Age | Commit message (Collapse) | Author |
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Remap would crash SCI2.1early games with 19 remap slots, and
did not actually work in most cases in SCI2.1mid+ games.
The SCI16 implementation was moved to its own separate file but
was otherwise touched as little as possible, so may still have
similar problems to the SCI32 code.
1. Split SCI16 and SCI32 code into separate files
2. Use -32 prefixes for SCI32 code and no prefix for SCI16 code,
where possible, to match other existing code
3. Avoid accidental corruption of values from the VM that may be
valid when signed or larger than 8 bits
4. Added documentation
5. Add missing remap CelObj calls
6. Inline where possible in performance-critical code paths
7. Fix bad `matchColor` function, and move it from GfxPalette to
GfxRemap32 since it is only used by GfxRemap32
8. Fix bad capitalisation in getCycleMap
9. Remove unnecessary initialisation of SingleRemaps
10. Update architecture to more closely mirror how SSCI worked
11. Clarify the purpose of each type of remap type (and
associated variable names)
12. Split large `apply` function into smaller units
13. Fix buffer overrun when loading a SCI2.1early game with remap
14. Remove use of `#define` constants
15. Warn instead of crashing with an error on invalid input (to
match SSCI more closely)
16. Change the collision avoidance mechanism between the RemapType
enum and remap kernel functions
17. Add save/load function
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Thanks wjp, LordHoto, waltervn
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applyRemap() has been implemented now, however the end effect is still
not visible
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This fixes an assertion when starting a new game in SQ6
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applyRemap() is still not finished, so nothing is actually visible yet
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Currently, only the SCI16 remapping functionality is implemented
(used in the QFG4 demo)
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