Age | Commit message (Collapse) | Author |
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bit 2 actually triggers special drawing of cels in sierra sci
svn-id: r53855
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adjusted comments about that and also renamed the bit, also added additional TODO, because hoyle 4 has special code that gets into action, when bit 0 is not set, but bit 2 is
svn-id: r53853
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svn-id: r53852
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interpreters should get checked for that hoyle 4 code, comment added
svn-id: r53851
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svn-id: r53828
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caused by r53068, triggered bug #3092840 (SQ5 genetix lab scaled incorrectly when laying course) - thx to digitall for bisect
svn-id: r53775
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svn-id: r53140
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fixes regression of r52887 - lb2 actors not scaled correctly bug #3083577
needs to get backported
svn-id: r53068
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definitely save to backport, belongs to r52887
svn-id: r52888
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kAddToPic doesnt do loop/cel fixups, it also doesnt support global scaling and will only set nsRect on scaled Cels, not reusing fill() of kAnimate anymore, but doing those things separately
fixes kq6 - 2nd window shown instead of peppermint bush (bug #3070465)
should be save to backport
svn-id: r52887
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svn-id: r52820
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it's set. Currently game-specific for Hoyle4; fixes bug #3038424. But
other SCI1.1 games should be tested with a general version of this to
see whether it fixes relevant bugs.
svn-id: r52818
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lb2floppy: scripts get confused in the rat scene, when scaleX/Y are set with applied global scaling. This results in kInitBresen to get called almost endlessly, which results in ego slowing down to a crawl and not being able to reach the upper right exit - fixes bug #3050606
svn-id: r52559
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SCI constantly invoked Engine::shouldQuit(), which in
turn called 2 virtual functions. This added a significant
overhead, as this was called constantly without any
throttling whatsoever. Now, the invocation of shouldQuit()
is throttled to be on each frame update (i.e. at a rate of
60fps). Thanks to wjp for profiling this.
svn-id: r52431
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fixes blop not appearing during intro song, because game thought we were too slow (bug #3051514)
svn-id: r52392
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really weird, but it works now. Bug #3037578 (kq5 trunk), bug #3043286 (lb1 knight)
svn-id: r52007
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broke laura bow 1, need to figure out whats exactly wrong
svn-id: r52004
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fixes regression of r51952 and bug #3042957
svn-id: r51971
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fixes kq5 trunk getting closed again during intro - is actually a script bug that sets cel to some really high number - bug #3037578, may also fix other similar issues
svn-id: r51969
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svn-id: r51954
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fixes laurabow2 bug #3041226
svn-id: r51952
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when giving the tambourine to the monster - bug #3041262
svn-id: r51950
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fixes bug #3038989, regression of r51544
svn-id: r51714
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fixes laura bow 2 (especially floppy but CD is also affected somewhat by this)
svn-id: r51660
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and enable speed throttler when just one regular cel was drawn, fixes eco quest 2 ego getting light-speed fast in village (bug #3036805)
=this could cause regressions like disabled animations in games=
svn-id: r51544
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only set nsRect when being drawn later (scaled only), fixes sq5 instant-death in elevator shaft
svn-id: r51534
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and adding workaround for pq2 when showing windows with pictures
change to kAddToPic fixes bad coordinates of cels when restoring the game (should also fix lsl2)
svn-id: r51526
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svn-id: r51523
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credits (bug #3036154)
svn-id: r51459
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fixes qfg3: right guard on top of the palace having wrong priority
fixes sq5 and all sorts of sci1.1 games: when loading wrong priority for some actors that fixed itself after one frame
svn-id: r51397
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kDeleteKey, the successor is set to NULL, thus list processing stops (which is what SSCI is doing).
svn-id: r51157
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shouldn't have a successor node
svn-id: r51154
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kAnimate may refer to unfrozen objects which have been deleted, thus handle that case accordingly.
svn-id: r51152
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svn-id: r50498
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svn-id: r50497
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svn-id: r50496
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svn-id: r50453
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This helps to ensure proper data encapsulation.
Also reformatted some overlong comments to 80 chars per line, and
fixed some other code formatting issues.
svn-id: r50421
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svn-id: r50345
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svn-id: r50340
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kAnimate's current recursion. This fixes the invalid execution stack frame in SQ1, when loading from the death screen after dying from the acid drops in Kerona. This should also fix the invalid hunk pointers, thus the warning about invalid hunk pointers has been turned into an error, as it shouldn't occur anymore
svn-id: r50277
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object moved, fixed - fixes kq6cd flickering coin and pq1 flickering locker issue
svn-id: r50190
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fixed some header dependencies in the process
svn-id: r50183
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:P) thx to waltervn for telling me the vocab 994 stuff used for disassembly
svn-id: r50181
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as selectors
svn-id: r50180
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svn-id: r50179
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svn-id: r50081
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call (e.g. in KQ1 demo, PQ2)
svn-id: r50022
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svn-id: r49639
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svn-id: r49563
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