in
Removing clearing planes+screen items as well, because the scripts
actually did that, but did not clear everything.
Fixes "Invalid screen item" message when entering options menu,
after restoring in SQ6.
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debugflag Graphics
level 6 for Add+Delete
level 7 for Update
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