Age | Commit message (Collapse) | Author |
|
This removes the unnecessary Buffer subclass and stops most places
where the output buffer was being interrogated about dimensions
instead of GfxFrameout.
|
|
* Use containers where appropriate
* Re-wrap doxygen comments to 80 columns
* Clarify comments for parts of the engine that are understood now
but were not understood at the time of the initial
implementation
|
|
This transition style was used when exiting the asteroids minigame
in PQ4, though it appears likely that this was an error in the
original game script since it does not actually do anything in the
context that it is used (neither here nor in the original
interpreter).
Still, this code is already written, and it fixes the crash, so in
it goes.
Fixes Trac#9856.
|
|
The show list is already cleared by showBits so it does not need to
be cleared a second time.
|
|
|
|
|
|
|
|
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.
|
|
|
|
SSCI transitions code sends a large number of small show rects
to the graphics manager, one at a time, for each division of a
transition. Each time a rect is submitted, a call to showBits
is made. This design was used when transitions for SCI32 were
first implemented in ScummVM, and it worked OK because the
hardware surface was updated by EventManager::getSciEvent,
not showBits, so the large number of calls to showBits from the
transitions code did not adversely affect engine performance.
Later in SCI32 engine development, hardware surface updates
were changed to occur in showBits so that the hardware surface
would be updated at frame-out time, instead of at input-in time.
This change meant that now the large number of calls to showBits
from transitions became very expensive, and the engine would
stall constantly refreshing the entire hardware surface.
To fix this problem, the transitions code now (1) maximises the
size of rects coming from transitions, when possible, and (2) only
calls showBits when all the rects from one frame of a transition
have been calculated and added to the show rects list.
Additionally, there were some arithmetic errors in the
implementation of pixel dissolve that have been corrected in this
changeset.
Fixes Trac#9614.
|
|
Fixes Trac#9584.
|
|
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.
|
|
|
|
This change invalidates earlier SCI32 save games, which separated
arrays and strings in an incompatible manner. Old save games
contain invalid references to a string segment which no longer
exists, and contain incompatible array structures that lack
critical type information.
|
|
|
|
CID 1361032.
|
|
CID 1361026.
|
|
CID 1361007.
|
|
On at least DC platform, the ShowStyleType enum is fit to a 4-bit
data size, so the 16-bit input value needs to be checked for
validity *before* it is cast to a 4-bit ShowStyleType.
|
|
|
|
|
|
This commit implements all of the known plane transitions from
SCI2 through SCI2.1mid games. Because kSetShowStyle is always
called indirectly via the Styler game script, it is difficult to
find all the places where transitions are used. As such,
transitions that appeared to never be used have been added as
stubs which will trigger a game crash with a message to report
what was being done, so any missed transition types can be
identified quickly and then implemented.
|