Age | Commit message (Collapse) | Author |
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This may come back in the future to deduplicate some gfx code,
but SCI32 had two different inlined ways of doing coordinate
conversions with different rounding methods, so CoordAdjuster32
didn't get used when the graphics system was rewritten.
At the moment, SCI32 code uses the mulru/mulinc methods from
helper.h for scaling up/down coordinates.
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The only calling code for this was removed in commit 3f2469c33ed6017d3c385fbbfd01a4e690987fbc
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Currently, only the SCI16 remapping functionality is implemented
(used in the QFG4 demo)
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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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- Detection works via signatures (couldn't find a better way)
- new kString subcalls were introduced SCI2.1 LATE
- kString now has signatures and is split via subcall table
- kString fix, so that KQ7 doesn't crash, when starting a chapter
- Sci2StringFunctionType removed, because no longer needed
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View flags are mainly used by LB2. The flag in the LSL6 view seems to
be garbage, so we ignore it
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for dual mode (text+speech at the same time)
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for dual mode (text+speech at the same time)
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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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