Age | Commit message (Collapse) | Author |
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Fixes the torch in the full version of QFG4
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More transparency/color mapping effects are now working (e.g. the
flashlight at the Gedde tomb in GK1, the rays of light at Schloss Ritter
in GK1, the torch in the QFG4 demo and the shadows in QFG4, PQ4 and KQ7)
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Fixes some graphics glitches in the QFG4 demo and the menus of QFG4, by
implementing one of the transparency effects used mainly in SCI32.
Many thanks to fuzzie for her debugging info on QFG4 demo and to wjp for
his great help on the dissassembly
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glitch"
This bug is caused by the fact that the sprites in that scene and the
speech bubble share the same priority, so we compensate for that with a
workaround
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heroic than ever"
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kCelInfo subop 4 returns the pixel color at the
passed in x,y coordinates for the passed in view,
loop, cel. Shivers uses this function for the
red door puzzle, room 23601 to determine what
blocks on the puzzle board are already occupied
by pieces.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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Before only 255 was treated this way. This fixes part of the broken
dialog boxes in Jones CD (bug #3297111) which use priority 254,
and matches Jones CD disassembly.
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(fixes Wolfgang closeup, room 720)
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Fixes bug #3253208
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A regression from d2ad7898d93
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Renamed some variables, functions and comments related to the
undithering code, to make them a bit easier to understand
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- Added comments for all the different view unpacking algorithms
- Merged the SCI1 VGA and SCI1.1 VGA unpacking code
- Fixed views in Longbow Amiga (the palette is still broken, though)
- Used memset()/memcpy() instead of looping through
- Fixed a regression of rev. d2ad789 (LSL1 Spanish, bug #3135872)
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A regression from d2ad7898d9
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16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games
32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games
Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been
fixed already in the view patch. Thanks to waltervn for observing this.
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This renaming allows us to better distinguish that this version is for games
that only had an EGA version, and avoid confusion with newer SCI1 game releases
with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2,
a SCI1 EGA game with a parser. Also, added some games for each SCI version.
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it happens in the original version
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Dialogue Portrait Backwards Anim"
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This was a regression from r55825.
svn-id: r55868
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svn-id: r55828
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svn-id: r55825
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Since Mac OS required black to be at 0xff and white to be at 0x00, the original Sierra programs had to hack around that in various sections of the code to keep things in line with the PC versions. We're changing the view pixels instead so we only have to change in one location.
svn-id: r55823
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svn-id: r55744
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svn-id: r55721
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svn-id: r55705
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#3135872 "LSL1VGA: "Pause Game" problem")
In the copy case, the runLength can be up to 127, not 64 i.e. the LSB of the RLE code forms part of the runLength.
svn-id: r54924
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it has some differences in its views)
svn-id: r54390
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bit 2 actually triggers special drawing of cels in sierra sci
svn-id: r53855
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room 9 (go up right at the start)
svn-id: r53522
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svn-id: r53517
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(cupboards in room 43, just in the room to the left from the start)
svn-id: r53515
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fixes vga conversion games graphic glitches, some views have bad mapping tables
svn-id: r52218
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svn-id: r51956
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sierra sci did this in their getCelRect(), we are doing it while loading, fixes laura bow not appearing in taxi (bug #3041220)
svn-id: r51955
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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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svn-id: r51580
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fixes cels being placed wrongly, sci0early didnt have the z adjust.
svn-id: r51537
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svn-id: r51533
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fixes crash in sq5 with elevator on goliath
svn-id: r51520
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svn-id: r51276
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